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Mechanics

Unoccupied Space

A space with no creature in it. Required for movement endpoints, teleportation, summons, and shove destinations.

A space is unoccupied when no creature is in it. By default, a single 5 × 5 ft square is the unit of space on a battle map; larger creatures occupy multiple squares (see Occupied Space for the size table).

Why unoccupied space matters:

  • A creature moves into unoccupied spaces; it cannot end its turn in an occupied space
  • Teleportation typically requires an unoccupied destination — see Teleportation
  • Summoned creatures and conjurations appear in unoccupied spaces within range; spells often specify "an unoccupied space you can see"
  • A shove can push a creature into an unoccupied space; you cannot shove a creature into a wall or another creature
  • Standing up from prone requires sufficient unoccupied space; squeezing is required if the space is half your size

What occupies a space:

  • A creature occupies its space for the size table's duration (see Occupied Space)
  • An object typically does not "occupy" the space in the rules-mechanical sense — a square with a small object is still "unoccupied" for movement purposes if the creature can step around or over the object. Large objects (a wagon, a pile of stones, a wall) effectively block the space and treat it as occupied or impassable.
  • Hazards (fire, acid, web) do not make a space occupied — they make it dangerous. A creature can enter, but suffers the hazard's effect.

Edge cases:

  • An invisible creature still occupies its space — the space is occupied even if the location is unknown to others
  • An incorporeal creature (some ghosts, certain spell effects) may share space with other creatures; the rule depends on the creature's specific text
  • A swarm is a single creature that occupies a defined space and can share space with other creatures (it flows around them)