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.