Movement
Movement determines how far a creature can travel on its turn in combat. A creature's speed is listed in its stat block or character sheet.
On a creature's turn, they can move a distance up to their speed. They can use as much or as little of their speed as they like on their turn.
Types of Movement
These different modes of movement can be combined with walking, or they can constitute an entire move. However a character is moving, you deduct the distance of each part of the move from their speed until it is used up or until done moving.
- Walking: The most common type of movement.
- Jumping: Using Strength to high jump or long jump.
- Climbing: Costs + of movement for every climbed unless the creature has a climbing speed.
- Swimming: Costs + of movement for every swum unless the creature has a swimming speed.
- Flying: A creature with a flying speed can move through the air. If it is knocked prone or its speed is reduced to
0, it falls unless it can hover. - Burrowing: A creature with a burrowing speed can move through the ground.
Using Different Speeds
If you have more than one speed, such as your walking speed and a flying speed, you can switch back and forth between your speeds during your move. Whenever you switch, subtract the distance you've already moved from the new speed. The result determines how much farther you can move. If the result is 0 or less, you can't use the new speed during the current move.
For example, if you have a speed of 30 and a flying speed of 60 because a wizard cast the fly spell on you, you could fly , then walk , and then leap into the air to fly more.