Conflicts - Advanced Rules for Movement on a Battlemap

## Overview

Below are rules which expand on the rules for movement presented in the Combat Conflicts Section, which may be used in combination with those rules. See the Combat Conflicts for more.

## Movement

During a *Combat* *Characters* are assumed to be in constant motion. This movement is represented by them moving a distance up to their *Movement* *Speed* on their *Turn*.

Movement Speed typically means the distance a Character can *walk or run* during a their Turn, though we will see later other forms of Movement are also possible (see *Walking, Climbing Swimming and Flying Speeds*).

Most *Characters* have a *Movement Speed* of 30 feet.

During their *Turn*, a *Character* may move a distance upto their *Movement Speed*, in whole increments of 5ft.

If playing on a square grid where each square represents a 5ft by 5ft square, a move between any two adjacent squares is a movement of 5ft.

Movement along diagonal directions is simplified to requiring just 5ft of movement, although a *GM* may at their discretion implement rules which account for the additional distance moving diagonally should cost (e.g. alternating the movement cost of diagonals between 5ft and 10ft).

Hexagon grids, while less common, may also be used.

## Movement Speed

A *Movement Speed* describes the movement at which a *Characters* is typically able to move during their *Turn*. Depending on how a *Character* travels however, their *Movement* *Speed* may be expended more quickly.

A *Character* may only move if it has a *Movement* *Speed* greater than 0, and they cannot move any further once they have expended all of their movement for that *Turn*.

A modification to a *Character's* *Movement* *Speed* will be applied to any and all Movements Speeds available to them.

Unless otherwise stated, a Character's Movement Speed dictates how far they can move through Walking and Running.

To see the full rules on Movement, including rules for Climbing, Swimming and Flying Speeds, how to Combine Multiple different Speeds within a single turn, Forced Movement, the effects of Character Size on movement and rules for jumping, see the *Advanced Rules for Movement on a Battlemap Section. Movement Rules* section.

## Walking, Climbing, Swimming and Flying Speeds

The type of Movement Speed may sometimes be specified. This may be because a feature the Character has may allow them to move better or worse using certain forms of *Movement*.

### Walking Speed

Most *Characters* have a *Walking Speed* equal to their *Movement Speed,* however in cases where this is not true, or a feature such as a modifier only applies when they are moving on land, that a *Character's Walking Speed* may be defined.

### Swimming and Climbing Speed

In most cases, a *Character* will expend two feet of movement for every foot of movement they swim or climb. However, in some cases a *Character* may be a particularly proficient climber or swimmer and so have a specified *Climbing* or *Swimming Speed* or have a modifier which specifies these Speeds.

In addition, if a *Character* has a *Climbing* or *Swimming Speed*, they are able to use *Weapon Attacks* without *Disadvantage* while using that *Speed* (i.e. while they are climbing or swimming), provided they have hands free with which to do so (e.g. a person Climbing would generally only be able to wield a Weapon using one hand).

A *Character* who is knocked *Prone* while *Climbing* immediately loses their grip and begins falling. (see *Prone* Condition)

A *Character* cannot be knocked *Prone* while *Swimming*.

### Flying Speed

Most *Characters* are unable to fly, consequently when a *Character* can fly their *Flying Speed* is usually specified.

A *Character* can use a *Flying Speed* to fly in any direction. Keep track of a *Characters* height during combat if playing on a 2D battlemap, and for simplicity assume diagonal movement in all directions is spent in 5ft increments.

If a Character is knocked *Prone* while *Flying*, or their *Movement Speed* is reduced to 0 (e.g. they are *Grappled*), they immediately begin to fall.

Some *Flying Characters* have a *Hover Speed*. This is a special form of *Flying Speed* where the *Character* does not fall is they are knocked *Prone* or their *Movement Speed* is reduced to 0.

## Using Multiple Movement Speeds

If a *Character* uses multiple different *Movement Speeds* on their *Turn*, first decide determine which is the fastest form of *Movement Speed* they want to use. That is their "*Movement speed*" for this *Turn* which they will count their movements against.

Next, determine how many times faster that *Movement Speed* is than the other *Movement Speeds* they intend to use. This will tell them how much of their "movement speed" is being expended when they are using these slower *Movement Speeds*.

For example, if a *Character* has a *Swimming Speed* of 60 ft but a *Walking Speed* of 30 ft, their "*Movement Speed*" is 60ft. Because their *Swimming Speed* is twice as fast as their Walking Speed however, they will spend 2 feet of their 60ft *Movement Speed* for every foot of walking they do. So they could for example walk 30ft on their turn or swim 60ft, or walk 15 ft and swim 30ft, or walk 20 ft and swim 20ft.

## Modifications to Movement Speed

The *Environment* as well as many conditions can modify Characters movement speed. For example, an effect which reduces their *Movement Speed* by 10ft would decrease the aforementioned *Walking Speed* from 30ft to 20ft, and the *Swimming Speed* from 60ft to 50ft.

An effect which specifies it will reduce a Characters *movement speed* to 0 will reduce *all* of their *Movement Speeds* to 0. (e.g. *Walking Speed* 30ft becomes 0ft, *Swimming Speed* of 60ft becomes 0ft).

An effect which doubles a *Character's Movement Speed* will double *all* of their *Movement Speeds* (e.g. *Walking Speed* 30ft becomes 60ft, *Swimming Speed* of 60ft becomes 120ft).

## Forced Movement

Forced Movement refers to the when a *Character* is moved by forces outside of themselves. This could include them being thrown some distance by an explosion, falling, being pulled or pushed by another *Character*, or being moved by a mount they are seated on. When a *Character* moves as a result of Forced Movement, even on their own turn, they do not expend their own movement.

Additionally a Character who moves as a result of Forced Movement does not provoke Opportunity Attacks from Characters.

Magical effects which convince a Character to move under their own power (e.g. Running away as the result of a frightening effect) do **not** count as Forced Movement, and will expend a Character's Movement Speed unless stated otherwise.

### Reaction Movements and Bonus Action Movements

Sometimes a feature may describe a *Character* as moving when they use a *Reaction* or *Bonus Action.* Such features will not expend your *Movement* *Speed*, but are instead movements you can take in addition to your usual *Movement*.

For Example, the *Warrior's Leap* feature allows them to jump a distance equal to half their *movement speed*. With a *Movement Speed* of 40ft they could use this feature to travel 20ft in addition to their usual 40ft of *Movement Speed*.

## Character Size

A *Character's Size Category* can vary between *Tiny, Small, Medium, Large, Huge* and *Gargantuan*

The effective area on a battle map which a *Character* occupies depends upon their *Size Category*. *Medium* and *Smaller* sized creatures occupy a 5ft by 5ft area of the map. *Large Characters* occupy a 10 ft by 10ft area. *Huge Characters* a 15ft by 15ft area and *Gargantuan Characters* may occupy areas of 20ft by 20ft or larger.

A *Character* typically cannot willingly end it's turn in an occupied space, with some exceptions:

* A *Character* can end it's *Turn* within the same space as another *Character* if it is two sizes smaller than the other *Character*.
* Up to two *Small* sized *Characters* can end their *Turn* within the same 5ft by 5ft square.
* Up to four *Tiny sized Characters* can end their *Turn* within the same 5ft by 5ft square.

A *Character* cannot typically move through the square of a *Character* which is *Hostile* to them, with some exceptions:

* A *Character* can move through the space of a *Hostile Character*, provided it is two sizes smaller than the *Hostile Character* and it is not knocked prone (i.e. they can walk under them provided they are not laying on the ground).
* A *Character* can move through the space of a *Hostile Character,* provided it is two sizes larger than the Hostile Character (i.e. they can walk over them)
* A *Small* or smaller sized *Character* can move through a 5ft by 5ft sized area occupied by a *Hostile Character* which is also *Small* sized or smaller. (i.e. the space is large enough for two small sized characters to move past each other)
* If a *Character's* vertical jump exceeds a *Character's* height, they may jump over the *Character* to move past them. (see *Jumping*)
* A *Character* may move through a square occupied by a *Character* of the same size category if they are knocked *Prone*. (i.e. they may walk over a prone *Character*).
* You may move through any *Hostile Characters* space if they are *Incapacitated* (see Conditions) and there is space with which to do so.
* Any space occupied by a Hostile Character is counted as *Difficult Terrain,* costing 1 additional foot of movement for each foot of movement required to move through their space *(*see *Environment).*

A *Character* may freely move through the square of a *Character* which is friendly to them, with the exception of narrow spaces:

* Corridors and Doorways. If a corridor or doorway a friendly *Character* is occupying is equal to their size or smaller, then moving past them will cost 1 additional foot of movement for each foot of movement required to move through their space. E.g. A *Medium* sized *Character* would need to spend 10ft of movement to move through the 5ft of space another medium sized *Character* is occupying if they are in a narrow corridors.
* In especially narrow spaces, a *GM* may rule it is impossible to move past even a friendly *Character*.

## Jumping

Often times a *Character* will want to jump a distance. This could be to leap over a pit, a portion of difficult terrain, a dangerous magical effect or in some cases even over other *Characters*.

A *Character's* jump distance includes a horizontal and vertical value.

### Horizontal Jumping

A *Medium Sized* *Character's* horizontal jump distance is equal to their *Strength Score*. E.g. a *Medium Sized* *Character* with a *Strength Score* of 10 could jump 10ft.

### Vertical Jumping

A *Medium Sized* *Character's* vertical jump distance is equal to one quarter of their *Strength* *Score rounded Up. E.g. a Medium Sized Character with a Strength Score of 10 could jump 3ft high.*

Note this is the distance between a *Character's* feet and the ground during their jump, not the total height they can reach (see **Reaching** below)

### Jumping and Size Category

A *Character's* horizontal and vertical jump distance doubles or halves for each *Size Category* above or below Small/*Medium Sized* they are.

A *Medium* or Small *Sized* Character with a *Strength Score* of 10 can jump 10ft horizontally and 3ft vertically. A *Tiny Sized* *Character* with a *Strength Score* of 10 feet could jump 5 feet horizontally and 1.5 feet vertically. A *Large* *Character* with a Strength of 10 can jump 20 feet horizontally, and 6ft vertically. A Huge Sized Character with a Strength of 10 could jump up to 40ft horizontally, and 12ft vertically etc. See Table below for more examples.

Vertical Jumping Height
 9-12
 13-16
 17-20

### Difficult Terrain and Landing after Jumping

If a *Character* jumps while on *Difficult Terrain* they must succeed on a DC 15 Dexterity(Athletics) Check or immediately fall *Prone*.

If a *Character* lands on *Difficult Terrain* they must succeed on a DC 15 Dexterity(Athletics) Check or immediately fall *Prone,* as well as take fall damage according to the distance they fell (i.e. the distance between the peak of their jump to where they landed). This is 1d10 bludgeoning damage for every 10ft of distance they fell. If they feel less than 10ft, they fall Prone but do not take additional damage.

A *Character* does not take fall damage when they fall as a result of jumping vertically, provided they are falling on a surface which is of the same height or higher than the one they jumped from.

If a Character jumps to a surface which is 10ft or more lower than their current position, they fall Prone. However, the damage is calculated from the distance between the two surface levels, and not between the peak height of the jump and the surface they landed on.

### Jumping Between Turns

Jumping can be used as part of a *Character's* movement speed. Jumping expends their movement speed as though they were walking the equivalent distance they travelled. Count only the distance between the position they jumped from and landed to.

If a *Character* does not have the movement required to complete a jump, they end their turn mid jump, and the Jump will complete it's progress during their next Turn. If an effect would knock the *Character* *Prone* or reduce their *Movement Speed* in some way during the jump (e.g Grappled), they immediately fall to the ground.

### Reaching

A *Character* can reach above them a distance equal to 1 half of their height or length. The height and reach of a Small Sized Character is assumed to be 3ft and 4.5ft respectively. For Medium Characters, 6ft and 9ft. For Large Characters, 9ft and 13.5ft etc.

A Character may reach above them as part of a jump to scale an obstacle or attack a flying Character. For example, a Small Sized Character with a Strength score of 10 can jump 3ft vertically, and reach up 4.5ft, so they could reach an object such as a window ledge which is 7.5ft above the ground. A Medium Sized Character with the same Strength score could jump 3ft and reach a distance of 9ft, and so could reach a window ledge which is 12ft above the ground.

### Jumping Over Characters

It is possible in some cases to use a jump to effectively move through a *Hostile Characters* space. If a *Character* can jump higher than a Character's height, they are able to move through their space. If you leave a *Character's* Reach as part of a jump you will provoke an *Opportunity Attack.*

### Jumping Higher or Further

The above jump distances represent the distances represent the *minimum* jump distances a *Character* can achieve in safe settings without the need for a *Skill Check*.

At the *GM's* discretion, a *Character* may attempt to jump further than stated above.

In such cases they will request a *Strength(Athletics) Check* to determine how much further a *Character* may attempt to jump. We recommend a *Character's* jump distance could be increased by up to 50% on a DC15 *Strength(Athletics) Check. E.g.* A Medium Sized Character with a *Strength Score* of 10 could extend their horizontal jump for 10ft to 15ft on a *Successful Check.*

## Copyright Notice

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode

## Credit this Work

To Credit material presented here which is unique from that contained in the System Reference Document 5.1 (see Copyright Notice), copy the following to your Credits Section:

This work includes material taken from "7e” by Peter Rees and materials taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC. Both "7e" and the "SRD5.1" are Licensed under the Creative Commons: By Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode