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 [[Physical Capabilities#Movement Speed|movement 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|jumping]], [[Physical Capabilities#Climbing|climbing]], and [[Physical Capabilities#Swimming|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 [[Physical Capabilities#Movement Speed|speed]] until it is used up or until you are done moving.
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### 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 [[Physical Capabilities#Movement Speed|movement speed]] of 30 feet, you can move 10 feet, take your action, and then move 20 feet.
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##### 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 [[Fighter#Extra Attack|Extra Attack]] feature and who has a [[Physical Capabilities#Movement Speed|movement speed]] of 25 feet could move 10 feet, make an attack, move 15 feet, and then attack again.
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##### Using Different Speeds
If you have more than one [[Physical Capabilities#Movement Speed|movement speed]], such as a [[Physical Capabilities#Climbing|climbing speed]] and a [[Physical Capabilities#Flying|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 [[Physical Capabilities#Movement Speed|movement speed]] of 30 feet and a [[Physical Capabilities#Flying|flying speed]] of 60 feet because a [[Wizard|Wizard]] cast the [[Arcane Spells#Fly|fly]] spell on you, you could fly 20 feet, then walk 10 feet, and then leap into the air to fly 30 feet more.
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### 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 [[Conditions#Prone|prone]]. You can drop [[Conditions#Prone|prone]] without using any of your [[Physical Capabilities#Movement Speed|movement speed]]. Standing up takes more effort; doing so costs an amount of movement equal to half your [[Physical Capabilities#Movement Speed|movement speed]]. For example, if your [[Physical Capabilities#Movement Speed|movement 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 [[Conditions#Prone|prone]], you must crawl or use magic such as teleportation. Crawling is considered moving through [[#Difficult Terrain|difficult terrain]].
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### Cover
Walls, trees, creatures, and other obstacles can provide cover during combat, making a target more difficult to harm. A target can benefit from cover only when an attack or other effect originates on the opposite side of the cover.
There are three degrees of cover. If a target is behind multiple sources of cover, only the most protective degree of cover applies; the degrees aren't added together. For example, if a target is behind a creature that gives half cover and a tree trunk that gives three-quarters cover, the target has three-quarters cover.
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##### Half Cover
A target with half cover has a +2 bonus to AC and Dexterity saving throws. A target has half cover if an obstacle blocks at least half of its body. The obstacle might be a low wall, a large piece of furniture, a narrow tree trunk, or a creature, whether that creature is an enemy or a friend.
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##### Three-Quarters Cover
A target with three-quarters cover has a +5 bonus to AC and Dexterity saving throws. A target has three-quarters cover if about three-quarters of it is covered by an obstacle. The obstacle might be a portcullis, an arrow slit, or a thick tree trunk.
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##### Total Cover
A target with total cover can't be targeted directly by an attack or a spell that relies on sight, although some spells can reach such a target by including it in an [[Spellcasting#Areas of Effect|area of effect]]. A target has total cover if it is completely concealed by an obstacle.
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### Creature Size
A creature or an object belongs to a size category: Tiny, Small, Medium, Large, Huge, or Gargantuan. A creature’s size determines how much space the creature occupies in combat.
| 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 |
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##### 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.
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##### Carrying Capacity
Larger creatures can bear more weight, whereas Tiny creatures can carry less. For each size category above Medium, double the creature’s [[Abilities & Skills#Carrying Capacity|carrying capacity]] and the amount it can [[Abilities & Skills#Push, Drag, or Lift|push, drag, or lift]]. For a Tiny creature, halve these weights.
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##### Climbing onto a Bigger Creature
If a creature wants to jump and hold onto a creature that is at least two sizes larger than it, the smaller creature can use its action to make a Strength or Dexterity check contested by the target’s Dexterity check. If it wins the contest, the smaller creature successfully moves into the target creature’s space and clings to its body. While on the target’s space, the smaller creature moves with the target and has advantage on attack rolls against it.
The smaller creature can move around within the larger creature’s space, treating the space as difficult terrain. The larger creature’s ability to attack the smaller creature depends on the smaller creature’s location, and is left to the DM's discretion. The larger creature can dislodge the smaller creature as an action—knocking it off, scraping it against a wall, or grabbing and throwing it—by making a Strength check contested by the smaller creature’s Strength or Dexterity check. The smaller creature chooses which ability to use.
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##### Special Melee Attacks
When making certain strength based attacks, a creature's size may come into play. When choosing to [[Making an Attack#Disarming 🛠|disarm]], [[Making an Attack#Grapple 🛠|grapple]], [[Making an Attack#Shoving a Creature|shove]] or [[Making an Attack#Toss|toss]] a creature, you may gain [[Abilities & Skills#Advantage & Disadvantage|advantage or disadvantage]] based on your, or the target creature's size.
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##### 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 a creatures squeezes through a space, movement is treated as [[#Difficult Terrain|difficult terrain]], and the creature has [[Abilities & Skills#Advantage & Disadvantage|disadvantage]] on attack rolls and Dexterity saving throws. Attack rolls against the creature have [[Abilities & Skills#Advantage & Disadvantage|advantage]] while it's in the smaller space.
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### 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 while travelling through difficult terrain costs an additional foot of movement. 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 [[#Moving Around Other Creatures ✔|space of another creature]], whether hostile or not, also always counts as difficult terrain.
Effects that consider an area difficult terrain can stack. For example, If a creature without a [[Physical Capabilities#Climbing|climbing speed]] is ascending a wall, it is considered difficult terrain for them, requiring every foot of movement to cost 1 extra foot. If a [[Primal Spells#Spike Growth|spike growth]] spell is cast on the area that the creature is climbing through, the area becomes difficult terrain for an additional reason, and each foot of movement now requires 2 extra feet, effectively tripling the movement required to climb through that area.
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### Falling
Falling from a great height is a significant risk for adventurers and their foes. At the end of a fall, a creature takes 1d6 bludgeoning damage for every 10 feet it fell, to a maximum of 20d6. The creature lands [[Conditions#Prone|prone]], unless it avoids taking damage from the fall.
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##### Rate of Falling
When you fall from a great height, you descend up to 500 feet per turn. If you’re still falling on your next turn, you descend up to 500 feet at the end of that turn. This process continues until the fall ends, either because you hit the ground or the fall is otherwise halted.
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###### Flying Creatures and Falling
>While in flight, a [[Physical Capabilities#Flying|flying]] creature falls if it is knocked [[Conditions#Prone|prone]], if its speed is reduced to 0 feet, or if it otherwise loses the ability to move, unless it can hover or it is being held aloft by magic, such as the [[Arcane Spells#Fly|fly]] spell.
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>A [[Physical Capabilities#Flying|flying]] creature descends 500 feet on the turn when it falls, just as other creatures do. If a [[Physical Capabilities#Flying|flying]] creature starts any of its later turns still falling and is still considered [[Conditions#Prone|prone]], it can halt the fall on its turn by spending half its flying speed to counter the [[Conditions#Prone|prone]] condition (as if it were standing up in midair).
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##### Falling onto a Creature
If falling creature descends into the space of a second creature and neither of them is [[#Creature Size ✔|Tiny]], the creature that is not falling must succeed on a DC 15 Dexterity saving throw or be impacted by the falling creature, and any damage resulting from the fall is divided evenly between them. The impacted creature is also knocked [[Conditions#Prone|prone]], unless it is [[#Creature Size ✔|two or more sizes larger]] than the falling creature.
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##### Falling into Water
A creature that falls into water or another liquid can use its reaction to make a DC 15 Dexerity ([[Abilities & Skills#Acrobatics|Acrobatics]]) check to hit the surface head or feet first. On a successful check, any damage resulting from the fall is halved.
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### Jumping
Jumping can be performed as part of your [[Physical Capabilities#Movement Speed|movement]]. Your Strength determines how far you can jump, and when you jump, you make either a high jump (vertical) or a long jump (horizontal).
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##### High Jump
When you make a high jump, you leap into the air a number of feet equal to 3 + your Strength modifier (minimum of 0 feet) as long as you move at least 10 feet on foot immediately before the jump. When you make a standing high jump, you can jump only half that distance. Either way, each foot you clear on the jump costs a foot of movement. In some circumstances, your DM might allow you to make a Strength ([[Abilities & Skills#Athletics|Athletics]]) check to jump higher than you normally can.
You can extend your arms half your height above yourself during the jump. Thus, you can reach above you a distance equal to the height of the jump plus 1.5 times your height.
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#### Long Jump
When you make a long jump, you clear a number of feet up to your Strength score as long as you move at least 10 feet on foot immediately before the jump. When you make a standing long jump, you can leap only half that distance. Either way, each foot you clear on the jump costs a foot of movement.
This rule assumes that the height of your jump doesn't matter, such as a jump across a stream or chasm. At your DM's option, you must succeed on a DC 10 Strength ([[Abilities & Skills#Athletics|Athletics]]) check to clear a low obstacle (no taller than a quarter of the jump's distance), such as a hedge or low wall. Otherwise, you hit it.
If you land in [[#Difficult Terrain ✔|difficult terrain]], you must succeed on a DC 10 Dexterity ([[Abilities & Skills#Acrobatics|Acrobatics]]) check to land on your feet. Otherwise, you land [[Conditions#Prone|prone]].
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##### Extended Jumps
If somehow you are capable of jumping further than your [[Physical Capabilities#Movement Speed|movement speed]] would allow on a given turn, you may make the jump as normal, but are considered "in motion" when your turn comes to it's end at the end of your movement, similar to how [[#Rate of Falling|falling]] works. At the beginning of your next turn, you will continue your jump, and the movement required to finish your jump will be used as part of your new turn's movement.
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### Moving Around Other Creatures
In almost all cases, you cannot move through a hostile creature's space using your [[Physical Capabilities#Movement Speed|movement speed]] alone. The one exception being if the creature is at least two sizes larger or smaller than you. Another creature's space, whether hostile or not, is always considered [[#Difficult Terrain|difficult terrain]].
Whether a creature is a friend or an enemy, you can't willingly end your movement in its space unless you have [[#Climbing onto a Bigger Creature|climbed onto them]].
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##### 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 bonus action, the mover can make a Strength ([[Abilities & Skills#Athletics|Athletics]]) check contested by the hostile creature’s Strength check. The creature attempting the overrun has [[Abilities & Skills#Advantage & Disadvantage|advantage]] on this check if it is larger than the hostile creature, or [[Abilities & Skills#Advantage & Disadvantage|disadvantage]] if it is smaller. If the mover wins the contest, it can move through the hostile creature’s space as if it were [[#Difficult Terrain|difficult terrain]] once this turn.
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##### Tumble 🛠
A creature can try to tumble through a hostile creature’s space, ducking and weaving past the opponent. As a bonus action, the tumbler makes a Dexterity ([[Abilities & Skills#Acrobatics|Acrobatics]]) check contested by the hostile creature’s Dexterity check. The creature attempting the tumble has [[Abilities & Skills#Advantage & Disadvantage|advantage]] on this check if it is smaller than the hostile creature, or [[Abilities & Skills#Advantage & Disadvantage|disadvantage]] if it is larger. If the tumbler wins the contest, it can move through the hostile creature’s space as of it were [[#Difficult Terrain|difficult terrain]] once this turn.
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### Strategic Positioning
Placement on the battlefield can lead to unmistakable advantages in combat, as outlined here.
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##### Flanking
If you target a creature with a melee attack while that target is engaged with one of your allies on it's opposite side, you and the ally are Flanking the target. While you are Flanking, melee attack rolls against the target gain +2 to hit.
In order to gain this benefit, you and your ally need to have used your Actions to attack the target within the last round of combat. Attacks on your current turn count towards this benefit. Additionally you must remain on either side of the target; if you or your ally step away from the target, it is no longer Flanked.
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**Opposite Sides**
>Use the following criteria to determine whether your current position counts towards Flanking.
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>**Square Grid**
>When a creature and at least one of its allies are adjacent to an enemy and on opposite sides or corners of the enemy’s space, they flank that enemy. On a square grid, trace an imaginary line between the centre of each creature's space. If the line passes through opposite sides or corners of the enemy’s space, the enemy is flanked.
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>**Hex Grid**
>When a creature and at least one of its allies are adjacent to an enemy and on opposite sides of the enemy’s space, they flank that enemy. On hexes, count around the enemy from one creature to its ally. Against a Medium or smaller creature, the allies flank if there are 2 hexes between them. Against a Large creature, the allies flank if there are 4 hexes between them. Against a Huge creature, they must have 5 hexes between them. Against a Gargantuan creature, they must have at least 6 hexes between them.
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##### Surrounded
If you target a creature with a melee attack while that target is engaged with two or more of your allies on any of it's sides, the target is Surrounded. While the target is Surrounded, melee attack rolls against the target gain +5 to hit.
In order to gain this benefit, you and your allies need to have used your Actions to attack the target within the last round of combat. Attacks on your current turn count towards this benefit. Additionally you must remain on either side of the target; if you or your ally step away from the target, it is no longer Surrounded.
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### Underwater Combat
When adventurers pursue sahuagin back to their undersea homes, fight off sharks in an ancient shipwreck, or find themselves in a flooded dungeon room, they must fight in a challenging environment. While underwater the following rules apply.
- When making a [[Armour & Weapons#Melee Weapon Categories|melee weapon]] attack, a creature that doesn't have a [[Physical Capabilities#Swimming|swimming speed]] (either natural or granted by magic) has [[Abilities & Skills#Advantage & Disadvantage|disadvantage]] on the attack roll unless the weapon can be wielded with one hand, and deals piercing damage.
- A [[Armour & Weapons#Ranged Weapon Categories|ranged weapon]] attack automatically misses a target beyond the weapon's normal range. Even against a target within normal range, the attack roll has [[Abilities & Skills#Advantage & Disadvantage|disadvantage]] unless the weapon is a [[Armour & Weapons#Crossbows|crossbow]], or a [[Armour & Weapons#Thrown Weapons|net]].
- A weapon with the [[Armour & Weapons#Reload|reload]] property cannot be fired underwater.
- Creatures and objects that are fully immersed in water have [[Damage and Healing#Resistance|resistance]] to fire damage.