Secret Lesson 33

Size, Speed, and Other Character Statistics

Your character's Ability Scores describe what they are capable of.

But the game also needs to know:

HOW LARGE ARE YOU?

HOW MUCH SPACE DO YOU CONTROL?

HOW FAST CAN YOU MOVE?

WHAT TYPE OF CREATURE ARE YOU?

HOW MUCH CAN YOU CARRY?

Many of these statistics come from your:

SPECIES

The SRD states that Species determines a character's:

CREATURE TYPE

SIZE

SPEED

and provides the character's special Species Traits.

In this lesson, we will examine those fundamental physical statistics and how they interact with the rules you already know.


PART ONE — CREATURE TYPE

Every creature in the game has a:

CREATURE TYPE

A Creature Type identifies the broad family of beings to which a creature belongs.

The SRD lists the following Creature Types:

ABERRATION

BEAST

CELESTIAL

CONSTRUCT

DRAGON

ELEMENTAL

FEY

FIEND

GIANT

HUMANOID

MONSTROSITY

OOZE

PLANT

UNDEAD

 


CREATURE TYPES HAVE NO GENERAL RULES OF THEIR OWN

Like Damage Types, Creature Types are primarily:

MECHANICAL LABELS

The SRD states that the types don't have rules themselves, but other game rules can affect particular Creature Types differently.

For example, a spell or feature might specifically refer to:

  • Undead

  • Fiends

  • Beasts

  • Humanoids

If so:

CREATURE TYPE MATTERS


PLAYER CHARACTER CREATURE TYPE

Your Species determines your Creature Type.

In the Species presented in the SRD 5.2.1:

EVERY PLAYABLE SPECIES IN CHARACTER ORIGINS IS HUMANOID

 

So the SRD Species:

  • Dragonborn

  • Dwarf

  • Elf

  • Gnome

  • Goliath

  • Halfling

  • Human

  • Orc

  • Tiefling

are all:

HUMANOIDS

The SRD notes that playable non-Humanoid Species can appear in other books.


CREATURE TYPE IS NOT THE SAME AS SPECIES

This distinction matters.

A character can be:

ELF

as their Species

and:

HUMANOID

as their Creature Type.

Another character can be:

ORC

and also:

HUMANOID

Species is more specific.

Creature Type is the broader rules category.


PART TWO — SIZE

Every creature and object belongs to a:

SIZE CATEGORY

The six Size categories are:

TINY

SMALL

MEDIUM

LARGE

HUGE

GARGANTUAN

 


SIZE AND PLAYER CHARACTERS

Your character's:

SPECIES DETERMINES SIZE

 

Some Species have one fixed Size.

Others allow you to choose between:

SMALL

and:

MEDIUM

when you select the Species.


SIZE DOES NOT MEAN EXACT HEIGHT

A Size category is a game classification.

The SRD notes that individuals within a Species can vary considerably in height.

So:

MEDIUM

does not mean every Medium creature has exactly the same height or physical proportions.


SIZE AND SPACE

In combat, Size determines the amount of:

SPACE

a creature effectively controls.

The SRD explains that a creature's space represents:

THE AREA IT EFFECTIVELY CONTROLS IN COMBAT

and:

THE AREA IT NEEDS TO FIGHT EFFECTIVELY

 

This is not simply the exact physical width of the creature's body.


COMPLETE 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 USE THE SAME COMBAT SPACE

Both:

SMALL

and:

MEDIUM

creatures normally control:

A 5-FOOT-BY-5-FOOT SPACE

That means both occupy:

ONE STANDARD GRID SQUARE

 


THIS DOES NOT MEAN THEY ARE PHYSICALLY THE SAME SIZE

A Small Gnome and a Medium Goliath can have dramatically different physical heights.

But the combat-space rule is about:

EFFECTIVE CONTROL

not exact anatomy.


LARGE CREATURE

A Large creature controls:

10 × 10 FEET

On a standard 5-foot grid:

2 × 2 SQUARES

or:

4 TOTAL SQUARES


HUGE CREATURE

A Huge creature controls:

15 × 15 FEET

which becomes:

3 × 3 SQUARES

or:

9 SQUARES


GARGANTUAN CREATURE

A Gargantuan creature normally controls:

20 × 20 FEET

or:

4 × 4 SQUARES

=

16 SQUARES

 


TINY CREATURES

Tiny creatures use much less space.

The table allows:

FOUR TINY CREATURES PER 5-FOOT SQUARE

 


SIZE AND MOVING THROUGH CREATURES

Size also affects which creatures you can move through.

During your move, you can pass through the space of:

  • an ally

  • an Incapacitated creature

  • a Tiny creature

  • a creature at least two Sizes larger or smaller than you

 


EXAMPLE — MEDIUM CHARACTER

A Medium character can potentially move through the space of a:

HUGE

or:

GARGANTUAN

creature under the two-Sizes-difference rule.

A Large hostile creature is only:

ONE SIZE LARGER

so that particular rule doesn't allow the Medium creature to move through it.


OTHER CREATURES' SPACES

Another creature's space is normally:

DIFFICULT TERRAIN

for you unless that creature is:

TINY

or:

YOUR ALLY

 


ENDING MOVEMENT IN ANOTHER CREATURE'S SPACE

You normally cannot willingly end your move:

IN A SPACE OCCUPIED BY ANOTHER CREATURE

 

Specific rules can create exceptions.


SIZE AND GRAPPLING

You learned in Lesson 22 that the standard Grapple option of an Unarmed Strike works only if the target is:

NO MORE THAN ONE SIZE LARGER THAN YOU

So Size directly affects:

WHO YOU CAN GRAPPLE


EXAMPLE — SMALL CHARACTER

A Small character can normally Grapple:

  • Tiny

  • Small

  • Medium

But a Large target is:

TWO SIZES LARGER

and therefore outside the normal Grapple Size limit.


SIZE AND SHOVING

The same basic Size restriction applies to the standard:

SHOVE

option.

The target can be no more than:

ONE SIZE LARGER

than the creature attempting the Shove.

Size therefore affects physical battlefield control as well as space.


PART THREE — PLAYER SPECIES SIZE

Let's compare the nine SRD Species.


SPECIES SIZE TABLE

Species Creature Type Size
Dragonborn Humanoid Medium
Dwarf Humanoid Medium
Elf Humanoid Medium
Gnome Humanoid Small
Goliath Humanoid Medium
Halfling Humanoid Small
Human Humanoid Small or Medium
Orc Humanoid Medium
Tiefling Humanoid Small or Medium

 


APPROXIMATE SPECIES HEIGHTS

The SRD Species entries also give approximate height ranges:

Dragonborn

5–7 FEET

Dwarf

4–5 FEET

Elf

5–6 FEET

Gnome

3–4 FEET

Goliath

7–8 FEET

Halfling

2–3 FEET

Human

Medium:

ABOUT 4–7 FEET

or Small:

ABOUT 2–4 FEET

Orc

ABOUT 6–7 FEET

Tiefling

Medium:

ABOUT 4–7 FEET

or Small:

ABOUT 3–4 FEET

 


HUMAN SIZE CHOICE

A Human can be:

MEDIUM

or:

SMALL

You choose when selecting the Species.


TIEFLING SIZE CHOICE

A Tiefling can likewise be:

MEDIUM

or:

SMALL

chosen when you select the Species.


PART FOUR — SPEED

A creature's:

SPEED

is the distance in feet it can cover when it moves on its turn.

For player characters:

SPECIES DETERMINES SPEED

 


BASIC MOVEMENT

On your turn, you can normally move:

UP TO YOUR SPEED

or move less.

You can also choose:

NOT TO MOVE

 


EXAMPLE

Speed:

30 FEET

On your turn, you might move:

  • 0 feet

  • 5 feet

  • 10 feet

  • 20 feet

  • 30 feet

You don't have to use all of it.


SPEED IS NOT AN ACTION

Normal movement is separate from your Action.

A turn normally allows you to:

MOVE UP TO YOUR SPEED

and:

TAKE AN ACTION

 


BREAKING UP MOVEMENT

As you learned in combat, you can divide movement around your actions.

For example:

Speed:

30 FEET

You could:

  1. move 10 feet

  2. take an Action

  3. move another 20 feet

as long as the total movement doesn't exceed what is available.


SPEED ON A GRID

Each normal grid square represents:

5 FEET

To convert Speed into squares:

DIVIDE SPEED BY 5

 


EXAMPLE

Speed:

30 FEET

30 ÷ 5:

6 SQUARES

So a 30-foot Speed translates into:

SIX STANDARD GRID SQUARES

 


PLAYER SPECIES SPEED TABLE

Species Base Speed
Dragonborn 30 ft.
Dwarf 30 ft.
Elf 30 ft.
Gnome 30 ft.
Goliath 35 ft.
Halfling 30 ft.
Human 30 ft.
Orc 30 ft.
Tiefling 30 ft.

 


GOLIATH SPEED

The Goliath is the notable base exception among these entries:

SPEED 35 FEET

 


ELF LINEAGE CAN MODIFY SPEED

The base Elf Speed is:

30 FEET

but the Wood Elf lineage increases Speed to:

35 FEET

 

This is a useful example of the principle:

SPECIFIC TRAITS CAN MODIFY BASE STATISTICS


PART FIVE — SPECIAL SPEEDS

Some creatures have additional forms of movement called:

SPECIAL SPEEDS

The SRD lists examples such as:

BURROW SPEED

CLIMB SPEED

FLY SPEED

SWIM SPEED

 


NORMAL SPEED AND SPECIAL SPEEDS ARE SEPARATE VALUES

A creature might have:

SPEED 30 FEET

and:

FLY SPEED 40 FEET

These are two different movement values.


SWITCHING BETWEEN SPEEDS

If you have more than one Speed:

YOU CAN SWITCH BETWEEN THEM DURING YOUR MOVE

Whenever you switch:

SUBTRACT THE DISTANCE YOU HAVE ALREADY MOVED FROM THE NEW SPEED

The remainder tells you how much farther you can move using that Speed.


SRD EXAMPLE

You have:

SPEED 30

and:

FLY SPEED 40

You could:

  • fly 10 feet

  • walk 10 feet

  • fly another 20 feet

for:

40 FEET TOTAL MOVEMENT

because when returning to the 40-foot Fly Speed, you subtract the 20 feet already traveled, leaving 20 feet available.


IMPORTANT — YOU DON'T SIMPLY ADD SPEEDS

Suppose you have:

SPEED 30

and:

FLY SPEED 40

You do not automatically get:

70 FEET

of movement.

The switching rule tracks the distance already moved against the Speed you switch to.


EXAMPLE

Speed:

30

Fly Speed:

40

You walk:

30 FEET

Then switch to Fly Speed.

Subtract:

40 − 30

=

10 FEET OF FLYING REMAINS

Total maximum movement in this sequence:

40 FEET

not 70.


IF THE RESULT IS 0 OR LESS

When switching to another Speed, if:

NEW SPEED − DISTANCE ALREADY MOVED ≤ 0

you cannot use that Speed during the current move.


BURROW SPEED

A creature with a:

BURROW SPEED

can use it to move through:

  • sand

  • earth

  • mud

  • ice

It can't normally burrow through:

SOLID ROCK

unless a specific trait allows it.


CLIMB SPEED

Ordinary climbing costs extra movement.

Normally, while climbing:

EACH FOOT COSTS 1 EXTRA FOOT

and in Difficult Terrain:

2 EXTRA FEET

 

But if you have a:

CLIMB SPEED

and use it to climb:

YOU IGNORE THE NORMAL EXTRA MOVEMENT COST

 


SWIM SPEED

Ordinary swimming similarly costs:

1 EXTRA FOOT PER FOOT MOVED

or:

2 EXTRA FEET IN DIFFICULT TERRAIN

 

A:

SWIM SPEED

allows you to swim without that normal extra movement cost.


FLY SPEED

A:

FLY SPEED

allows movement through the air.

While you have a Fly Speed, you can stay aloft until you:

  • land

  • fall

  • die

 


FALLING WHILE FLYING

While flying, you normally fall if:

  • you become Incapacitated

  • you become Prone

  • your Fly Speed is reduced to 0

unless you can:

HOVER

 


HOVER

Hovering can allow a flying creature to remain aloft in circumstances that would otherwise cause it to fall.


SPECIAL SPEEDS CAN COME FROM FEATURES

A player character might gain a special Speed through:

  • Species Traits

  • Class Features

  • spells

  • magic items

  • other effects

For example, Dragonborn can later gain a temporary Fly Speed equal to their Speed through Draconic Flight.


PART SIX — CHANGES TO SPEED

A temporary effect can:

INCREASE

or:

DECREASE

your Speed.

The SRD gives an important general rule:

IF YOUR SPEED CHANGES, YOUR SPECIAL SPEEDS CHANGE BY THE SAME AMOUNT FOR THE SAME DURATION

 


EXAMPLE — SPEED INCREASE

Suppose:

Speed:

30

Fly Speed:

40

An effect increases your Speed by:

10 FEET

For that duration:

Speed:

40

Fly Speed:

50

under the general rule.


EXAMPLE — SPEED REDUCED TO 0

Speed:

30

Climb Speed:

30

An effect reduces Speed to:

0

The Climb Speed is also reduced to:

0

 


EXAMPLE — SPEED HALVED

Speed:

30

Fly Speed:

40

An effect halves your Speed.

The Fly Speed is:

ALSO HALVED

 


SPEED 0 IS PARTICULARLY IMPORTANT

A Speed of:

0

can interact with many other rules.

For example, you learned earlier that a creature with Speed 0:

  • can't voluntarily give itself the Prone condition using the normal rule

  • can't right itself from Prone

  • loses the normal benefit of Dodge

The key principle is simple:

SPEED 0 MEANS YOUR ORDINARY MOVEMENT CAPACITY HAS BEEN ELIMINATED

unless another rule specifically permits something.


PART SEVEN — SIZE AND CARRYING CAPACITY

One of the most important derived physical statistics is:

CARRYING CAPACITY

The SRD says your carrying capacity depends on:

SIZE

and:

STRENGTH SCORE

 


COMPLETE CARRYING CAPACITY TABLE

Creature Size Carry Drag / Lift / Push
Tiny Strength × 7.5 lb. Strength × 15 lb.
Small / Medium Strength × 15 lb. Strength × 30 lb.
Large Strength × 30 lb. Strength × 60 lb.
Huge Strength × 60 lb. Strength × 120 lb.
Gargantuan Strength × 120 lb. Strength × 240 lb.

 


SMALL AND MEDIUM CARRY THE SAME BASE AMOUNT

For both:

SMALL

and:

MEDIUM

creatures:

Carrying Capacity:

STRENGTH SCORE × 15 LB.

Maximum Drag/Lift/Push:

STRENGTH SCORE × 30 LB.

 


EXAMPLE — MEDIUM CHARACTER

Strength Score:

14

Size:

MEDIUM

Carrying Capacity:

14 × 15

=

210 LB.

Drag/Lift/Push:

14 × 30

=

420 LB.


EXAMPLE — SMALL CHARACTER

Strength:

14

Size:

SMALL

The same formulas apply:

Carry:

210 LB.

Drag/Lift/Push:

420 LB.

The standard table groups Small and Medium together.


EXAMPLE — LARGE CREATURE

Strength:

14

Size:

LARGE

Carry:

14 × 30

=

420 LB.

Drag/Lift/Push:

14 × 60

=

840 LB.


TINY CREATURES CARRY LESS

Strength:

14

Size:

TINY

Carry:

14 × 7.5

=

105 LB.

Drag/Lift/Push:

14 × 15

=

210 LB.


SIZE MULTIPLIES CARRYING POWER

Compared with Small/Medium:

Large

×2

Huge

×4

Gargantuan

×8

for carrying capacity at the same Strength Score.


DRAGGING, LIFTING, OR PUSHING TOO MUCH

The table gives a higher Drag/Lift/Push limit than the normal Carry limit.

But if you drag, lift, or push weight:

IN EXCESS OF YOUR NORMAL CARRYING CAPACITY

your Speed can be no more than:

5 FEET

 


EXAMPLE

Medium character:

Strength:

14

Carry limit:

210 LB.

Drag/Lift/Push maximum:

420 LB.

The character pushes:

300 LB.

That is:

  • below the 420-lb. push maximum

  • above the 210-lb. carrying capacity

So while doing so:

SPEED CAN BE NO MORE THAN 5 FEET

 


GOLIATH — POWERFUL BUILD

Some Species Traits modify these general rules.

The Goliath's:

POWERFUL BUILD

makes the character count as:

ONE SIZE LARGER

when determining carrying capacity.


EXAMPLE — MEDIUM GOLIATH

A Goliath is normally:

MEDIUM

But for carrying capacity, Powerful Build treats the Goliath as:

ONE SIZE LARGER

so use the relevant larger-size carrying calculation.

This is an example of:

SPECIFIC RULE OVERRIDES GENERAL RULE


PART EIGHT — AGE

Species also provides broad guidance for:

CHARACTER AGE

The SRD states that most Species live for about:

80 YEARS

with exceptions described in the individual Species text.


PHYSICAL MATURITY

Regardless of lifespan, the SRD states that members of all Species reach:

PHYSICAL MATURITY AT ABOUT THE SAME AGE

 


CHOOSING YOUR CHARACTER'S AGE

Your character can be:

ANY AGE

as long as it isn't beyond the Species' normal lifespan.

Age is therefore primarily a:

CHARACTER DETAIL

rather than a standard numerical combat modifier.


PART NINE — SPECIFIC TRAITS CAN CHANGE STATISTICS

Your initial Species gives you baseline statistics.

But features can later modify them.

This is a fundamental game principle.


EXAMPLE — GOLIATH LARGE FORM

Starting at character level 5, the Goliath's Large Form can temporarily change the character's Size to:

LARGE

if there is enough room.

During that transformation:

  • the Goliath has Advantage on Strength checks

  • Speed increases by 10 feet

 

So:

SIZE IS NOT NECESSARILY PERMANENT

A rule can change it.


EXAMPLE — WOOD ELF

Base Elf Speed:

30 FEET

Wood Elf lineage:

35 FEET

 


EXAMPLE — DRACONIC FLIGHT

A Dragonborn can later temporarily gain:

FLY SPEED EQUAL TO SPEED

through the Draconic Flight trait.


EXAMPLE — HALFLING NIMBLENESS

A Halfling has a Species-specific exception to normal creature-space rules.

Halfling Nimbleness allows the Halfling to move through the space of:

ANY CREATURE ONE SIZE LARGER

but not stop in that creature's space.

This is more permissive than the general two-Sizes-difference rule.

Again:

SPECIFIC BEATS GENERAL


PART TEN — CHARACTER-SHEET STATISTICS

At this stage of character creation, make sure your sheet clearly records:

CREATURE TYPE

SIZE

SPEED

and any:

SPECIAL SPEED

you currently possess.

Your Species supplies the first three in the SRD Character Origins rules.


OTHER NUMBERS WILL BE COMPLETED NEXT

Several other important character-sheet statistics depend on the choices you have already made, including:

  • Saving Throw modifiers

  • Skill modifiers

  • Passive Perception

  • Armor Class

  • Hit Points

  • Initiative

  • attacks

The SRD's final character-creation stage instructs you to calculate and record these values.

We have already introduced them.

Lesson 34 will now focus specifically on putting:

EQUIPMENT

PROFICIENCIES

ABILITY MODIFIERS

and:

DEFENSIVE / OFFENSIVE CALCULATIONS

together.


COMPLETE PHYSICAL CHARACTER EXAMPLE

Let's create the physical statistics of a:

GOLIATH FIGHTER

Species:

GOLIATH

Creature Type:

HUMANOID

Size:

MEDIUM

Speed:

35 FEET

 

Strength:

16


COMBAT SPACE

Medium:

5 × 5 FEET

or:

ONE GRID SQUARE


GRID SPEED

35-foot Speed:

35 ÷ 5:

7 SQUARES


CARRYING CAPACITY

The Goliath's Powerful Build makes it count as one Size larger when determining carrying capacity.

So treat it as Large for this calculation.

Strength:

16

Large Carry:

16 × 30

=

480 LB.

Drag/Lift/Push:

16 × 60

=

960 LB.


SECOND EXAMPLE — GNOME WIZARD

Species:

GNOME

Creature Type:

HUMANOID

Size:

SMALL

Speed:

30 FEET

 


COMBAT SPACE

Small:

5 × 5 FEET

One grid square.


GRID SPEED

30 ÷ 5:

6 SQUARES


CARRYING CAPACITY

Strength:

8

Small and Medium Carry formula:

8 × 15

=

120 LB.

Drag/Lift/Push:

8 × 30

=

240 LB.


THIRD EXAMPLE — SMALL HUMAN

Species:

HUMAN

Choose:

SMALL

Speed:

30 FEET

Creature Type:

HUMANOID

 

The character still controls:

ONE 5-FOOT SQUARE

and uses the same Small/Medium carrying formula.


FOURTH EXAMPLE — WOOD ELF

Species:

ELF

Base:

Medium
Speed 30

Choose:

WOOD ELF LINEAGE

Speed becomes:

35 FEET

 

On a grid:

7 SQUARES

of normal movement.


PHYSICAL STATISTICS CHECKLIST

When creating your character, ask:

1. WHAT IS MY CREATURE TYPE?

For all nine SRD Species:

HUMANOID


2. WHAT IS MY SIZE?

Small?

Medium?

Does the Species allow a choice?


3. WHAT SPACE DOES THAT SIZE CONTROL?

Use the Creature Size and Space table.


4. WHAT IS MY SPEED?

Record the value supplied by Species.


5. DO I HAVE ANY SPECIAL SPEEDS?

  • Burrow?

  • Climb?

  • Fly?

  • Swim?

If not, leave them absent until a feature grants one.


6. DOES A SPECIFIC TRAIT MODIFY MY SIZE OR SPEED?

Examples include:

  • Wood Elf

  • Goliath Large Form

  • Draconic Flight


7. WHAT IS MY CARRYING CAPACITY?

Use:

SIZE + STRENGTH SCORE


8. HAVE I CHOSEN AN AGE?

It can be any age within the Species' normal lifespan.


COMMON BEGINNER MISTAKES

MISTAKE 1 — THINKING SPECIES AND CREATURE TYPE ARE THE SAME THING

Elf is a Species.

Humanoid is its Creature Type.


MISTAKE 2 — THINKING ALL PLAYER CHARACTERS MUST BE MEDIUM

The SRD includes:

SMALL

characters and Species that allow:

SMALL OR MEDIUM

 


MISTAKE 3 — THINKING SMALL TAKES LESS THAN ONE GRID SQUARE

Small and Medium creatures both normally control:

ONE 5-FOOT SQUARE

 


MISTAKE 4 — THINKING A CREATURE'S SPACE IS ITS EXACT BODY SIZE

Space represents:

THE AREA CONTROLLED AND NEEDED TO FIGHT EFFECTIVELY

 


MISTAKE 5 — ADDING NORMAL SPEED AND FLY SPEED TOGETHER

Speed 30 + Fly Speed 40 does not simply mean:

70 FEET

Use the switching rule.


MISTAKE 6 — FORGETTING DISTANCE ALREADY MOVED WHEN SWITCHING SPEEDS

Whenever you switch:

SUBTRACT DISTANCE ALREADY MOVED FROM THE NEW SPEED

 


MISTAKE 7 — TREATING CLIMB SPEED AS NORMAL CLIMBING

A Climb Speed removes the normal extra movement cost for climbing when you use that Speed.


MISTAKE 8 — TREATING SWIM SPEED AS NORMAL SWIMMING

A Swim Speed removes the normal extra movement cost for swimming when used.


MISTAKE 9 — FORGETTING THAT SPEED MODIFIERS ALSO MODIFY SPECIAL SPEEDS

If an effect changes your Speed:

SPECIAL SPEEDS CHANGE BY THE SAME AMOUNT FOR THE SAME DURATION

 


MISTAKE 10 — USING THE ABILITY MODIFIER FOR CARRYING CAPACITY

Carrying Capacity uses:

STRENGTH SCORE

not Strength Modifier.


MISTAKE 11 — USING ONE CARRYING FORMULA FOR EVERY SIZE

Size changes the multiplier.

Use the table.


MISTAKE 12 — FORGETTING THE 5-FOOT SPEED LIMIT WHEN MOVING EXCESS WEIGHT

If you drag, lift, or push more than your normal carrying capacity:

YOUR SPEED CAN BE NO MORE THAN 5 FEET

 


MISTAKE 13 — ASSUMING BASE SIZE OR SPEED CAN NEVER CHANGE

Specific traits and effects can modify them.

Examples include:

  • Goliath Large Form

  • Wood Elf Speed

  • Dragonborn Draconic Flight

 


LESSON 33 — KEY TAKEAWAYS

SPECIES DETERMINES

CREATURE TYPE

SIZE

SPEED

and:

SPECIAL SPECIES TRAITS

 


ALL NINE SRD PLAYABLE SPECIES ARE

HUMANOID

 


SIX SIZE CATEGORIES

TINY

SMALL

MEDIUM

LARGE

HUGE

GARGANTUAN

 


SIZE DETERMINES COMBAT SPACE

Size Space
Tiny 2½ × 2½ ft.
Small 5 × 5 ft.
Medium 5 × 5 ft.
Large 10 × 10 ft.
Huge 15 × 15 ft.
Gargantuan 20 × 20 ft.

 


SPEED

Is:

THE DISTANCE IN FEET A CREATURE CAN COVER WHEN IT MOVES ON ITS TURN

 


STANDARD GRID

1 SQUARE = 5 FEET

So:

SPEED ÷ 5 = SQUARES

 


SPECIAL SPEEDS INCLUDE

BURROW

CLIMB

FLY

SWIM

 


WHEN SWITCHING SPEEDS

SUBTRACT THE DISTANCE ALREADY MOVED FROM THE NEW SPEED

 


SPEED MODIFIERS

Changes to normal Speed also modify special Speeds by the same amount for the same duration.


CARRYING CAPACITY

Depends on:

SIZE

and:

STRENGTH SCORE

 

For Small or Medium characters:

CARRY = STR SCORE × 15 LB.

DRAG / LIFT / PUSH = STR SCORE × 30 LB.


CHARACTER AGE

Most Species live roughly:

80 YEARS

with exceptions noted in their descriptions.

A character can be any age within the Species' normal lifespan.


NEXT LESSON

LESSON 34 — STARTING EQUIPMENT AND CALCULATING ATTACKS, DEFENSES, SKILLS, AND SAVING THROWS

Your character now has the essential raw ingredients:

  • Class

  • Origin

  • Species

  • Ability Scores

  • Proficiencies

  • Size

  • Speed

Next we turn those ingredients into the actual numbers you will use at the table.

In Lesson 34, we will calculate:

STARTING EQUIPMENT

ARMOR CLASS

SAVING THROW MODIFIERS

SKILL MODIFIERS

PASSIVE PERCEPTION

INITIATIVE

HIT POINTS

HIT DICE

MELEE ATTACK BONUSES

RANGED ATTACK BONUSES

WEAPON DAMAGE

SPELL SAVE DC

SPELL ATTACK BONUS

and learn exactly where each number on the character sheet comes from.

This is the stage where the character becomes:

READY TO PLAY


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.