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Travel Speed 5e: Optimized Character Building

Pushing the SpeedLimit

Characters and monsters in combat are constantly moving. They often use movement and position to gain an advantage. You can travel a distance equal to your Travel speed 5e each turn. Follow these rules to use as much or as little as your Travel speed 5e on your turn.

You can also jump, climb, and swim. These movements can be combined with walking or taken together to make your whole move. Regardless of how fast you move, you subtract the distance from your Travel speed 5e for each step until it is exhausted or you stop moving.

Breaking Up Your Move

Your Travel speed 5e can be used to break up your movement during your turn. If you have a Travel Speed 5e of 30 feet you can move 10ft, take your action and move 20ft.

Moving between Travel Speed 5e and Attacks 5e

You can move between the attacks if you take an action that involves more than one weapon attack. A fighter with an Extra Attack feature that allows him to make two attacks and a travel speed of 5e of 25ft could move 10 feet, attack, then move another 15 feet.

Using Different Travel speed 5es

You can switch between your Travel speeds 5es during a move if you have more than one, such as your walking and flying Travel speeds 5e. When you switch to a new Travel speed 5e, subtract the distance that you have already traveled. This will determine how far you can travel. The result of the current move is not allowed to use the 0 or lower.

If you have a Travel Speed 5e of 30 and an flying 5e 60, because a wizard cast a fly spell on your, you can fly 20 feet, walk 10 feet and then jump into the air to fly another 30 feet.

Difficult Terrain Travel Speed 5e

Combat rarely takes places in empty rooms or on flat plains. A typical fight is set on difficult terrain, with boulder-filled caverns, briar-choked forest, and treacherous staircases.

Each foot of movement on difficult terrain is worth 1 additional foot. This applies even if there are multiple items in the same space.

Examples of difficult terrain include low furniture, rubble and undergrowth, steep stairs, snow and shallow bogs. It also includes the space of an intruder, regardless of whether it is hostile or not.

Being Prone

Combatants are often found lying on the ground after being knocked or thrown. They are called prone in the game. This condition is described in appendix B. Drop prone can be done without using any Travel speed 5e. Standing up requires more effort. This means that you will need to move twice as fast as your. If your measures 30 feet, then you will need to move 15 feet to get up. If you don’t have enough movement or your has 0., you can’t get up.

You can move while lying down by crawling or using magic like teleportation. Each foot of crawling cost 1 more foot. Therefore, crawling 1 foot on difficult terrain costs 3 feet.

  • You can’t stop a creature from moving in its space, regardless of whether it is your friend or enemy.
  • As explained in the chapter, if you move away from a hostile creature, it can provoke an attack.

Flying Movement

Although flying creatures have many advantages, they also need to deal with the possibility of falling. A flying creature can be knocked down, its Travel speed reduced to 0 or otherwise deprived from the ability of moving. If it does not have the ability or magic to hover, it will fall.

Creature Size

Each creature has a different space requirement. The Size Categories table displays how much space a given size creature can use in combat. Sometimes objects use the same size categories.

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