????? I want to make a character thats a Goblin and he is either a Monk, Thief, Ranger or something like one of those but I want to know what specializations or feats will allow me to move through my friends and enemies square so pass through an occupied space in the game?????? Let me know asap thanks.
Anyone can move through an ally's space. You can only move through an enemy's space if it's at least 2 sizes larger than you. In either case, another creature's space is difficult terrain, and you can't willingly end any part of your movement in another creature's space.
Halflings can move through a creature that's only one size larger than them.
Enlarge/Reduce can help you move through a creature's space by shrinking you one size.
The Mobile feat negates the movement penalty from difficult terrain if you take the Dash action.
Moving Through Creatures: You may move through non-hostile creature’s space. In contrast, you can move through a hostile creature’s space on if the creature is at least two sizes larger or smaller than you. Regardless, moving through another creature’s space is considered difficult terrain and you cannot end your move in a creature’s space.
Overrun: When you try to move through a hostile creature’s space, compete against the creature in an Athletics contest. If you succeed, you continue your movement. If you fail, your movement ends. You have advantage against overrunning creatures at least one size smaller than you.
Tumble: When you try to move through a hostile creature’s space, compete against the creature in an Acrobatics contest. If you succeed, you continue your movement. If you fail, your movement ends. You have advantage against tumbling creatures at least one size larger than you.
There are a few ways to accomplish what you're doing. Here are some useful options to accomplish that.
Acrobat (feat) Unearthed Arcana 17, April 2017
You become more nimble, gaining the following benefits:
Increase your Dexterity score by 1, to a maximum of 20.
You gain proficiency in the Acrobatics skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
As a bonus action, you can make a DC 15 Dexterity (Acrobatics) check. If you succeed, difficult terrain doesn’t cost you extra movement until the end of the current turn.
Mobile (feat)
You are exceptionally speedy and agile. You gain the following benefits:
Your speed increases by 10 feet.
When you use the Dash action, difficult terrain doesn’t cost you extra movement on that turn.
When you make a melee attack against a creature, you don’t provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
Zephyr Strike (Ranger spell)
You move like the wind. Until the spell ends, your movement doesn't provoke opportunity attacks. Once before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn. The spell lasts for 1 min of concentration, or until you activate the effect. Therefore you can combine this with the Acrobat feat as a strategy to get in, and move out of melee range or through your target's space.
I greatly appreciate all the feedback from everyone. I'll have to see how to best build based on this information and it's all good stuff. I was hoping to play a goblin but I may just need to play a halfling :) a rogue would be sweet :)
Yeah a Halfling Rogue is quite powerful, especially when you consider that they can move through another creature's space. When you mix in the Rogue's Hide as a Bonus Action and the Halfling Lightfoot's "Naturally Stealthy" racial ability (you can attempt to hide even when you are obscured only by a creature that is at least one size larger than you), you'll be able to Hide behind an ally every round as a bonus action, giving you advantage and sneak attacks every round assuming you roll a good stealth check.
I have a PC who wants to use tumble to not have a friendly space count as difficult terrain. I allowed it under the "rule of cool" but now I'm thinking it was a mistake because he wants to do it all the time. I haven't really set up any hard rules for it e.g., what happens if you fail. However, you're citations here makes me think that it's addressed by a feat and shouldn't be allowed at all.
I have a PC who wants to use tumble to not have a friendly space count as difficult terrain. I allowed it under the "rule of cool" but now I'm thinking it was a mistake because he wants to do it all the time. I haven't really set up any hard rules for it e.g., what happens if you fail. However, you're citations here makes me think that it's addressed by a feat and shouldn't be allowed at all.
You could ask that it now use Action Option: Tumble, or homebrew a variant for exemple;
Tumble (Variant): A creature can try to tumble through a friendly creature’s space, ducking and weaving past the ally. As an action or a bonus action, the tumbler makes a Dexterity (Acrobatics) check contested by the friendly creature’s Dexterity (Acrobatics) check. If the tumbler wins the contest, the friendly creature’s space is not considered difficult terrain for the turn.
Tumble (Variant): A creature can try to tumble through a friendly creature’s space, ducking and weaving past the ally. As part of its movement, the tumbler makes a Dexterity (Acrobatics) check contested by the friendly creature’s Dexterity (Acrobatics) check. If the tumbler wins the contest, the friendly creature’s space is not considered difficult terrain during the movement.
Tumble (Variant): A creature can try to tumble through a friendly creature’s space, ducking and weaving past the ally. As an action or a bonus action, the tumbler moves into a friendly creature’s space is not considered difficult terrain for the turn.
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????? I want to make a character thats a Goblin and he is either a Monk, Thief, Ranger or something like one of those but I want to know what specializations or feats will allow me to move through my friends and enemies square so pass through an occupied space in the game?????? Let me know asap thanks.
Anyone can move through an ally's space. You can only move through an enemy's space if it's at least 2 sizes larger than you. In either case, another creature's space is difficult terrain, and you can't willingly end any part of your movement in another creature's space.
Halflings can move through a creature that's only one size larger than them.
Enlarge/Reduce can help you move through a creature's space by shrinking you one size.
The Mobile feat negates the movement penalty from difficult terrain if you take the Dash action.
Under Action Options in the DMG there is a rules option for Tumbling through an enemy's space.
https://www.dndbeyond.com/compendium/rules/dmg/dungeon-masters-workshop#ActionOptions
"Most people are other people. Their thoughts are someone else's opinions, their lives a mimicry, their passions a quotation."
― Oscar Wilde.
There are two ways to do this:
Moving Through Creatures: You may move through non-hostile creature’s space. In contrast, you can move through a hostile creature’s space on if the creature is at least two sizes larger or smaller than you. Regardless, moving through another creature’s space is considered difficult terrain and you cannot end your move in a creature’s space.
Published Subclasses
There are a few ways to accomplish what you're doing. Here are some useful options to accomplish that.
Acrobat (feat) Unearthed Arcana 17, April 2017
You become more nimble, gaining the following benefits:
Mobile (feat)
You are exceptionally speedy and agile. You gain the following benefits:
Zephyr Strike (Ranger spell)
You move like the wind. Until the spell ends, your movement doesn't provoke opportunity attacks. Once before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn. The spell lasts for 1 min of concentration, or until you activate the effect. Therefore you can combine this with the Acrobat feat as a strategy to get in, and move out of melee range or through your target's space.
I greatly appreciate all the feedback from everyone. I'll have to see how to best build based on this information and it's all good stuff. I was hoping to play a goblin but I may just need to play a halfling :) a rogue would be sweet :)
Yeah a Halfling Rogue is quite powerful, especially when you consider that they can move through another creature's space. When you mix in the Rogue's Hide as a Bonus Action and the Halfling Lightfoot's "Naturally Stealthy" racial ability (you can attempt to hide even when you are obscured only by a creature that is at least one size larger than you), you'll be able to Hide behind an ally every round as a bonus action, giving you advantage and sneak attacks every round assuming you roll a good stealth check.
I have a PC who wants to use tumble to not have a friendly space count as difficult terrain. I allowed it under the "rule of cool" but now I'm thinking it was a mistake because he wants to do it all the time. I haven't really set up any hard rules for it e.g., what happens if you fail. However, you're citations here makes me think that it's addressed by a feat and shouldn't be allowed at all.
You could ask that it now use Action Option: Tumble, or homebrew a variant for exemple;