D&D Movement, jumping, climbing, swimming and more
D&D Core Info

Moving, Jumping & Climbing

Movement

Appropriate modifiers and penalties for non-standard movement in D&D, including climbing, swimming, crawling and jumping.

Movement Speed / Details
Difficult Terrain Difficult Terrain Speed / Details:  ½ speedDetails
Dense forests, deep swamps, rubble-filled ruins, steep mountains, ice-covered ground, etc.
Climbing Speed / Details:  ½ speed (¼ for difficult terrain)
Swimming Speed / Details:  ½ speed (¼ for difficult terrain)
Crawling Speed / Details:  ½ speed (¼ for difficult terrain)
Dropping Prone Speed / Details:  Free movement
Standing Up Speed / Details:  ½ Movement
Jumping
Long Jump Speed / Details:  Str score (in feet), 10ft' running start
— Standing Jump Speed / Details:  ½ of Str score (in feet)
— Try to Jump Further Speed / Details:  Str (Athletic) check
— Land in Dif. Terrain Speed / Details:  Dex (Acrobatic) check or land prone
High Jump Speed / Details:  3+Str modifier (in feet), 10ft' running start
— Standing High Jump Speed / Details:  ½ of 3+Str modifier (in feet)
— Max Jump Reach Speed / Details:  1½ character's height
— Try to Jump Higher Speed / Details:  Str (Athletic) check
— Land in Dif. Terrain Speed / Details:  Dex (Acrobatic) check or land prone

Climbing, Swimming and Crawling are at half speed (quarter for difficult terrain). Might require Str (Athletic) or Dex (Acrobatics) checks.

Jumping: Running long jump distance is Str in feet (and requires at least 10'). Standing long jump is half that distance. Running high jump is 3 + Strength modifier in feet. Standing high jump is half that. Max reach of jump height + 1 1/2 character's height. Jumping further/higher may require a Str (Athletics) check. Landing in difficult terrain requires a Dex (Acrobatics) check to avoid landing prone.



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