```metadata title: 'One D&D Rule Variant: Alternate Movement' description: >- An alternative set of movement rules for the One D&D playtest material released for Dungeons & Dragons 5th Edition. tags: [] systems: - 5e renderer: V3 theme: 5ePHB ``` ```css .coverHeader { position:absolute; transform:scale(2, 2) !important; font-weight:bold; font-size:32px; color:white; width:700px; text-shadow:1px 1px 2px #000000, -1px 1px 2px #000000, 1px -1px 2px #000000, -1px -1px 2px #000000; top:75px; text-align:center; } .coverDiamond { background-image:url("https://www.gmbinder.com/assets/img/DiamondDD.png"); background-size:400px; background-repeat:no-repeat; position:absolute; left:210px; top:115px; width:400px; height:12px; } .coverSplotch{ background-image:url('https://www.gmbinder.com/assets/img/UNR8ilF.png'); background-size:350px; position:absolute; left:0; bottom:180px; width:345px; height:56px } .coverFooter { position:absolute; font-size:25px; line-height:1.1; color:white; bottom:100px; right:55px; width:700px; text-shadow:1px 1px 2px #000000, -1px 1px 2px #000000, 1px -1px 2px #000000, -1px -1px 2px #000000; filter:opacity(100%); text-align:center; } ``` # One D&D Rule Variant: Alternate Movement ## Movement and Speed #### Speed Each creature has a Speed, measured in feet. This Speed generally determines how far a creature can Move on its turn. ***Singular Speed.*** :: A creature only ever has one Speed. If an effect would give you a new Speed, and the effect's Speed is faster than yours, your Speed instead increases to match that of the effect. #### Moving On Your Turn You Move on your turn by spending Movement. ***Gaining Movement.*** :: At the start of each of your turns, you gain Movement equal to your Speed. You can also gain Movement equal to your Speed by taking the Dash Action. ***Spending Movement.*** :: You can spend your Movement to Move in a variety of ways, spending one foot of Movement to Move one foot in a direction you choose that your Move allows. You can continue to Move on your turn so long as you have Movement left to spend. ***Losing Movement.*** :: At the end of your turn, you lose all your remaining Movement. You also lose all your Movement if you are Immobilized. ***Moving and Actions.*** :: You can Move before, after, and even during any Actions you take on the same turn. #### Moving Out Of Your Turn Certain actions and effects can allow you to Move on another creature's turn. For example, if you Ready An Action to Dash when a certain trigger is met, you can gain Movement that you can immediately use to Move. ***Sudden Movement.*** :: Unlike Moving on your turn, any Movement you spend out of your turn must be spent in one go. You then immediately lose all remaining Movement after doing so. ***Continuity of Movement.*** :: You always count as Moving, even out of your turn, in the same way as the last time you Moved. For example, if you last Moved by Climbing, you count as if you are Climbing even when not Moving to a different space. #### Moving Around Other Creatures You can Move through the space of another creature if at least one of the following requirements are met: * **Incapacitation.** The creature is Incapacitated * **Non-Hostility.** The creature isn't Hostile to you * **Size.** The creature is two Sizes larger or smaller than you, or is Tiny You can't Move through the space of any other creature, unless an effect allows you to do so. ***Slowed Movement.*** :: Another creature's space is Difficult Terrain for you, unless that creature is Tiny. ***Separate Spaces.*** :: You can't willingly Move into a space if doing so would force you to occupy the same space as another creature at the end of the current turn. #### Types of Movement A typical creature can Move in a variety of different ways, detailed further below. ***Common Types of Movement.*** :: A typical creature is capable of Climbing, Dropping Prone, Falling, Jumping, Standing Up, Swimming, and Walking. ***Uncommon Types of Movement.*** :: A typical creature is incapable of Burrowing, Flying, or Teleporting. A creature capable of Moving in any of these ways must benefit from an effect allowing it to do so. ## Difficult Terrain Not all terrain is equally easy to Move through. If a space is Difficult Terrain, you are Slowed while you Move in or out of the space, as well as while you are occupying the space. A space is Difficult Terrain for a creature if a space contains any of the following: * **Creature.** A creature that isn't Tiny * **Hazard.** A hazard that significantly impedes movement. Examples include: * A slippery coating on a surface such as ice or oil * An object that isn't Tiny and isn't being worn or carried * A gap that is one Size smaller and isn't Tiny (any larger and you need to Jump) * Sticky material such as glue, molasses, viscous gas, or heavy webbing * A strong force such as heavy wind or abnormal gravity while you are not Moving in the same direction as the force * **Liquid.** Liquid higher than waist-deep * **Loose Material.** Loose material higher than waist-deep such as snow, undergrowth, mud, or rubble * **Slope.** A slope of 45 degrees or more (you Fall if you attempt to Move across a slope of 135 degrees or more) {{pageNumber,auto}} {{footnote PART 1 | RULES}} \page * **Squeezing.** A narrow opening that is sized for a creature one Size smaller (you can't Move through an opening sized for a creature two Sizes smaller or less) The DM may determine that other things count as Difficult Terrain based on the examples here. You can't Move through solid objects or terrain, unless an effect allows you to do so. ## Actions ### Dashing ___ When you take the Dash Action, you gain Movement equal to your Speed. ***Dashing Out of Your Turn.*** :: If you Dash out of your turn, such as by Readying an Action, you must immediately spend this Movement if you wish to Move with it, and lose all remaining Movement after you Move. ## Conditions ### Grappled ___ While you are Grappled, you experience the following effects: * **Attacks Affected.** You have Disadvantage on Attack Rolls. The grappler is Immune to this effect. * **Immobilized.** You are Immobilized. * **Movable.** The grappler can drag or carry you, but the grappler is Slowed while grappling you, unless you are Tiny or two Sizes smaller or less. ***Ending the Grappled Condition.*** :: The Grappled Condition ends on yourself if any of the following requirements are met: * **Forced Movement.** Something Moves you outside the grapple's range without using your Speed * **Incapacitation.** The grappler is Incapacitated * **Saving Throw.** You succeed on a Strength or Dexterity Saving Throw against the grapple's escape DC at the end of your turn. You can repeat this Saving Throw at the end of each of your turns ***Multiple Grapples.*** :: You can be Grappled by more than one grappler at a time, and each grapple counts as its own separate instance of the Grappled Condition. You make a separate Saving Throw for each grapple, and don't have Disadvantage on Attack Rolls against your grapplers from any Grappled Condition. ### Immobilized ___ While you are Immobilized, you experience the following effects: * **Movement Affected.** Your Movement and Speed are 0 and can't change. * **Slowed.** You are Slowed. ### Paralyzed ___ While you are Paralyzed, you experience the following effects: * **Automatic Critical Hits.** Attack Rolls against you are automatic Critical Hits if the attacker is within 5 feet of you. * **Stunned.** You are Stunned. ### Petrified ___ While you are Petrified, you experience the following effects: * **Damage Immunity.** You have Immunity to Poison and Psychic damage. * **Damage Resistance.** You have Resistance to all damage. * **Substance Change.** You and any nonmagical equipment you are wearing or carrying is transformed into a solid inanimate substance (usually stone), and you weigh ten times your normal weight. * **Suspended Effects.** You have Immunity to disease, aging, and the Poisoned Condition. If you are already suffering from disease or the Poisoned condition, the effects are suspended, and resume when the Petrified Condition ends on you. * **Unconscious.** You are Unconscious, though don't suffer the effects of Falling Unconscious listed in the Condition. ### Prone ___ While you are Prone, you experience the following effects: * **Attacks Affected.** Melee Attack Rolls against you have Advantage, and Ranged Attack Rolls against you have Disadvantage. * **Hindered Attacks.** You have Disadvantage on Attack Rolls. * **Limited Movement.** You can't Climb, Drop Prone, Fly, or Jump. * **Slowed.** You are Slowed. ***Prone Immunity.*** :: You are Immune to the Prone Condition while you are Swimming. ***Ending the Prone Condition.*** :: If able, you can remove the Prone Condition on yourself by Standing Up or Swimming. ### Restrained ___ While you are Restrained, you experience the following effects: * **Attacks Affected.** Attack Rolls against you have Advantage, and you have Disadvantage on Attack Rolls. {{pageNumber,auto}} {{footnote PART 1 | RULES}} \page * **Dexterity Saves Affected.** You have Disadvantage on Dexterity Saving Throws. * **Immobilized.** You are Immobilized. * **Limited Movement.** You can't willingly Drop Prone. ### Slowed ___ While you are Slowed, you must spend twice as much Movement to Move. ### Stunned ___ While you are Stunned, you experience the following effects: * **Incapacitated.** You are Incapacitated. * **Restrained.** You are Restrained. * **Saving Throws Affected.** You automatically fail Strength and Dexterity Saving Throws. ### Unconscious ___ While you are Unconscious, you experience the following effects: * **Paralyzed.** You are Paralyzed. * **Unaware.** You are unaware of your surroundings. ***Falling Unconscious.*** :: If you are knocked Unconscious, you drop all objects you are holding and automatically Drop Prone immediately before suffering the Condition. ***Ending the Unconscious Condition.*** :: The Unconscious Condition ends on yourself if any of the following requirements are met: * **Action.** A creature uses its Action to rouse you awake. * **Damage.** You take damage. * **Noise While Sleeping.** A sudden loud noise sounds from a distance you can hear while you are Unconscious from sleep that is not chemically or magically induced. * **Sleep.** You remain Unconscious for at least 6 hours. ## Moves ### Burrow ___ Burrowing involves digging your way through loose material such as mud, sand, or dirt. ***Burrowing Through Dense Material.*** :: You can't Burrow through denser substances such as rock or metal unless an effect allows you to do so. ***Difficult Terrain.*** :: A space filled with material is Difficult Terrain for you unless an effect allows you to Burrow through such a space unhindered. ***Terrain Requirements.*** :: You can't Burrow into a space that doesn't have material you can Burrow through. ***Uncommon Movement.*** :: You can't Burrow unless an effect allows you to Move in this way. ### Climb ___ Climbing involves moving across a steep slope, and even vertical surfaces. ***Common Movement.*** :: You can Climb unless an effect prevents you from Moving in this way. ***Difficult Terrain.*** :: A slope of 45 degrees or more is Difficult Terrain for you unless an effect allows you to Climb such a space unhindered. ***Falling While Climbing.*** :: You cease to Climb and Fall instead if any of the following requirements are met: * **Hands.** You don't use an empty hand or equivalent limb to Climb in addition to the limbs you use to Walk. A hand can still be used to Climb if it is holding equipment suitable for climbing * **Incapacitation.** You are Incapacitated * **Prone.** You are Prone * **Upside Down.** You attempt to Climb a slope of 135 degrees or more, unless an effect allows you to Climb such a surface without Falling (such as with the Spider Climb trait). ***Terrain Requirements.*** :: You can't Climb into a space that doesn't have a solid surface for you to Climb across. ### Drop Prone ___ Dropping Prone involves becoming Prone from an upright position, which you may want to do to take Cover from an effect or Hide. ***Common Movement.*** :: You can Drop Prone unless you are Immune to the Prone condition or an effect prevents you from Moving in this way. ***Movement Cost.*** :: Dropping Prone costs no Movement. ***Prone.*** :: You become Prone and start to Walk when you Drop Prone. ### Fall ___ When you Fall, you rapidly and uncontrollably plummet downwards towards the ground. ***Common Movement.*** :: You can Fall unless an effect prevents you from Moving in this way. ***Continuity of Movement.*** :: When you land from a Fall, you begin to Walk if you land on a solid surface, or Swim if you land in liquid that would leave you immersed. ***Continuous Falling.*** :: When you begin to Fall, you immediately descend downwards 500 feet or until you Move differently or an effect alters your rate of descent. You automatically repeat this Move at the start of each of your turns while you are Falling. While you are Falling, nothing else can cause you to Fall further. {{pageNumber,auto}} {{footnote PART 1 | RULES}} \page ***Fall Damage.*** :: Falling large distances is dangerous, and can inflict Bludgeoning Damage. To determine the Bludgeoning Damage you take when you land from a Fall, follow these steps: * **Count the Distance.** Count the distance you Fell, up to a maximum of 200 feet. If you Fall into a liquid that would leave you immersed, treat the Fall as if you had Fallen half the distance, to a maximum of 100 feet. If the total is less than 10 feet, you take no Damage. * **Deal Damage.** For every 10 feet counted, you take 1d6 Bludgeoning Damage, up to a maximum of 20d6 Bludgeoning Damage if you land on a solid surface. * **Falling on Something Else.** If you land on a creature or object and neither of you are Tiny, the target must succeed on a Dexterity Saving Throw or be impacted. The DC for the Saving Throw equals 10 or half the Damage from the Fall, whichever is higher. On a failed Saving Throw, the creature takes half the Fall's Bludgeoning Damage (minimum 1), the damage you take from the Fall is halved (minimum 1), and if the target is a creature no more than one Size larger than you, it automatically Drops Prone. ***Falling and Actions.*** :: While Falling on your turn, you can take Actions at any point during your Fall as normal. ***Falling Prone.*** :: If you land in Difficult Terrain or take Damage from your Fall, you automatically Drop Prone when you land, unless you succeed on a Dexterity Check (Acrobatics) to land on your feet. The DC for the Ability Check equals 10 or the Damage you take, whichever is higher. ***Movement Cost.*** :: Falling costs no Movement. ***Terrain Requirements.*** You can't Fall if you are standing on a solid surface. However, you automatically Fall if you aren't standing on a solid surface unless you're Moving in another way. ### Fly ___ Flying involves propelling yourself freely through the air. ***Falling While Flying.*** :: You cease to Fly and Fall instead if any of the following requirements are met: * **Immobilization.** You are Immobilized * **Incapacitation.** You are Incapacitated * **Prone.** You are Prone ***Hovering.*** :: If you have the Hover trait, you are Immune to the Falling While Flying effect listed above. Additionally, you are Immune to the Prone Condition while Flying, and the Prone Condition ends on you if you Fly. ***Terrain Requirements.*** :: You can't Fly into a space that isn't empty. ***Uncommon Movement.*** :: You can't Fly unless an effect allows you to Move in this way. \column ### Jump ___ Jumping involves propelling yourself a distance through the air in one go. ***Common Movement.*** :: You can Jump unless an effect prevents you from Moving in this way. ***Distance Jumped.*** :: You can Jump horizontally up to 10 feet, and vertically up to 5 feet. You can only Jump as far as your Movement allows. ***Extending Your Jump.*** :: While Jumping, you can make a DC 10 Strength Check (Acrobatics or Athletics) to extend the maximum distance you can clear on the Jump. If you didn't Move at least 10 feet immediately before your Jump, you have Disadvantage on the check. On a failed check, the distance you can clear on the Jump is unchanged. On a successful check, you can Jump horizontally up to the check's total in feet, and vertically up to half that total in feet. As normal, you can still only Jump as far as your Movement allows. ***Falling While Jumping.*** :: You cease to Jump and Fall instead if any of the following requirements are met: * **Airborne.** You clear the distance on your Jump, aren't standing on a solid surface, and don't immediately Move in another way * **Immobilization.** You are Immobilized * **Incapacitation.** You are Incapacitated * **Prone.** You are Prone ***Jumping Down.*** :: If you Fall after you Jump, subtract the distance you Jumped vertically from the counted distance for your Fall when determining the damage you would receive from it when landing. You can Jump vertically down to land from a Fall in a more controlled manner in this way. ***Jumping Through Difficult Terrain.*** :: If you Jump through Difficult Terrain, you automatically Drop Prone unless you succeed on a DC 10 Dexterity Check (Acrobatics) to keep your balance. ***Size and Jumping.*** :: For each Size you are above Medium, double the maximum distance you can clear on a Jump, including from extending your Jump distance. As normal, you can still only Jump as far as your Movement allows. ***Terrain Requirements.*** :: You can't Jump if you aren't Climbing, Swimming, or standing on a solid surface. ### Stand Up ___ While you are Prone, you can Stand Up to get back on your feet. ***Common Movement.*** :: You can Stand Up unless an effect prevents you from Moving in this way. ***Movement Cost.*** :: Standing Up costs Movement equal to half your Speed. This cost is unaffected by the Slowed Condition. {{pageNumber,auto}} {{footnote PART 1 | RULES}} \page ***Prone Removal.*** :: You remove the Prone Condition on yourself and start to Walk when you Stand Up. ***Requirements.*** :: You can't Stand Up if you aren't Prone or if you aren't standing on a solid surface. ### Swim ___ Swimming involves moving through liquid you are immersed in. ***Common Movement.*** :: You can Swim unless an effect prevents you from Moving in this way. ***Difficult Terrain.*** :: A space full of liquid is Difficult Terrain for you unless an effect allows you to Swim through such a space unhindered. ***Prone Immunity.*** :: While Swimming, you are Immune to the Prone Condition, and the Prone Condition ends on you if you Swim. ***Terrain Requirements.*** :: You can't Swim if you aren't immersed in liquid. However, you automatically Swim if you are immersed in liquid unless you're Moving in another way. ### Teleport ___ Teleportation is a special kind of magical transportation, allowing you to disappear and reappear instantly without Moving through the intervening space. ***Continuity of Movement.*** :: After you Teleport, you resume Moving in the same way you were Moving before you Teleported. ***Immunity to Opportunity Attacks.*** :: When you Teleport, you don't provoke Opportunity Attacks. ***Teleporting Into Obstacles.*** :: If the destination space of your Teleportation is occupied by another creature or blocked by a solid obstacle, you instead appear in the nearest unoccupied space of your choice. ***Teleporting Others.*** :: When you Teleport, all the equipment you are wearing and carrying Teleports with you. If you are touching another creature when you Teleport, that creature doesn't Teleport with you, unless the Teleportation effect says otherwise. ***Uncommon Movement.*** :: You can't Teleport unless an effect allows you to Move in this way. Typically, effects that Teleport you are Spells that don't use your Movement or Speed. ### Walk ___ Walking is the most common way a creature can Move, and involves striding across a solid, horizontal surface. ***Common Movement.*** :: You can Walk unless an effect prevents you from Moving in this way. ***Terrain Requirements.*** :: You can't Walk if you aren't standing on a solid surface, and you can't Walk across a slope of 45 degrees or more unless an effect allows you to do so. ## Updating A Creature's Movement To update a creature's ability to Move under these rules, follow these steps: #### Step 1: Set Speed To set the creature's Speed, choose the highest of its Speeds. #### Step 2: Determine Moves A typical creature can Climb, Drop Prone, Fall, Jump, Stand Up, Swim, and Walk. If a creature's Speed for the corresponding Move is 0, the creature can't Move in that way. At the DM's discretion, a creature can't Move in more of the above ways if doing so is deemed impossible for the creature: for example, a Beholder would not be able to Climb, Drop Prone, Jump, or Stand Up, in addition to being unable to Walk, as the creature lacks arms and legs. If the creature has additional Speeds or special traits, it gains the following traits depending on the corresponding Speed it has: * **Burrow.** The creature can Burrow. If the creature has a trait allowing it to Burrow through denser material such as solid rock, it retains that trait. If the creature's Burrow Speed is more than half its Speed when Walking, the material the creature can Burrow through is not Difficult Terrain for it. * **Climb.** Slopes of 45 degrees or more are not Difficult Terrain for the creature. If the creature also has the Spider Climb trait, it can Climb and Walk slopes of any incline without Falling, while leaving its hands free. * **Fly.** The creature can Fly. If the creature can Hover, it gains the Hover trait. * **Swim.** Liquid does not cause a space to be Difficult Terrain for the creature. #### Step 3: Determine Speed Modifiers Several creatures have varying Speeds, indicating how easy it is for a creature to Move in different ways. To reflect this with just one Speed, select the following Moves the creature can make as determined in Step 2: Burrowing, Climbing, Flying, Swimming, and Walking. For each selected Move, compare its Speed to the creature's Speed set in Step 1, factoring in Difficult Terrain when Moving in that way, and choose the most appropriate trait from the options below, approximating as necessary: * **Half Speed.** The creature must spend 1 additional foot of Movement for every foot it Moves in this way. * **One-Third Speed.** The creature must spend 2 additional feet of Movement for every foot it Moves in this way. {{pageNumber,auto}} {{footnote PART 1 | RULES}} \page * **Less Than One-Third Speed.** The creature must spend all of its Movement (minimum 5 feet) to Move 5 feet in this way. If a creature has no listed Climb or Swim Speed, its Speed modifier trait when Moving in that way is the same as its Speed modifier trait when Walking. #### Example: Young White Dragon A Young White Dragon, whose game statistics are listed on page 101 of the *Monster Manual*, has several different listed Speeds: a Speed of 40 feet, a Burrow Speed of 20 feet, a Fly Speed of 80 feet, and a Swim Speed of 40 feet. ##### Step 1: Set Speed The Young White Dragon's highest Speed is its Fly Speed of 80 feet. Thus, the creature's Speed is 80 feet. ##### Step 2: Determine Moves The Young White Dragon has the limbs and general shape needed to Climb, Drop Prone, Fall, Jump, Stand Up, Swim, and Walk, and no Speed of 0. Therefore, the Young White Dragon can Move in all of those ways. Additionally, the Young White Dragon gains the following traits: * **Burrow.** The creature can Burrow. It has no trait allowing it to Burrow through denser material, and because its Burrow Speed is half its Speed when Walking or less, a space filled with loose material is still Difficult Terrain for it. * **Climb.** Slopes of 45 degrees or more are not Difficult Terrain for the creature. It does not have the Spider Climb trait. * **Fly.** The creature can Fly. It cannot Hover, and so does not have the Hover trait. * **Swim.** Liquid does not cause a space to be Difficult Terrain for the creature. ##### Step 3: Determine Speed Modifiers The Young White Dragon's Speed when Climbing, Swimming, or Walking is half its Speed set in Step 1. Additionally, its Speed when Burrowing is affected by Difficult Terrain, and would be half its Speed if unhindered. Thus, it gains the following trait: * **Half Speed.** The creature must spend 1 additional foot of Movement to Burrow, Climb, Swim, or Walk 1 foot. ##### Additional Notes: Ice Walk The Young White Dragon also has the Ice Walk trait, allowing it to Move unhindered on ice and snow. Adapted to the above rules, this trait causes the following hazards to no longer make a space Difficult Terrain for the creature: * **Ice.** A surface covered in ice does not make a space Difficult Terrain for the creature. * **Snow.** Any amount of snow does not make a space Difficult Terrain for the creature. ## Optional Rule: Units of Distance Some tables may prefer a different unit of measurement for distance and Speed from feet, particularly tables whose players are more familiar with the metric system. At the DM's discretion, a table can instead use **Units** of distance, detailed below. A single **Unit** of distance equals 5 feet, or roughly 1.5 meters. The Distance Conversion Table below lists common distances and their equivalent amounts in Units, feet, and meters. ***Converting to Units.*** :: When converting distance, Speed, or Movement from feet to Units, divide the amount in feet by 5. For example, a typical Human's Speed is 6 Units. ***Extended Jumps.*** :: When you successfully extend the maximum distance you can clear on a Jump, you can Jump vertically up to one-tenth of the check's total in Units, rounded up, and horizontally up to twice the maximum extended distance you can Jump vertically. ***Grids in Units.*** :: Because each square on a grid for a typical map is a 5-foot square, each such square is a 1-Unit square. ***Speed Modifiers.*** :: Half-Speed and One-Third Speed modifiers are unaffected. For example, if a creature must spend 1 additional foot of Movement for every foot it Walks, it must spend 1 additional Unit of Movement for every Unit it Walks. {{table,frame ##### Distance Conversion Table | Units | Feet | Meters (Approx.) | |:-:|:-:|:-:| | 1 | 5 | 1.5 | | 2 | 10 | 3 | | 3 | 15 | 4.5 | | 4 | 20 | 6 | | 6 | 30 | 9 | | 8 | 40 | 12 | | 10 | 50 | 15 | | 12 | 60 | 18 | | 16 | 80 | 24 | | 18 | 90 | 27 | | 20 | 100 | 30 | | 24 | 120 | 37 | | 30 | 150 | 46 | | 36 | 180 | 55 | | 60 | 300 | 91 | | 64 | 320 | 98 | | 100 | 500 | 152 | | 120 | 600 | 183 | | 1056 | 5280 (1 mile) | 1609 | }} {{pageNumber,auto}} {{footnote PART 1 | RULES}}