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​Movement

Basic Rules. On your turn you can move a distance up to your speedYou can break up your move. (91) See also using a grid and movement outside of combat.​​

​​Difficult terrainheavy load, armor, tricky footing, exhaustion, and spells can hinder movement.

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Spells and magic items can enhance movement. 

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Leaving a foe's reach creates an opportunity attack for the foe.

The following special moves may require you to make an ability check and/or go more slowly:​

jump

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​​crawl

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acrobatic stunt​

climb​

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swim

Special Moves. Sometimes your usual move is not enough. The following requires you to expend your action on the move:​

More than one mode during a move is possible.

Dash doubles your move;

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Disengage lets you retreat without provoking opportunity attacks;

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Ready lets you strategically delay your move.

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