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Movement Quick Reference Guide 5e

QUICK REFERENCES 5e

MOVEMENT - Quick References

Characters/creatures can move at any time during their turn (before, after or during certain actions)

Movement Cost: 10 ft per 5ft crawled (6m per 3m crawled).

  1. You can crawl to move whenever you Drop Prone
  2. Every foot of movement you make while crawling costs 1 ft more. If your character/creature is moving on difficult terrain, it moves even slower: therefore, this movement costs 3 ft.

Cost: 10 ft per 5 ft

Movement Cost: 10 ft per 5ft crawled (6m per 3m crawled).

You don’t have to make checks for every occasion your character/creature is climbing. However, when the surface is particularly difficult to climb, it might involve an Athletics (Strenght) check.

Cost: 10 ft per 5 ft

Cost modifier: 5ft per 5ft

If your character/creatures encounter a difficult terrain, its movement costs an additional 5ft per 5ft.

What is a difficult terrain? Generally Speaking a difficult terrain is a terrain that is difficult for a character to cross or to move through

Cost modifier: +5ft per 5ft

Movement Cost: 0 ft (0 m) – Free

When your Character/Creature drop prone, you have to consider the following elements:

  1. Your character/creature can drop prone without using any speed.
  2. To move while your character has dropped prone, you can either crawl or use a magic teleportation
  3. Dropping prone adds to your character the Prone condition

Prone Condition. Every character or creature in this condition has:

  • Every melee attack on your character has advantage
  • Every ranged attack on your character has disadvantage
  • Every attack you make with your character has disadvantage

Cost Modifier: 0 ft 

Movement Cost: speed halved

When you grab a creature and drag or carry it with you, your speed is halved.

In this context, you need to address also the following rules:

  1. Whenever your character/creature drag or carry a creature that it has grabbed, its speed is halved unless that creature is two or more sizes smaller
  2. You need to grapple the creature before moving it. See the grapple action to understand how to do so.

Cost Modifier: 5 ft per 5 ft

Cost: 5 ft per 5 ft Jumped (1,5 m per 1,5 m jumped)

If you want your character/creature to perform an High Jump, you have to consider the following elements:

  1. If you move your character for up to 10 ft on foot before the jump, it can leap into the air for a number of ft that is equal 3 + strength modifier
  2. When you make a high jump without moving (a standing high jump), you can make only half of the distance of the previous point
  3. Your character/creature can extend its arms above itself before the jump for a maximum distance that is equal to half its standard height.
  4. On some special occasions, your GM can decide to let you make an Athletic (strength) check to perform a Jump that is higher than what your character is normally capable.

Cost: 5 ft per 5 ft jumped

It is the general rule that applies to any stunt not present in this guide.

In this case, if you want your character/creature to perform an action or a certain type of stunt that is not present in this list, the Game Master will tell you whether this action is possible and what type of check you should make to perform this stunt successfully.

Cost: it is up to the GM

Movement Cost: 5 ft per 5ft moved (1,5 m per 1,5 m moved)

While performing a long jump, you need to consider the following elements:

  1. If your character has moved a distance of 10 ft or lower, it can cover a maximum distance (expressed in ft) that is equal to its strength score. For example, if the character strength score is 16, it will be able to cover a maximum distance of 16 ft ( a little less than 5 meters).
  2. If you want your character to make a long jump without moving ( a standing long jump) it will be able to cover a distance that is only half the one it would be able to cover in the previous point.

Cost: 15 ft per 15 ft

Movement Cost: 5 ft per 5ft moved (3m per 3m moved)

While moving, you need to consider the following elements:

  1. If your character/creature has more than one speed (for example, it also has swimming, or flying speed), you can decide to switch back and forth between your speeds during the move action. In case you switch, you have to subtract the distance your character/creature has already moved from the new speed.
  2. Your character/creature can move through a non-hostile space
  3. Your character/creature can move through hostile space, but only when the hostile creature is two sizes larger (or smaller) than your character/creature
  4. The space occupied by another creature is considered difficult terrain for you
  5. You can’t willingly decide to end the move of your character/creature in the space occupied by another creature, whether it is an enemy or an ally.

Cost: 15 ft per 15 ft

Movement Cost:  10 ft per 5 ft swum

Generally, it is not necessary to make any particular throw, however, if the waters are particularly difficult to swim through (for example, the character/creature is trying to swim during a storm), the Game Master might require a saving throw on Strenght (athletics).

Cost: 10 ft per 5 ft

Movement Cost: half of movement speed

If you can not stand up, or you do not have enough movement speed, your movement speed is 0.

 

Cost: half of movement speed

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