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Movement and Position
*********************

In combat, characters and monsters are in constant
motion. often using movement and position to gain
the upper hand.

On your turn, you can move a distance up to your
speed. You can use as much or as little of your speed as
you like on your turn, following the rules here.

Your movement can include jumping, climbing, and
swimming. These different modes of movement can
be combined with walking, or they can constitute your
entire move. 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.

The “Special Types of Movement” section in
chapter 8 gives the particulars for jumping, climbing,
and swimming.

Interacting With Objects Around You
-----------------------------------

Here are a few examples of the sorts of thing you can do in
tandem with your movement and action:

- draw or sheathe a sword
- open or close a door
- withdraw a potion from your backpack
- pick up a dropped axe
- take a bauble from a table
- remove a ring from your finger
- stuff some food into your mouth
- plant a banner in the ground
- fish a few coins from your belt pouch
- drink all the ale in a flagon
- throw a lever or a switch
- pull a torch from a sconce
- take a book from a shelfyou can reach
- extinguish a small flame
- don a mask
- pull the hood ofyour cloak up and over your head
- put your ear to a door
- kick a small stone
- turn a key in a lock
- tap the floor with a 10-foot pole
- hand an item to another character

Breaking Up Your Move
---------------------

You can break up your movement on your turn, using
some of your speed before and after your action. For
example, if you have a speed of 30 feet, you can move
10 feet, take your action, and then move 20 feet.

Moving Between Attacks
^^^^^^^^^^^^^^^^^^^^^^

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,
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.

Using Different Speeds
^^^^^^^^^^^^^^^^^^^^^^

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. Whenever you
switch, subtract the distance you’ve already moved from
the new speed. The result determines how much farther
you can move. If the result is 0 or less, you can't use the
new speed during the current move.

For 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.

Difficult Terrain
-----------------

Combat rarely takes place in bare rooms or on
featureless plains. Boulder-strewn caverns, briar—
choked forests, treacherous staircases—the setting of
a typical fight contains difficult terrain.

Every foot of movement in difficult terrain costs 1
extra foot. This rule is true even if multiple things in
a space count as difficult terrain.

Low furniture, rubble, undergrowth, steep stairs,
snow, and shallow bogs are examples of difficult terrain.
The space of another creature, whether hostile or not,
also counts as difficult terrain.

Being Prone
-----------

Combatants often find themselves lying on the ground,
either because they are knocked down or because they
throw themselves down. In the game, they are prone,
a condition described in appendix A.

You can drop prone without using any of your
speed. Standing up takes more effort; doing so costs
an amount of movement equal to half your speed. For
example, if your speed is 30 feet. you must spend 15 feet
of movement to stand up. You can’t stand up if you don't
have enough movement left or if your speed is 0.

To move while prone, you must crawl or use magic
such as teleportation. Every foot of movement while
crawling costs 1 extra foot. Crawling 1 foot in difficult
terrain, therefore. costs 3 feet of movement.

Moving Around Other Creatures
-----------------------------

You can move through a nonhostile creature’s space.
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. Remember that another creature’s
space is difficult terrain for you.

Whether a creature is a friend or an enemy, you can’t
willingly end your move in its space.

If you leave a hostile creature’s reach during your
move, you provoke an opportunity attack. as explained
later in the chapter.

Flying Movement
---------------

Flying creatures enjoy many benefits of mobility, but
they must also deal with the danger of falling. If a flying
creature is knocked prone, has its speed reduced to 0, o
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.

Creature Size
-------------

Each creature takes up a different amount of space.
The Size Categories table shows how much space
a creature of a particular size controls in combat.
Objects sometimes use the same size categories.

.. csv-table::
    :header: "Size", "Space"

    "Tiny", "2 1/2 by 2 1/2 ft."
    "Small", "5 by 5 ft."
    "Medium ", "5 by 5 ft."
    "Large", "10 by 10 ft."
    "Huge", "15 by 15 ft."
    "Gargantuan", "20 by 20 ft. or larger"

Space
^^^^^

A creature's space is the area in feet that it effectively
controls in combat. not an expression of its physical
dimensions. A typical Medium creature isn't 5 feet
wide, for example, but it does control a space that
wide. If a Medium hobgoblin stands in a 5—foot—wide
doorway, other creatures can’t get through unless the
hobgoblin lets them.

A creature’s space also reflects the area it needs to
fight effectively. For that reason. there’s a limit to the
number of creatures that can surround another creature
in combat. Assuming Medium combatants. eight
creatures can fit in a 5—foot radius around another one.

Because larger creatures take up more space. fewer
of them can surround a creature. If five Large creatures
crowd around a Medium or smaller one, there's little
room for anyone else. In contrast, as many as twenty
Medium creatures can surround a Gargantuan one.

Squeezing Into a Smaller Space
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

A creature can squeeze through a space that is large
enough for a creature one size smaller than it. Thus, a
Large creature can squeeze through a passage that's
only 5 feet wide. While squeezing through a space,

a creature must spend 1 extra foot for every foot it
moves there, and it has disadvantage 0n attack rolls
and Dexterity saving throws. Attack rolls against the
creature have advantage while it’s in the smaller space.

Variant: Playing on a Grid
--------------------------

If you play out a combat using a square grid and miniatures
or other tokens, follow these rules.

**Squares.** Each square on the grid represents 5 feet.

**Speed.** Rather than moving foot by foot, move square by
square on the grid. This means you use your speed in 5-foot
segments. This is particularly easy if you translate your speed
into squares by dividing the speed by 5. For example. a speed
of 30 feet translates into a speed of 6 squares.

If you use a grid often, consider writing your speed in
squares on your character sheet.

**Entering a Square.** To enter a square, you must have
at least 1 square of movement left, even ifthe square is
diagonally adjacent to the square you’re in. (The rule for
diagonal movement sacrifices realism for the sake of smooth
play. The Dungeon Master’s Guide provides guidance on using
a more realistic approach.)

If a square costs extra movement, as a square of difficult
terrain does, you must have enough movement left to pay for
entering it. For example, you must have at least 2 squares of
movement left to enter a square of difficult terrain.

**Corners.** Diagonal movement can’t cross the corner ofa
wall, large tree, or other terrain feature that fills its space.

**Ranges.** To determine the range on a grid between two
things—whether creatures or objects—start counting squares
from a square adjacent to one of them and stop counting in
the space of the other one. Count by the shortest route.