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Other Activity on Your Turn On your turn, you can move a distance up to your
Your turn can include a variety of flourishes that require speed. You can use as much or as little of your speed as
neither your action nor your move. you like on your turn, following the rules here.
You can communicate however you are able, through Your movement can include jumping, climbing, and
brief utterances and gestures, as you take your turn. swimming. These different modes of movement can be
You can also interact with one object or feature of the combined with walking, or they can constitute your entire
environment for free, during either your move or your move. However you’re moving, you deduct the distance of
action. For example, you could open a door during your each part of your move from your speed until it is used up
move as you stride toward a foe, or you could draw your or until you are done moving.
weapon as part of the same action you use to attack. The “Special Types of Movement” section in chap-
If you want to interact with a second object, you need ter 8 gives the particulars for jumping, climbing,
to use your action. Some magic items and other special and swimming.
objects always require an action to use, as stated Breaking Up Your Move
in their descriptions.
The DM might require you to use an action for any You can break up your movement on your turn, using
of these activities when it needs special care or when it some of your speed before and after your action. For
presents an unusual obstacle. For instance, the DM example, if you have a speed of 30 feet, you can move
could reasonably expect you to use an action to open a 10 feet, take your action, and then move 20 feet.
stuck door or turn a crank to lower a drawbridge.
Moving between Attacks
Reactions If you take an action that includes more than one weapon
attack, you can break up your movement even further by
Certain special abilities, spells, and situations allow you
moving between those attacks. For example, a fighter
to take a special action called a reaction. A reaction is
who can make two attacks with the Extra Attack feature
an instant response to a trigger of some kind, which can
and who has a speed of 25 feet could move 10 feet, make
occur on your turn or on someone else’s. The opportunity
an attack, move 15 feet, and then attack again.
attack, described later in this chapter, is the most com-
mon type of reaction. Using Different Speeds
When you take a reaction, you can’t take another one
If you have more than one speed, such as your walking
until the start of your next turn. If the reaction interrupts
speed and a flying speed, you can switch back and forth
another creature’s turn, that creature can continue its
between your speeds during your move. Whenever you
turn right after the reaction.
switch, subtract the distance you’ve already moved from
Movement and Position the new speed. The result determines how much farther
you can move. If the result is 0 or less, you can’t use the
In combat, characters and monsters are in constant new speed during the current move.
motion, often using movement and position to gain the For example, if you have a speed of 30 and a flying
upper hand. speed of 60 because a wizard cast the fly spell on you,
you could fly 20 feet, then walk 10 feet, and then leap into
Interacting with Objects Around You the air to fly 30 feet more.
Here are a few examples of the sorts of thing you can do in Difficult Terrain
tandem with your movement and action:
• draw or sheathe a sword Combat rarely takes place in bare rooms or on fea-
• open or close a door tureless plains. Boulder-strewn caverns, briar-choked
• withdraw a potion from your backpack forests, treacherous staircases—the setting of
• pick up a dropped axe a typical fight contains difficult terrain.
• take a bauble from a table Every foot of movement in difficult terrain costs 1
• remove a ring from your finger extra foot. This rule is true even if multiple things in
• stuff some food into your mouth a space count as difficult terrain.
• plant a banner in the ground Low furniture, rubble, undergrowth, steep stairs, snow,
• fish a few coins from your belt pouch and shallow bogs are examples of difficult terrain. The
• drink all the ale in a flagon
• throw a lever or a switch space of another creature, whether hostile or not, also
• pull a torch from a sconce counts as difficult terrain.
• take a book from a shelf you can reach Being Prone
• extinguish a small flame
• don a mask Combatants often find themselves lying on the ground,
• pull the hood of your cloak up and over your head either because they are knocked down or because they
• put your ear to a door
• kick a small stone throw themselves down. In the game, they are prone,
• turn a key in a lock a condition described in appendix A.
• tap the floor with a 10-foot pole You can drop prone without using any of your speed.
• hand an item to another character Standing up takes more effort; doing so costs an
amount of movement equal to half your speed. For ex-
ample, if your speed is 30 feet, you must spend 15 feet
Chapter 9: Combat
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D&D Basic Rules (Version 1.0). Not for resale. Permission granted to print and photocopy this document for personal use only.

