Secret Lesson 19
Movement and Position: Speed, Difficult Terrain, Spaces, and Creatures
You now know when every combatant acts.
The next question is:
WHERE CAN THEY GO?
Position is a fundamental part of combat.
Where your character stands can determine:
-
which enemies you can reach
-
which enemies can reach you
-
whether you can escape
-
whether terrain slows you down
-
whether another creature blocks your path
-
how far you can move before acting
-
where you finish your turn
The SRD organizes these ideas under:
MOVEMENT AND POSITION
On your turn, you can move a distance equal to your Speed or less.
You may also choose:
NOT TO MOVE AT ALL
SPEED IS YOUR MOVEMENT LIMIT
Your:
SPEED
represents how far you can normally move during your turn.
If your Speed is:
30 feet
you can move anywhere from:
0 feet
to:
30 FEET
during the turn.
You are not required to use all of it.
EXAMPLE
Speed:
30 feet
You move:
20 feet
You may stop there.
You don't have to move the remaining 10 feet.
CHARACTER SPEED VS. MONSTER SPEED
For a player character, Speed is determined during:
CHARACTER CREATION
For a monster, its Speed appears in:
ITS STAT BLOCK
Different creatures can therefore move at different rates.
MOVEMENT IS NOT AN ACTION
Your movement and your Action are separate parts of your turn.
Normally, you can:
MOVE UP TO YOUR SPEED
and:
TAKE ONE ACTION
You can choose which happens first.
For example:
OPTION A
Move → Attack
OPTION B
Attack → Move
YOU CAN BREAK UP YOUR MOVEMENT
You don't have to use all your movement at once.
The SRD allows you to divide it before and after:
-
an Action
-
a Bonus Action
-
a Reaction taken on your own turn
EXAMPLE
Speed:
30 feet
You move:
10 feet
Then:
Attack
Then move:
20 feet
Total movement:
30 FEET
This is completely valid.
ANOTHER EXAMPLE
Speed:
40 feet
You move:
15 feet
Use a Bonus Action.
Move:
10 feet
Take your Action.
Move:
15 feet
Total:
15 + 10 + 15 = 40 feet
You have used your full Speed.
MOVEMENT IS A POOL OF DISTANCE
A useful way to understand Speed is as a movement allowance for the turn.
If you have:
SPEED 30 FEET
and move:
12 feet
you have:
18 feet
remaining.
Move another:
8 feet
Remaining:
10 feet
Continue until:
-
you stop voluntarily
-
or you use the available movement
The SRD says to deduct the distance of each part of your movement until your Speed is used up or you decide you are finished.
DIFFERENT TYPES OF MOVEMENT
Movement can include:
-
normal movement
-
climbing
-
crawling
-
jumping
-
swimming
These can be combined during your move or can make up the entire move.
EXAMPLE — COMBINING MOVEMENT
Suppose you have:
Speed 30 feet
You might:
walk 10 feet
then:
climb
then continue moving,
provided you correctly pay the movement costs for each part.
SPECIAL SPEEDS
Some creatures possess special speeds such as:
CLIMB SPEED
FLY SPEED
SWIM SPEED
The SRD points to the Rules Glossary for their detailed definitions.
For now, the important principle is:
DIFFERENT MOVEMENT MODES STILL CONSUME MOVEMENT
according to the rules governing that mode.
CLIMBING
Without using a Climb Speed, climbing normally costs extra movement.
The SRD states:
EACH FOOT OF CLIMBING COSTS 1 EXTRA FOOT
So moving:
5 feet upward
normally costs:
10 FEET OF MOVEMENT
If the area is also Difficult Terrain, climbing costs still more. A creature using a Climb Speed ignores the normal extra climbing cost.
CRAWLING
Crawling follows a similar rule.
Each foot crawled costs:
1 EXTRA FOOT
So:
5 feet of crawling
normally costs:
10 feet of movement
In Difficult Terrain, the cost increases further.
SWIMMING
Swimming normally costs:
1 EXTRA FOOT PER FOOT MOVED
unless you have and use an appropriate Swim Speed.
So:
5 feet of ordinary swimming
normally costs:
10 feet of movement
DIFFICULT TERRAIN
Combat environments aren't always smooth and empty.
Examples from the combat section include:
-
low furniture
-
rubble
-
undergrowth
-
steep stairs
-
snow
-
shallow bogs
These can count as:
DIFFICULT TERRAIN
HOW DIFFICULT TERRAIN WORKS
In Difficult Terrain:
EVERY FOOT OF MOVEMENT COSTS 1 EXTRA FOOT
So moving:
5 FEET
through Difficult Terrain costs:
10 FEET OF MOVEMENT
EXAMPLE
Speed:
30 feet
You move entirely through Difficult Terrain.
Every 5 feet costs:
10 feet of movement
Therefore, with 30 feet of available movement, you can physically travel:
15 FEET
through that terrain.
DIFFICULT TERRAIN DOES NOT STACK WITH ITSELF
This is extremely important.
The SRD states:
DIFFICULT TERRAIN IS NOT CUMULATIVE
A space either:
is Difficult Terrain
or:
is not Difficult Terrain.
EXAMPLE
A space contains:
-
heavy snow
-
rubble
-
undergrowth
All three could make it Difficult Terrain.
But you do not calculate:
double + double + double movement cost
because multiple reasons for Difficult Terrain don't stack.
The space is simply:
DIFFICULT TERRAIN
WHAT CAN MAKE A SPACE DIFFICULT TERRAIN?
The Rules Glossary provides examples.
A space can be Difficult Terrain if it contains:
-
a creature that isn't Tiny or your ally
-
furniture sized for creatures of your Size or larger
-
heavy snow
-
ice
-
rubble
-
undergrowth
-
liquid between shin and waist depth
-
a narrow opening sized for a creature one Size smaller than you
-
a slope of 20 degrees or more
CREATURES CAN CREATE DIFFICULT TERRAIN
This is especially important in combat.
Another creature's space can slow you down.
The combat rules state that another creature's space is Difficult Terrain for you unless that creature is:
TINY
or:
YOUR ALLY
But whether you are actually allowed to pass through that creature's space is a separate question.
We will address that shortly.
DROPPING PRONE
On your turn, you can voluntarily give yourself the:
PRONE CONDITION
without spending:
-
an Action
-
any of your Speed
However:
YOU CANNOT DO THIS IF YOUR SPEED IS 0
EXAMPLE
You want to drop behind a low obstruction.
On your turn:
DROP PRONE
This costs:
0 movement
and:
no Action
provided your Speed isn't 0.
The Prone condition itself has additional effects.
STANDING UP FROM PRONE
Once Prone, your movement options are restricted.
You can:
CRAWL
or spend movement equal to:
HALF YOUR SPEED, ROUNDED DOWN
to right yourself and end the Prone condition.
If your Speed is:
0
you cannot right yourself.
EXAMPLE — STANDING
Speed:
30 feet
Half:
15 FEET
You spend:
15 feet of movement
to stand.
Remaining movement:
15 FEET
EXAMPLE — SPEED 25
Speed:
25 feet
Half:
12.5
Round down:
12 FEET
That is the movement cost to right yourself under the Prone condition's rule.
CREATURE SIZE
Every creature belongs to a:
SIZE CATEGORY
The categories range from:
TINY
to:
GARGANTUAN
A creature's Size helps determine:
THE SPACE IT OCCUPIES ON A MAP
CREATURE SIZE AND SPACE TABLE
| Size | Space in Feet | Grid Space |
|---|---|---|
| Tiny | 2½ × 2½ ft. | 4 per square |
| Small | 5 × 5 ft. | 1 square |
| Medium | 5 × 5 ft. | 1 square |
| Large | 10 × 10 ft. | 4 squares, 2 × 2 |
| Huge | 15 × 15 ft. | 9 squares, 3 × 3 |
| Gargantuan | 20 × 20 ft. | 16 squares, 4 × 4 |
SMALL AND MEDIUM CREATURES
Both:
SMALL
and:
MEDIUM
creatures normally occupy:
ONE 5-FOOT SQUARE
Even though their physical bodies can differ in size.
LARGE CREATURE
A Large creature occupies:
10 × 10 FEET
On a grid:
2 × 2 SQUARES
That means four squares total.
HUGE CREATURE
A Huge creature occupies:
15 × 15 FEET
or:
3 × 3 SQUARES
Nine squares total.
GARGANTUAN CREATURE
A Gargantuan creature occupies:
20 × 20 FEET
or:
4 × 4 SQUARES
Sixteen squares total.
TINY CREATURES
Tiny creatures have a particularly small space:
2½ × 2½ FEET
The table represents this as:
FOUR TINY CREATURES PER 5-FOOT SQUARE
A CREATURE'S SPACE IS NOT JUST ITS BODY
The SRD describes a creature's space as the area it:
EFFECTIVELY CONTROLS IN COMBAT
and the area it needs to fight effectively.
So a Medium creature does not literally have a body five feet wide.
The 5-foot space represents the area required for:
-
movement
-
stance
-
weapon use
-
defensive movement
-
combat control
WHERE DOES CHARACTER SIZE COME FROM?
A player character's Size is normally determined by:
SPECIES
A monster's Size appears in:
ITS STAT BLOCK
We will cover character Size in more detail during character creation.
MOVING THROUGH ANOTHER CREATURE'S SPACE
Combatants often stand between you and where you want to go.
You cannot automatically move through every occupied space.
The SRD allows you to pass through the space of:
AN ALLY
AN INCAPACITATED CREATURE
A TINY CREATURE
or:
A CREATURE TWO SIZES LARGER OR TWO SIZES SMALLER THAN YOU
ALLIES
You can move through:
AN ALLY'S SPACE
For example:
your Fighter can move through the square occupied by another party member.
INCAPACITATED CREATURES
You can pass through the space of a creature with the:
INCAPACITATED CONDITION
regardless of normal hostile positioning restrictions, subject to the rest of the movement rules.
TINY CREATURES
You can pass through the space of:
A TINY CREATURE
Its extremely small Size makes it less capable of physically blocking your route under this rule.
CREATURES TWO SIZES DIFFERENT
You can pass through a creature if it is:
TWO SIZES LARGER
or:
TWO SIZES SMALLER
than you.
SIZE EXAMPLE — MEDIUM VS. HUGE
You are:
MEDIUM
The enemy is:
HUGE
The Size steps are:
Medium → Large → Huge
The Huge creature is:
TWO SIZES LARGER
Therefore:
you can pass through its space under this rule.
MEDIUM VS. LARGE
You are:
Medium
Enemy:
Large
That is only:
ONE SIZE DIFFERENCE
The “two sizes larger or smaller” permission does not apply.
If no other permission exists, you cannot simply move through that enemy's space.
LARGE VS. TINY
A Large creature can pass through a Tiny creature's space because:
TINY CREATURES ARE SPECIFICALLY ALLOWED
You don't need to rely only on the two-size difference rule.
PASSING THROUGH DOES NOT ALWAYS MEAN NORMAL TERRAIN
Even when you are allowed to move through another creature's space, that space can still count as:
DIFFICULT TERRAIN
The combat rules state:
ANOTHER CREATURE'S SPACE IS DIFFICULT TERRAIN UNLESS THAT CREATURE IS TINY OR YOUR ALLY
EXAMPLE — HUGE ENEMY
You are Medium.
Enemy is Huge.
You are permitted to move through its space because it is two Sizes larger.
But the enemy is:
-
not Tiny
-
not your ally
Therefore its space is:
DIFFICULT TERRAIN
for you.
EXAMPLE — ALLY
Your ally occupies a square.
You can pass through the ally's space.
Because the creature is your ally:
the creature-space rule does not make that space Difficult Terrain.
EXAMPLE — TINY ENEMY
A hostile Tiny creature occupies the space.
You may pass through it.
And because it is:
TINY
its space isn't Difficult Terrain for you under this creature-space rule.
YOU NORMALLY CANNOT END YOUR MOVE IN ANOTHER CREATURE'S SPACE
Even when you can pass through a creature's space:
YOU CANNOT WILLINGLY END YOUR MOVE THERE
This is an important distinction:
PASS THROUGH ≠ STOP THERE
EXAMPLE
You move through your ally's square.
Allowed.
But you cannot normally say:
“I finish my move in the exact same space as my ally.”
You must continue to another valid space.
WHAT IF YOU SOMEHOW END THE TURN IN ANOTHER CREATURE'S SPACE?
Sometimes an effect or unusual circumstance causes two creatures to end up occupying the same space.
If you end your turn sharing another creature's space:
YOU HAVE THE PRONE CONDITION
unless:
YOU ARE TINY
or:
YOU ARE LARGER THAN THE OTHER CREATURE
EXAMPLE — TWO MEDIUM CREATURES
You are:
Medium
The other creature is:
Medium
An effect somehow causes you to end your turn in its space.
You are neither:
-
Tiny
-
larger than it
Therefore:
YOU BECOME PRONE
EXAMPLE — LARGE WITH MEDIUM
You are:
Large
Other creature:
Medium
You somehow end your turn in its space.
Because you are:
LARGER THAN THE OTHER CREATURE
the special Prone consequence doesn't apply to you.
EXAMPLE — TINY CREATURE
You are:
Tiny
You somehow end your turn sharing another creature's space.
The rule specifically exempts:
TINY CREATURES
from this Prone consequence.
MOVEMENT AND OPPORTUNITY ATTACKS
Moving around enemies can sometimes trigger:
OPPORTUNITY ATTACKS
That mechanic is important enough to receive detailed treatment in:
LESSON 22
For now, understand that:
BEING ABLE TO MOVE THROUGH OR AWAY FROM A SPACE DOES NOT NECESSARILY MEAN DOING SO IS SAFE.
The movement rules tell you where you can move.
Other combat rules may determine what happens because you moved.
DISENGAGE AND MOVEMENT
You already learned the:
DISENGAGE ACTION
If you take Disengage:
your movement does not provoke Opportunity Attacks for the rest of that turn.
We will connect this fully to melee combat later.
COMPLETE MOVEMENT EXAMPLE
Character:
Medium
Speed:
30 FEET
The character begins 25 feet from a target.
Between them are:
-
10 feet of normal ground
-
10 feet of Difficult Terrain
-
5 feet of normal ground
Movement cost:
First 10 feet
Normal:
10 movement
Remaining:
20
Next 10 feet
Difficult Terrain:
each foot costs 1 extra.
Physical distance:
10 feet
Movement cost:
20 feet
Remaining:
0
The character cannot move the final 5 feet using normal movement that turn.
COMPLETE CREATURE-SPACE EXAMPLE
You are:
MEDIUM
A Huge hostile creature blocks the corridor.
Because Huge is two Sizes larger than Medium:
YOU MAY PASS THROUGH ITS SPACE
But because it is:
-
not Tiny
-
not your ally
its space is:
DIFFICULT TERRAIN
You must pay the increased movement cost.
You also cannot willingly end your move inside its space.
COMPLETE ALLY EXAMPLE
Your ally occupies the square immediately in front of you.
You can move through their space because:
THEY ARE YOUR ALLY
Their space isn't Difficult Terrain for you under the creature-space rule.
But you still can't willingly finish your move sharing that space.
COMPLETE PRONE EXAMPLE
Speed:
30 feet
You begin your turn Prone.
To stand:
SPEND 15 FEET OF MOVEMENT
Remaining:
15 FEET
You can then move up to 15 additional feet normally, subject to terrain and other movement rules.
MOVEMENT DECISION FLOW
When moving during combat, ask:
STEP 1 — WHAT IS MY SPEED?
Example:
30 feet
STEP 2 — HOW MUCH HAVE I ALREADY MOVED?
Subtract it from your available movement.
STEP 3 — WHAT KIND OF TERRAIN AM I ENTERING?
Normal?
Difficult Terrain?
Something with a special rule?
STEP 4 — AM I USING A SPECIAL MOVEMENT MODE?
Climbing?
Crawling?
Swimming?
Another type of movement?
Apply its movement costs.
STEP 5 — IS ANOTHER CREATURE IN THE SPACE?
If yes:
ask whether you are permitted to move through it.
STEP 6 — DOES THAT CREATURE'S SPACE COUNT AS DIFFICULT TERRAIN?
Unless it is:
-
Tiny
-
your ally
the creature's space is Difficult Terrain for you under this rule.
STEP 7 — CAN I FINISH THERE?
Normally:
NO
You can't willingly end your move in another creature's occupied space.
COMMON BEGINNER MISTAKES
MISTAKE 1 — THINKING YOU MUST MOVE YOUR FULL SPEED
You can move:
UP TO YOUR SPEED
including zero movement.
MISTAKE 2 — THINKING MOVEMENT MUST HAPPEN ALL AT ONCE
You can split it around Actions, Bonus Actions, and Reactions taken during your turn.
MISTAKE 3 — THINKING DIFFICULT TERRAIN HALVES YOUR SPEED DIRECTLY
The rule instead says:
EACH FOOT COSTS 1 EXTRA FOOT
That distinction matters when only part of your movement passes through Difficult Terrain.
MISTAKE 4 — STACKING MULTIPLE SOURCES OF DIFFICULT TERRAIN
Difficult Terrain isn't cumulative.
A space either is Difficult Terrain or isn't.
MISTAKE 5 — USING AN ACTION TO DROP PRONE
Voluntarily dropping Prone uses:
NO ACTION
and:
NO SPEED
provided your Speed isn't 0.
MISTAKE 6 — STANDING FROM PRONE FOR FREE
Standing costs movement equal to:
HALF YOUR SPEED, ROUNDED DOWN
MISTAKE 7 — THINKING A LARGE CREATURE OCCUPIES ONE SQUARE
Large:
2 × 2 SQUARES
Huge:
3 × 3
Gargantuan:
4 × 4
MISTAKE 8 — THINKING YOU CAN MOVE THROUGH EVERY ENEMY
You need a rule permitting it.
The standard permissions include:
-
ally
-
Incapacitated creature
-
Tiny creature
-
creature two Sizes larger or smaller
MISTAKE 9 — THINKING PASSING THROUGH MEANS YOU CAN STOP THERE
You cannot normally willingly end your move in another creature's space.
MISTAKE 10 — FORGETTING CREATURE SPACES CAN BE DIFFICULT TERRAIN
Another creature's space is Difficult Terrain unless that creature is:
TINY
or:
YOUR ALLY
LESSON 19 — KEY TAKEAWAYS
MOVEMENT
On your turn:
MOVE UP TO YOUR SPEED
or move less, including not moving at all.
BREAKING UP MOVEMENT
You can divide your movement around Actions, Bonus Actions, and Reactions taken during your turn.
DIFFICULT TERRAIN
1 FOOT OF PHYSICAL MOVEMENT COSTS 2 FEET OF MOVEMENT
and multiple causes of Difficult Terrain do not stack.
DROP PRONE
Costs:
NO ACTION
NO MOVEMENT
but you can't voluntarily do it if Speed is 0.
STAND FROM PRONE
Costs:
HALF YOUR SPEED, ROUNDED DOWN
CREATURE SIZES
Tiny
Small
Medium
Large
Huge
Gargantuan
Size determines how much map space a creature occupies.
YOU CAN PASS THROUGH
-
an ally
-
an Incapacitated creature
-
a Tiny creature
-
a creature two Sizes larger or smaller than you
CREATURE SPACES
Another creature's space is Difficult Terrain unless the creature is:
TINY
or:
YOUR ALLY
YOU CAN'T NORMALLY END MOVEMENT IN ANOTHER CREATURE'S SPACE
And if you somehow end a turn there, you become Prone unless you are Tiny or larger than the other creature.
NEXT LESSON
LESSON 20 — MAKING AN ATTACK: TARGETS, MODIFIERS, AND ATTACK RESOLUTION
You now know:
when your turn happens
and:
where you can move.
Next comes the central offensive mechanic of combat:
MAKING AN ATTACK
In Lesson 20, we will study:
-
how attacks are initiated
-
choosing a target
-
what can make an attack possible or impossible
-
Attack Rolls in combat
-
relevant Ability Modifiers
-
Proficiency
-
Advantage and Disadvantage in attack situations
-
resolving a hit or miss
-
attacks granted by Actions, Bonus Actions, and Reactions
-
unseen attackers and unseen targets where relevant
-
how an attack proceeds from declaration to final result
This will build directly on the Attack Roll fundamentals from Lesson 7 and place them inside the full combat sequence.
SRD 5.2.1 ATTRIBUTION
This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.