Move | On your turn, you can move a distance equal to your Speed or less. However you're moving with your Speed, you deduct the distance of each part of your move from it until it is used up or until you are done moving, whichever comes first. You can break up your move, using some of your movement before and after any action, Bonus Action, or Reaction you take on the same turn. |
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Climbing | While you're climbing, each foot of movement costs 1 extra foot. You ignore this extra cost if you have a Climb Speed and use it to climb. |
Crawling | While you're crawling, each foot of movement costs 1 extra foot. |
Drop Prone | On your turn, you can give yourself the Prone condition without using an action or any of your Speed, but you can't do so if your Speed is 0. |
Stand Up | While you have the Prone condition, you can spend an amount of movement equal to half your Speed (round down) to right yourself. If your Speed is 0, you can't right yourself. |
High Jump | When you make a High Jump, you leap into the air a number of feet equal to 3 plus your Strength modifier (minimum of 0 feet) if you move at least 10 feet on foot immediately before the jump. When you make a standing High Jump, you can jump only half that distance. Either way, each foot of the jump costs a foot of movement. You can extend your arms half your height above yourself during the jump. |
Long Jump | When you make a Long Jump, you leap horizontally a number of feet up to your Strength score if you move at least 10 feet immediately before the jump. When you make a standing Long Jump, you can leap only half that distance. Either way, each foot you jump costs a foot of movement. If you land in Difficult Terrain, you must succeed on a DC 10 Dexterity (Acrobatics) check or have the Prone condition. This Long Jump rule assumes that the height of the jump doesn't matter, such as a jump across a stream or chasm. At your DM'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. |
Swimming | While you're swimming, each foot of movement costs 1 extra foot. You ignore this extra cost if you have a Swim Speed and use it to swim. At the DM's option, moving any distance in rough water might require a successful DC 15 Strength (Athletics) check. |
Teleportation | When you teleport, you disappear and reappear elsewhere instantly, without moving through the intervening space. This transportation doesn't expend movement unless a rule tells you otherwise, and teleportation never provokes Opportunity Attacks. If the destination space of your teleportation is occupied by another creature or blocked by a solid obstacle, you instead appear in the nearest unoccupied space of your choice. |
Difficule Terrain | Combatants are often slowed down by Difficult Terrain. Every foot of movement in Difficult Terrain costs 1 extra foot, even if multiple things in a space count as Difficult Terrain. |