Combat movements

Also see Combats’ rules.

For details about skills’ usage, check here.
For details about Campaign’s rules, check here.

Mounted combat (HOM)

Mounted Maneuvers

Mounts must be at least one size over the size of their rider.
Note that bipedal creatures can never be considered a mount, unless they are strapped with appropriate specialized gear.

Large creatures (mounts) can carry one medium
Huge creatures (mounts) can carry 1 large creature or 3 medium
Gargantuan creatures (mount) can carry 1 huge creature, 2 large, or 6 medium ones

When any rider attempts some maneuvers while mounted, they require an animal handling check, and a specific type of action.
Saddles: When the mount is saddled, all Animal handling checks are made with advantage.

The game does not track the exact space where the rider is on their mount, as both the movement of the mount and its rider are fluid during any given round. As such, during their own turn, a rider can be in any space of their choice within the spaces occupied by their mount. Outside of their turn, a rider is always considered to be part of their mount, so if a mount is affected, the rider is affected too. If a visible effect targets them, a rider can use a reaction to move to any space their mount occupies, representing the mount rearing up or any other fanciful mounted maneuver appropriate to the situation. This maneuver may result in ending beyond the range of an attack, providing full or partial cover, and can only succeed with a moderately difficult animal handling check.

Failing the animal handling check requires an immediate dexterity check to remain mounted. If the mounted creature is trained to be a mount, the failed check results in losing control of the mount until the rider can use an action to re-establish control.

Trained or sentient mounts only:
- Making a melee attack – Very easy check
- Making a ranged attack – Moderately difficult check (Easy with short or composite bow)
- Re-establishing control of the mount – Moderately difficult check (Action)
- Unleashing a mount (aggressive mounts only) – Very easy (Bonus action)
- Mounted charge (See Combat)
- rider’s location (see above) – Moderately difficult (reaction)

Any mounts:
- Starting a trot (move) – very easy check (Bonus Action)
- Gallop (for any extra directed movement beyond a move) – Easy check (bonus Action)
if check succeeds with very easy, the mount still can move at a trot
- Casting a S or M spell – Easy check when the spell is cast
- Casting a S and M spell – Moderately difficult check
Failure indicates the spell is not cast but the action is spent. No check required with War Caster feat
- Mount has taken damage – Highest of DC10 or half-damage received (reaction)
- Jumping on a moving mount within reach – half movement and a DC10 + 1/5’ feet of speed on the last move action or this move action so far (Move action).
- Mounting an unwilling mount – difficult check (Action)
- Staying on the back of a scared, reluctant or bolting mount – Moderately difficult check (Reaction) when the mount uses a move or a dash action to throw off its rider.

Dexterity Check
Military saddles provide a +2 bonus to this check
A DEX check is made by a rider who fails an animal handling check, or for any rider under the circumstances described below.
- Failing an animal handling check – same DC as the animal handling check
- Mount moved against its will (spell effect) – Very Easy
- Mount fumbles on an attack – Easy
- Rider knocked prone – Moderately difficult
- Mount knocked prone – Difficult

Modifiers (they apply to both checks)
Mount is not sentient and is trained for combat +2
Mount is sentient and actively helping its rider +5
Mount is bloodied -5
Rider has only one hand free -2
Rider has no hands free -5

Success
If the check is caused by failing the animal handling check, the rider must use their reaction (outside of their turn) or a bonus action (during their turn) to remain in the saddle, else they fall if they do not have the proper action left (see below)

Falling
When a character fails a DEX check on a mount, or if the mount is killed, each rider immediately takes fall damage, for a height equal to 5’ per size of the mount above small (plus any altitude for a flying mount).
This fall damage is increased by +1d6 per 30’ of speed the mount had done on its last move action.

Ground movements

Dash (HOM)

Every dash costs one Stamina point (see Stamina) and cancels or prevents any hide action or stealth roll (Dashing prevents being discreet/silent/hiding).

Diagonals (RAW variant)

On the combat grid, the first diagonal movement counts as 5’, but the second diagonal counts as 10’, the 3rd will be 5’, the fourth will be 10’, and so on.
Note that move can’t be taken diagonally around the corner of an impassable square.

Difficult terrain

(RAW) Difficult terrain costs 1 more feet for each feet of terrain (i.e. double the cost)

(HOM) Very difficult terrain costs 2 more feet for each feet of terrain (i.e. triple cost)
any effect that apply to difficult terrain reduces the extra cost of more difficult terrain by 1

(HOM) To be hindered by difficult terrain during any part of their move, a large or larger creature needs to have more than half the number of spaces it is moving be through be difficult terrain (so at least 3 difficult terrain space for a large creature who uses 4 spaces, and so on).
Creatures three size smaller are not considered impassable terrain anymore, but difficult terrain for the purpose of moving through them (so a large creature could pass through an enemy tiny creature without being hindered at all, but 3 tiny creatures would create a difficult terrain costing 10’ to move 5’.)

Jump

(HOM) In the same way that a character can drop prone at any time at no cost, a character next to a cliff they are adjacent to can jump off the cliff at any time, like if dropping prone..

(RAW) A character is guaranteed to long or high jump a certain distance given their strength score and modifier.
Note that even while jumping you still have a 5’ reach

Long Jump.
A character can always jump a horizontal distance equal to their strength score with a running start, or half that distance from standing.

High Jump.
A character can always jump a vertical distance equal 3 + Str Mod with a running start, or half that distance from standing.
You can extend your arms half your height above yourself during the jump. Thus, you can reach above you a distance equal to the height of the jump plus 1 ½ times your height.

Note that the distance of high jump is taken from the move speed of the creature, but falling down from the height fallow all the rules of falling (i.e. does not count as movement)

(HOM) Further & Higher.
You can jump additional distance by making a Strength (Athletics) check. See the Jumping Additional Distance table to see how much additional distance you can jump. Halve the distance (high or long) if you start from standing. If your Strength modifier is negative or zero, treat it as a 1 for calculating long jump bonus distance.

Jumping Additional Distance
DC (Athletics) / Long Jump (feet)/ High Jump (feet)
15 / + 0.5x(Str Mod* + 1) / + 1
20 / + 1x(Str Mod* + 1) / + 2
25 / + 1.5x(Str Mod* + 1) / + 3
30 / + 2x(Str Mod* + 1) / + 4
35 / + 2.5x(Str Mod* + 1) / + 5
*Use 1 instead of a 0 or negative Str Mod.

Note that any Athletics check cost 1 stamina, and that the jump distance is part of the movement. As such, a character could attempt a jump multiple time during a move action or a dash action while they have movement left.

A character can never jump farther than their total move distance (move+dash).
If a character jump for more than their regular move distance, they have to make an acrobatic check using the falling rule, as if falling from the distance jumped.

If the jump distance is halved for any reason (no running start for example), the total movement used is still the maximum length of the jump determined by the athletics check. (Halves are always rounded up when calculating distances).

Medium armor and Heavy armor give a penalty to jump checks (-2 and -5 respectively). See medium and Heavy armors in the campaign rules.

Spell that increase the jump distance also increase the move speed accordingly, just for the purpose of allowing the jump distance to be covered.

Slopes and inclined terrain

Those are different than difficult terrain.
The penalty for difficult terrain double the move cost for any space, but slopes add a movement cost before applying difficult terrain.

A slope can be defined as 1/4 or 1/1.
it shows the extra feet of movement required for each X feet of movement done
so a 1/4 slope adds 1 feet of movement every 4 feet, while a 1/1 slope adds 1 extra feet of movement every feet (vertical surface).
When going down a slope, you gain that movement (unless it is vertical or steep enough to require climbing checks).

Vehicles and movements in coupled teams (HOM)

For any movement for a coupled team (wagon, cart,…), the following rules are used:
– The first round of movement from standstill, the team can only use one move action, and will only move with a successful very easy check (according to the type of vehicle).
- After the first round, a dash and a move can be done each round with an easy check to get to that speed (complication indicates lack of control, failure simply indicates no acceleration that round).
- For every change of direction (N to NW or S to SE for example), an extra 5’ of movement is required for every part of the team above 1. So a team with 4 horses and a wagon requires an extra 20’ of move for a 5’ change of direction, and a team with only one horse and a cart would require a 5’ extra move.
- Doing two direction change with half distance required (rounded to the closest 5’ down) requires a moderately difficult check.
- Doing two direction changes at once without any distance between them requires a difficult check (tight corner turn).
- Navigating rough/difficult terrain (or water) requires an easy check.

Flying movements

Wings and fly speed

Taking-off
To start flying from he ground, a winged flying creature must always spend 10’ of move to take off.
If they wish to remain at ground level without actually move up 5’, they use the command 5T instead of 5U. This indicates that they are flying, but at ground level, instead of 5’ up.

Winged creatures without the Hovering ability must use all their flying speed movement if they remain airborne at all time between the start and the end of their move or dash action. They can’t remain in the same space and elevation during their move or their dash.

Turning
A winged creature of size small or larger without hovering can’t remain in the same space during their move action, must take a move action each turn, and can only change direction after a move as indicated below (a square has 8 directions).
Tiny [No change of direction limitations]
Small 2 change of direction after 5’
Medium 1 change of direction after 5’
Large 10’ straight
Huge 15’ straight
Gargantuan 20’ straight
(not that this is the only straight line where diagonals do not count, so 2 squares diagonally for a turning flyer costs 10’ and not 15’ of movement)

flyers.png

Altitude

Any creature with wings and a fly speed of 30’ and under always pay difficult terrain costs to go up (so up 5’ costs 10’ of flying speed).

Winged creatures with flying speed of 35’ or more pay the same cost as diagonals when going up, except that the 10’ cost is on the first 5’ instead of the second space.

Dive Maneuver – Wings

All winged flying creature can dive once per turn, by folding their wings during a move or a dash action and letting themselves drop straight down to a maximum distance of up to half their flying speed to keep control of their dive.

This dive must be done as part of a regular move or dash during a round, and no gain of altitude has been done this round or can be done later that round.

Diving further than half the flying speed results in losing control, and falling 500’ without control.
(Also see Wings and flight speed below)

Wind and gusts

Wind can move a flying creature in the direction the wind is blowing unless it succeeds at an Athletics check with a DC equal to the gust speed.
This check is done at the beginning of a flying creature’s turn, and in case of failure, the creature is moved before any other action can be undertaken by a sudden gust of wind.

When an already airborne creature that is small or larger starts a move/dash against the wind direction, it must also make an Athletic checks as part of its move/dash with the same DC.
- The check is made with disadvantage if the creature goes straight against the wind.
- The check is made with advantage if the creature goes against the wind direction.
If this check fail, every feet costs one extra feet of movement for this move/dash action, on top of the regular penalty for going up.

Combat movements

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