Upheaval

Movement


Characters move in a variety of ways but generally precise measurement of movement speed is only necessary when you are in combat or for overland movement. Elsewhere, exact measurement of speed and distance probably isn't necessary, and the GM should feel comfortable estimating the time travel takes for the party.

MOVEMENT IN COMBAT

In combat, characters get a movement action along with their standard and bonus actions. During their movement action, character move up to their speed in feet. This movement can be broken down into increments that take place before and after the other actions, provided they don't exceed their movement speed for the round.

Run (aka Dash)

Characters can use their standard action in combat as a second movement action, provided they aren't using their action to do anything else. This allows them to move up to twice their speed in feet combat.

Difficult terrain

Obstacles, or poor visibility can hamper movement. When movement is hampered, each square moved into usually counts as two squares, effectively reducing the distance that a character can cover in a move. You can't charge through any square that is difficult terrain.

Crawling

While crawling in combat, characters move up to 1/2 their speed during their movement action. That is, each crawled square counts as two squares for movement. They may use their standard action to continue crawling, allowing them to move up to their entire movement in feet (provided they are taking no other actions).

Interacting with your Environment

While moving in combat, characters can perform minor interactions with their environment without slowing down their movement (opening a door, drawing a sword, picking up an unsecured object). Some interactions, like hopping a fence, might still require a minor skill check (Acrobatics), but the difficulty for these checks shouldn't be more than a DC 10 or you might need more time to focus on them. The GM will determine whether an interaction is minor enough to be done as part of your movement. The GM will also determine whether a number of minor interactions end up stacking enough to require a standard action to complete them.

Athletics

Characters can perform feats of athleticism in combat, such as swimming, climbing, or jumping. When climbing and swimming, you can move at 1/4 your speed in feet during your movement action. You may still use your standard action to continue moving, allowing you to travel at 1/2 your speed during the round.

OVERLAND MOVEMENT

Characters covering long distances cross-country use overland movement. Overland movement is measured in miles per hour or miles per day. A day represents 8 hours of actual travel time. For rowed watercraft, a day represents 10 hours of rowing. For a sailing ship, it represents 24 hours.

Table: Overland Travel Speeds
SpeedOne HourOne Day
WalkHustle
15 feet1-1/2 miles3 miles12 miles
20 feet2 miles4 miles16 miles
30 feet3 miles6 miles24 miles
40 feet4 miles8 miles32 miles
50 feet5 miles10 miles40 miles
60 feet6 miles12 miles48 miles

Walk

A character can walk 8 hours in a day of travel without a problem. Walking for longer than that can wear him or her out (see Forced March, below).

Hustle

A character can hustle up to 1 hour without a problem. After one hour of hustling, the character must make a DC 10 Constitution check or gain one level of fatigue. Every hour of hustling requires another save. The DC for these subsequent saves is cumulatively 2 points higher each attempt.

Terrain

The terrain through which a character travels affects how much distance he or she can cover in an hour or a day. Most well-paved road travel will be unmodified. Rough terrain (trails through swamp, mountains, or deserts) or off-road travel through the wilderness will be between 1/2 and 3/4 your overland movement speed, as determined by the GM.

Forced March

In a day of normal walking, a character walks for 8 hours. The rest of the daylight time is spent making and breaking camp, resting, and eating. A character can walk for more than 8 hours in a day by making a forced march. For each hour of marching beyond 8 hours, a Constitution check (DC 10, +2 per extra hour) is required. Each time you fail a check you gain one level of fatigue. If you fail a constitution check while you have level 3 fatigue, you pass out from exhaustion and stay unconscious until you take a short rest.

Mounted Movement

A mount bearing a rider can move at a hustle, but they take disadvantage on all Constitution checks and any critical failures adds extra ability damage. A mount ridden on a forced march automatically gains a level of fatigue point of physical ability damage and 1d6 points of damage every hour.

Table: Mounts and Vehicles
Mount/VehicleEncumberedMax LoadUnencumberedEncumbered
Per HourPer DayPer HourPer Day
Light horse175 lbs.525 lbs.5 miles40 miles3-1/2 miles28 miles
Heavy horse229 lbs.690 lbs.5 miles40 miles3-1/2 miles28 miles
Pony151 lbs.450 lbs.4 miles32 miles3 miles24 miles
Dog, riding101 lbs.300 lbs.4 miles32 miles3 miles24 miles
Cart or wagonVariesVaries2 miles16 miles----
ShipPer HourPer Day
Raft or barge (poled or towed)1/2 mile5 miles
Keelboat (rowed)1 mile10 miles
Rowboat (rowed)1-1/2 miles15 miles
Sailing ship (sailed)2 miles48 miles
Warship (sailed and rowed)2-1/2 miles60 miles
Longship (sailed and rowed)3 miles72 miles
Galley (rowed and sailed)4 miles96 miles

MOVEMENT TYPES

Burrow

You can tunnel through dirt, but not rock. You do not leave behind a tunnel while burrowing. You cannot charge or run while burrowing.

Climb

Creatures with climb speeds do not need to make Athletics checks when climbing under normal conditions. You still need to make an Athletics check when attempting to Run (i.e. using your standard action to move extra).

Fly

Creatures can fly naturally.

Swim

Creature can swim naturally and do not need to make Athletics checks to swim.

Earth Glide

When the creature burrows, it can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A move earth spell cast on an area containing the burrowing creature flings it back 30 feet, stunning it for 1 round unless it succeeds on a DC 15 Con save.