Movement Actions

From Kronopolis and the Flat Plane
Revision as of 13:09, 12 January 2023 by Wioum (talk | contribs) (→‎Dash (Jog))

Creatures are not completely limited by their modified movement speed. Most creatures if they have the endurance for it can push themselves to move even faster. These actions are called movement actions and represent the ability for creatures to walk, jog, run or sprint.

Using humans as an example, we know that for the average person, moving 60 feet in 6 seconds is about the average jogging speed. For the fastest marathon runners, they run at about 110 feet in 6 seconds. For the fastest 100 meter sprinters, they run at about 200 feet in 6 seconds.

Dash (Jog)

  • As a minor action, you gain extra movement equal to your speed after applying any modifiers.
    • Dashing requires a DL 14 Endurance check every 10 minutes.

Run

When you take the Run action, you gain extra movement equal to twice your speed after applying any modifiers. The run action has the following conditions:

  • Can only be used if you have a set base speed for the specified terrain type.
  • You lose any Dexterity bonus to AC.
  • You can't run across difficult terrain.

Running requires a DC 18 Endurance check every minute.

Sprint

When you take the Sprint action, you gain extra movement equal to three times your speed after applying any modifiers. The sprint action has the following conditions, including the ones specified in the Run action:

  • If you enter difficult terrain, you have to succeed on a DC 15 Dexterity saving throw, or be knocked prone and lose the rest of your movement.
  • Your passive perception is reduced by -5.
  • Each Sprint must be taken in a straight line.

Sprinting requires a DC 22 Endurance check every round.