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Movement and Position

You can move a distance up to your Speed on your turn. With that in mind, how you choose to move and how much movement you use are all up to you.


Size and Space

Creatures and objects come in all different shapes and sizes. To determine the amount of space one can effectively command, Table: Size Categories approximates a standard for Turn-Based Action.

The 5-foot square that a Medium orc commands cannot be passed through by other Medium creatures unless the orc allows them to. Likewise, the space determines the limit to the number of creatures that can surround it; the orc can be surrounded by a maximum of 8 Medium creatures, or 4 Large creatures.

Size Categories
Tiny 2.5 ft. by 2.5 ft.
Small 5 ft. by 5 ft.
Medium 5 ft. by 5 ft.
Large 10 ft. by 10 ft
Huge 15 ft. by 15 ft
Gargantuan 20 ft. by 20 ft.
Titanic 25 ft. by 25 ft. or larger

 

Squeezing

A creature usually has the option to squeeze through a space one size smaller than its own. A Large ogre can explore a 5-foot wide tunnel or narrow crevice with her Small goblin friend by squeezing, although it'll be a little difficult. 

While you are squeezing:


Movement in Turn-Based Action

Your Speed centers around moving across the ground by running, walking, rolling, slithering, and so on. Any natural or magical means can provide you with additional speeds based on other forms of movement.

Climbing and Swimming. You can use your base Speed to perform these tasks, but you must spend 1 extra foot for every foot you do so. A swim or climb speed allows you to move through these environments at no additional cost.

Gliding, Hovering, and Burrowing. You must have the appropriate movement speed to perform these tasks.

Flying. Not only do you need to have a flying speed to fly, you may fall out of the sky when you are knocked prone or have your Speed reduced to 0.

When switching between different movement speeds, you subtract the distance you've already moved during your turn from the new speed. If the remainder is 0 or less, you cannot use the new speed this turn.

The way you break up your movement between speeds is up to you. If you have two attacks and a Speed of 30 feet, you can move 15 feet, perform an attack, move another 15 feet, and then attack a second time. If you have more than one movement speed, like a swim speed of 30 feet, you can run 10 feet, swim across a pool for 10 feet, and then run another 10 feet on the other side.


Mounted Combat

A creature can ride on top of another creature at least one size larger than its own, provided the bigger creature can support its weight. Mounting or dismounting a creature costs half your movement and can be performed once per turn. 

While you are mounted on a creature:

  • You have half cover (+2 to AC, Dexterity saving throws , and ability checks made to hide) against melee attacks.
  • You have advantage on ability checks to leap off the creature you're riding.
  • If you are knocked prone , you make a DC 10 Dexterity saving throw or fall prone in a space adjacent to the creature you're riding.
  • If the creature you're riding is knocked prone, you can use your reaction to dismount and land on your feet. Otherwise, you also fall prone.

While you are being ridden by another creature:

  • You have advantage on ability checks to throw the creature riding you.

If you're riding another creature that you have control of, you use its Speed instead of your own, and you and your mount share movement on your turn. Remember that mounting or dismounting costs half your Speed when choosing to move after you’ve jumped onto or off the creature.

A mounted creature under your control can take the Dash, Disengage, or Dodge action during your movement on your turn. Alternatively, you can use a bonus action to command the creature to make an ability check or take the Attack action (this does not include Multiattack). You can read more about these actions later in this chapter.


Being Prone

Falling down on the ground is often a consequence of action, but it can also be an effective strategy in the heat of the moment while bolts of lightning whiz overhead. You can drop prone without using any movement. You can also drop prone as a reaction to being targeted by a ranged attack you can see.

While you are prone:

  • Your only movement option is to crawl (every 1 foot of movement while crawling costs 1 extra foot) until you stand up.
  • Standing up requires half your movement.
  • You have disadvantage on melee attack rolls.
  • An attack roll against you is made with advantage if the attacker is within 5 feet. Otherwise, the attack roll is made with disadvantage.

Tactical Positioning

Position in combat can give you or your allies the upper hand during Turn-Based Action.

Attacking From Above

If you are at least 5 feet above your target and you aren't grappled or restrained , you gain an expertise die on melee attack rolls made against it. 

Back-To-Back

When you are adjacent to an ally, you can use a bonus action to stand back-to-back. While back-to-back with an ally it is harder to be caught off guard, and you cannot be flanked. As long as neither you nor your ally move, your passive Perception is increased by 2 until either the start of your next turn or when one of you moves.

Dragging An Ally

While adjacent to a willing ally, you can use your reaction to grab them by the hand and pull them along with your movement even if they've already expended all of theirs. While doing so, every foot of movement costs you an additional 2 feet of movement, and the ally cannot use their reaction. This movement provokes opportunity attacks as normal.

Flanking

When you and an ally are on direct opposite sides of a target, you gain an expertise die on your actions against that target. You and your ally cannot flank for one another if either of you are incapacitated .

If you are not using a grid for combat, flanking instead occurs when three or more creatures are attacking the same creature in melee.

Pulling From Below

If you are at least 5 feet below your target, your target is your size or smaller, and you aren't grappled or restrained , you gain an expertise die on Strength checks and saving throws made against it.

Hidden Attacker

When you are hidden from a target, you gain advantage on your first attack roll against it. After your first attack roll, unless you are invisible or your target is otherwise unable to see you, you are no longer hidden.