🏃‍♀️5e - Speed🏃‍♀️

Every creature capable of movement has a Speed, measured in feet, that it can move in a single round. Travel pace is used when it comes to longer time periods of moment that take place over minutes, hours, or days.

Of course the world is wide and vast, leading to exceptions in mounts and methods of travel…

Vehicles

See 🛠️Vehicles for more Information.

Not all travel is done by foot. Vehicles and mounts are used by many adventurers to help travel the vast distances of the world.

Land-based vehicles can choose at which pace to move while water-based vehicles are restricted by the speed of the vehicle. A water-based vehicle gains no benefits from a slow pace, but has no penalties for moving at a fast pace. Depending on the vehicle and crew size, a ship can travel up to 24 hours a day.

Special Movement

Not all travel can be accomplished by simply walking from one point to another. Adventurers may be forced to climb, swim, or leap to reach their final destinations — nothing ventured, nothing gained.

Climbing, Swimming, and Crawling

Movement using these three methods is similar to traveling through difficult terrain though there are some key differences. First, it costs a creature an extra foot to move for every foot spent. Worse, if a creature is moving in actual 🏔️Difficult Terrain, it costs four feet to move for every foot spent. Moving by climbing or swimming through normal terrain by a creature with the corresponding speed costs no additional movement.

A Game Master may apply additional checks in certain scenarios, such as climbing a particularly slippery surface or swimming in churning water.

For example, a barbarian with a 30 foot movement speed only moves 15 feet on their turn while trying to climb a mountain. Should that same barbarian try climbing that same mountain during a snowstorm, they would only move 8 feet, and may even need to pass an Athletics check to maintain a hold or risk falling into the roaring water below.

Jumping

See 🏃‍♀️Jumping for more Information.

The distance a creature can jump is determined both by the method attempted and their STR modifier.

A long jump requires a creature to move at least 10 feet by foot immediately before making its jump and the distance covered is a number of feet equal to this formula: (STR Modifier + 5) x 2. Each foot covered by a jump costs the same in movement.

A Game Master can also request a DC 10 Strength (Athletics) check to clear low obstacles, which must be no taller than a quarter of the jump’s distance. A failure indicates that instead of jumping over such an obstacle, a creature crashes into it.

Landing is also a fair challenge. Should a creature land in difficult terrain, perhaps jumping over a table in the kitchen only to land on a freshly mopped floor on the other side, the creature must make an additional DC 10 Dexterity (Acrobatics) to actually land on its feet. Should it fail, it instead falls ☠️Prone.

A high jump is a bit more complex. To make a running high jump, a creature must move 10 feet on foot immediately before the jump, leaping up into the air a number of feet equal to 3 + STR Modifier (minimum of 0 feet). To make a standing high jump, a creature needs not move beforehand, but only jumps half the distance it would have doing a running high jump.

When a creature’s jumping distance exceeds its Speed, it can jump up to a distance equal to twice its Speed in a single leap so long as it takes no other movement on that turn other than to jump. In either case, a creature uses up a foot of movement for every foot it covers jumping.

There are a few special scenarios for high jumping though.

First, a creature can extend its arms up to half its height during a jump. Thus a creature can reach above itself equal to the height of a jump plus 1.5 times its height. In addition, the Game Master may allow a creature to make a Strength (Athletics) check to jump higher than it could otherwise.

Speed modification

Your Strength score alters your walking speed. The following table shows you the changes.

ScoreWalking Speed Increase
<0-5
0-1+0
2+5
3-4+10
5+15
6-7+20
8+25
9-10+30