
If a Medium hobgoblin stands in a 5-foot-wide doorway, other creatures can’t get through unless the hobgoblin lets them.Ī creature’s space also reflects the area it needs to fight effectively. A typical Medium creature isn’t 5 feet wide, for example, but it does control a space that wide. Objects sometimes use the same size categories.Ī creature’s space is the area in feet that it effectively controls in combat, not an expression of its physical dimensions. The Size Categories table shows how much space a creature of a particular size controls in combat. Creature SizeĮach creature takes up a different amount of space. If a flying creature is knocked prone, has its speed reduced to 0, or is otherwise deprived of the ability to move, the creature falls, unless it has the ability to hover or it is being held aloft by magic, such as by the fly spell. Flying Movementįlying creatures enjoy many benefits of mobility, but they must also deal with the danger of falling. If you leave a hostile creature’s reach during your move, you provoke an opportunity attack, as explained later in the chapter. Whether a creature is a friend or an enemy, you can’t willingly end your move in its space. Remember that another creature’s space is difficult terrain for you. In contrast, you can move through a hostile creature’s space only if the creature is at least two sizes larger or smaller than you. You can move through a nonhostile creature’s space.

To move while prone, you must crawl or use magic such as teleportation. You can’t stand up if you don’t have enough movement left or if your speed is 0. For example, if your speed is 30 feet, you must spend 15 feet of movement to stand up. Standing up takes more effort doing so costs an amount of movement equal to half your speed. You can drop prone without using any of your speed. In the game, they are prone, a condition described in appendix A. Being ProneĬombatants often find themselves lying on the ground, either because they are knocked down or because they throw themselves down. The space of another creature, whether hostile or not, also counts as difficult terrain. Low furniture, rubble, undergrowth, steep stairs, snow, and shallow bogs are examples of difficult terrain. This rule is true even if multiple things in a space count as difficult terrain. Boulder-strewn caverns, briar-choked forests, treacherous staircases-the setting of a typical fight contains difficult terrain.Įvery foot of movement in difficult terrain costs 1 extra foot. Difficult TerrainĬombat rarely takes place in bare rooms or on featureless plains. If the result is 0 or less, you can’t use the new speed during the current move.įor example, if you have a speed of 30 and a flying speed of 60 because a wizard cast the fly spell on you, you could fly 20 feet, then walk 10 feet, and then leap into the air to fly 30 feet more. The result determines how much farther you can move.

Whenever you switch, subtract the distance you’ve already moved from the new speed. If you have more than one speed, such as your walking speed and a flying speed, you can switch back and forth between your speeds during your move.

For example, a fighter who can make two attacks with the Extra Attack feature and who has a speed of 25 feet could move 10 feet, make an attack, move 15 feet, and then attack again. If you take an action that includes more than one weapon attack, you can break up your movement even further by moving between those attacks. For example, if you have a speed of 30 feet, you can move 10 feet, take your action, and then move 20 feet. You can break up your movement on your turn, using some of your speed before and after your action. However you’re moving, you deduct the distance of each part of your move from your speed until it is used up or until you are done moving. These different modes of movement can be combined with walking, or they can constitute your entire move. Your movement can include jumping, climbing, and swimming. You can use as much or as little of your speed as you like on your turn, following the rules here. On your turn, you can move a distance up to your speed. In combat, characters and monsters are in constant motion, often using movement and position to gain the upper hand.
