DND 5th Edition
DND 5th Edition
DND 5th Edition
Compendium
1. Home
2. Rules
3. Movement
4. Source: 5th Edition SRD
Table of Contents
Speed
i. Travel Pace
ii. Difficult Terrain
Special Types of Movement
Movement
Swimming across a rushing river, sneaking down a dungeon corridor,
scaling a treacherous Mountain slope—all sorts of Movement play a key role
in fantasy gaming Adventures.
Sometimes it’s important, though, to know how long it takes to get from
one spot to another, whether the answer is in days, hours, or minutes. The
rules for determining Travel time depend on two factors: the speed
and Travel pace of the creatures moving and the terrain they’re moving
over.
Speed
Every character and monster has a speed, which is the distance in feet that
the character or monster can walk in 1 round. This number assumes short
bursts of energetic Movement in the midst of a life- threatening situation.
The following rules determine how far a character or monster can move in a
minute, an hour, or a day.
Travel Pace
Travel Pace and Effects
Difficult Terrain
Jumping
Long Jump. When you make a Long Jump, you cover a number of feet up
to your Strength score if you move at least 10 feet on foot immediately
before the jump. When you make a standing Long Jump, you can leap only
half that distance. Either way, each foot you clear on the jump costs a foot
of Movement.
This rule assumes that the height of your jump doesn’t matter, such as a
jump across a stream or chasm. At your GM’s option, you must succeed on
a DC 10 Strength (Athletics) check to clear a low obstacle (no taller than a
quarter of the jump’s distance), such as a hedge or low wall. Otherwise, you
hit it.
You can extend your arms half your height above yourself during the jump.
Thus, you can reach above you a distance equal to the height of the jump
plus 1½ times your height.
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