Movement and Vision
Base movement 30 ft for most humanoids. Difficult terrain halves speed. Darkvision sees 60 ft in darkness as dim light.
Speed: Each creature has a base movement speed (typically 30 feet for medium humanoids). On your turn you can move up to your speed in any combination of movement before, between, or after your actions. This includes splitting movement between individual attacks when you have Extra Attack — for example, you can attack one creature, move 15 feet, then attack another creature with your second attack.
Difficult terrain: Moving through difficult terrain (water, rubble, thick vegetation) costs double movement. A 5-foot step costs 10 feet of movement.
Special movement: Climb and swim speeds cost double normal movement unless a creature has a dedicated climb or swim speed. Fly speed allows aerial movement.
Vision types:
- Normal vision: See clearly in bright light, dimly in dim light, and not at all in darkness.
- Darkvision: Can see in darkness as if it were dim light, and in dim light as if it were bright light, up to a specified distance. Darkvision is in shades of gray — color details may be indistinguishable.
- Blindsight: Can perceive surroundings without relying on sight within a specific radius. Tremorsense, sonar.
- Truesight: See invisible, ethereal, and illusions for what they are.
Light conditions:
- Bright light: Normal vision, no penalties.
- Dim light (lightly obscured): Disadvantage on Perception checks that rely on sight.
- Darkness (heavily obscured): Effectively blind (see Blinded condition).
Jumping: Long jump = Strength score in feet (running) or half that (standing). High jump = 3 + Strength modifier in feet (running).