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Rule Reference Back to Movement
5e 2014 Rules

Special Types of Movement

Source. System Reference Document 5.1

Movement through dangerous dungeons or wilderness areas often involves more than simply walking. Adventurers might have to climb, crawl, swim,or jump to get where they need to go.

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Speed

Every character and monster has a speed, which is the distance in feetthat the character or monster can walk in …

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Travel Pace

While traveling, a group of adventurers can move at a normal, fast, orslow pace, as shown on the Travel Pace …

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Difficult Terrain

The travel speeds given in the Travel Pace table assume relativelysimple terrain: roads, open plains, or clear dungeon corridors. But …

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Climbing, Swimming and Crawling

While climbing or swimming, each foot of movement costs 1 extra foot (2extra feet in difficult terrain), unless a creature …

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Jumping

Your Strength determines how far you can jump. **Long Jump.** When you make a long jump, you cover a number …

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