Movement v0.4.0 #
Changing Movement Types #
Once per turn you can switch the type of movement speed you are using by spending half of both speeds. In order to change types you must have spent no more than half of your initial movement speed.
- E.g. if you are starting in a move speed of 35ft and choose to switch to a swim speed of 50ft then you can only do so if you’ve moved 15ft or less in your move speed, and when you begin using your swim speed you will have 25ft of speed remaining.
Forced Movement and Collisions #
When a Creature is forcibly moved via an affect that pushes them, knocks them back, or otherwise sends them flying, they do not provoke attacks of opportunity.
- Additionally when a Creature that is forcibly moved in this way collides with a wall or other hard surface they take 1d6 bludgeoning damage per 10ft of forced movement that they were subjected to.
Jumping #
By spending 10 feet of movement and using your Action or Bonus Action on your turn you can make a Jump to a point you can see within a distance of feet equal to 15 + 5 times your Strength Modifier.
- Your Jump distance is halved while Encumbered.
- If you collide with an obstacle during your jump you must succeed on a DC 10 Athletics check or fall, landing Prone on the ground.
Movement and Threatened Squares #
Enemies who occupy their space on a grid are alert in combat and prevent Creatures from moving through them unless certain effects are applied or certain actions are taken. Enemies standing adjacent to each other block the space between them as they both occupy it. Enemies standing diagonally to one another also block movement through the space between them. For this, use the Corners rule which governs Terrain Features when Playing on a Grid.
Overrun #
When a creature tries to move through a hostile creature’s space, the mover can try to force its way through by overrunning the hostile creature. As an Action or a Bonus Action, the mover makes a Strength (Athletics) check contested by the hostile creature’s Strength (Athletics) check. The creature attempting the overrun has advantage on this check if it is larger than the hostile creature, or disadvantage if it is smaller. If the mover wins the contest, it can move through the hostile creature’s space once this turn.
Tumbling #
A creature can try to tumble through a hostile creature’s space, ducking and weaving past the opponent. As an Action or a Bonus Action, the tumbler makes a Dexterity (Acrobatics) check contested by the hostile creature’s Dexterity (Acrobatics) check. If the tumbler wins the contest, it can move through the hostile creature’s space once this turn.