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Returning 14 results for 'diagonally movement'.
Other Suggestions:
diagonally monument
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
diagonally, even if the creature moves straight between different bits of diagonal movement. For example, a character might move 1 square diagonally (5 feet), then 3 squares straight (15 feet), and then another square diagonally (10 feet) for a total movement of 30 feet.
with a tape measure, string, rulers, or pipe cleaners cut to specific lengths. Another option is a play surface covered by 1-inch hexagons (often called hexes), which makes movement more flexible
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
diagonally, even if the creature moves straight between different bits of diagonal movement. For example, a character might move 1 square diagonally (5 feet), then 3 squares straight (15 feet), and then another square diagonally (10 feet) for a total movement of 30 feet.
with a tape measure, string, rulers, or pipe cleaners cut to specific lengths. Another option is a play surface covered by 1-inch hexagons (often called hexes), which makes movement more flexible
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
) Optional Rule: Diagonals The Player’s Handbook presents a simple method for counting movement and measuring range on a grid: count every square as 5 feet, even if you’re moving diagonally. Though
diagonally, even if you move horizontally or vertically between different bits of diagonal movement. For example, a character might move one square diagonally (5 feet), then three squares straight (15
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
) Optional Rule: Diagonals The Player’s Handbook presents a simple method for counting movement and measuring range on a grid: count every square as 5 feet, even if you’re moving diagonally. Though
diagonally, even if you move horizontally or vertically between different bits of diagonal movement. For example, a character might move one square diagonally (5 feet), then three squares straight (15
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
grid often, consider writing your speed in squares on your character sheet.
Entering a Square. To enter a square, you must have at least 1 square of movement left, even if the square is diagonally
adjacent to the square you’re in. (The rule for diagonal movement sacrifices realism for the sake of smooth play. The Dungeon Master’s Guide provides guidance on using a more realistic approach.)
If
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
grid often, consider writing your speed in squares on your character sheet.
Entering a Square. To enter a square, you must have at least 1 square of movement left, even if the square is diagonally
adjacent to the square you’re in. (The rule for diagonal movement sacrifices realism for the sake of smooth play. The Dungeon Master’s Guide provides guidance on using a more realistic approach.)
If
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
movement left to pay for entering. It costs 1 square of movement to enter an unoccupied square that’s adjacent to your space (orthogonally or diagonally adjacent). A square of Difficult Terrain costs
Movement and Position On your turn, you can move a distance equal to your Speed or less. Or you can decide not to move. Your movement can include climbing, crawling, jumping, and swimming (each
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
costs 1 square of movement to enter an unoccupied square that’s adjacent to your space (orthogonally or diagonally adjacent). A square of Difficult Terrain costs 2 squares to enter. Other effects
Movement and Position IGOR GRECHANYI Creatures occupy spaces of varying sizes. This Displacer Beast occupies
a 10-by-10-foot space, while the adventurers occupy 5-by-5-foot spaces On your turn
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
costs 1 square of movement to enter an unoccupied square that’s adjacent to your space (orthogonally or diagonally adjacent). A square of Difficult Terrain costs 2 squares to enter. Other effects
Movement and Position IGOR GRECHANYI Creatures occupy spaces of varying sizes. This Displacer Beast occupies
a 10-by-10-foot space, while the adventurers occupy 5-by-5-foot spaces On your turn
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
movement left to pay for entering. It costs 1 square of movement to enter an unoccupied square that’s adjacent to your space (orthogonally or diagonally adjacent). A square of Difficult Terrain costs
Movement and Position On your turn, you can move a distance equal to your Speed or less. Or you can decide not to move. Your movement can include climbing, crawling, jumping, and swimming (each
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
least 1 square of movement left, even if the square is diagonally adjacent to the square you’re in. (The rule for diagonal movement sacrifices realism for the sake of smooth play. The Dungeon Master’s
hostile creature’s reach during your move, you provoke an opportunity attack, as explained later in the chapter.
Flying Movement Flying creatures enjoy many benefits of mobility, but they must also deal
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
least 1 square of movement left, even if the square is diagonally adjacent to the square you’re in. (The rule for diagonal movement sacrifices realism for the sake of smooth play. The Dungeon Master’s
hostile creature’s reach during your move, you provoke an opportunity attack, as explained later in the chapter.
Flying Movement Flying creatures enjoy many benefits of mobility, but they must also deal
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
buildings’ walls are 10 feet high, and their roofs have mostly caved in.
Webs and Spiders. Webs are strung between the buildings, but they’re not thick enough to inhibit movement. Nine giant spiders roam
. A vein of turquoise runs through the east wall diagonally, looking like a stream. The granite in the vein has been carved to look like a school of trout.
Stone Basin. A large, empty basin is
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
buildings’ walls are 10 feet high, and their roofs have mostly caved in.
Webs and Spiders. Webs are strung between the buildings, but they’re not thick enough to inhibit movement. Nine giant spiders roam
. A vein of turquoise runs through the east wall diagonally, looking like a stream. The granite in the vein has been carved to look like a school of trout.
Stone Basin. A large, empty basin is