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In D&D 5e, speed is normally a value listed for your character or creature—not a number you calculate from an ability score. Find the listed speed, apply effects that change it, then account for movement costs from terrain and how you move. This guide distinguishes the 2014 rules from the 2024 rules, which use different character terminology.
What “speed” means in D&D 5e
The 2014 Basic Rules define speed as the distance a character or monster can walk in one round. Your speed is generally the starting allowance for movement on your turn; it is not necessarily the distance you will cover, because some routes or movement modes cost extra. The rules do not calculate speed from Strength, Dexterity, or another ability score.
In the 2014 rules, character options are called races, and their traits can specify a character’s walking speed. For example, the 2014 Basic Rules give a human a base walking speed of 30 feet, but that is not a universal value for every character. A monster’s speed appears in its stat block; a creature without ground-based locomotion can have a walking speed of 0 feet. See the official 2014 movement and speed rules and the character race and monster rules.
In the 2024 rules, character options are called species, and the rules say, “Your character’s species determines the character’s Speed.” Read the character’s species traits or a creature’s stat block rather than assuming a default value. See the 2024 character origins and rules glossary.
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How to work out movement on your turn
- Find the listed speed. Use your character sheet’s walking speed or the creature’s stat block. If you have more than one movement speed, note each one.
- Apply effects that change speed. Use the speed after applicable increases or decreases. A temporary speed modifier changes the available speed for its duration; it is different from a terrain cost that makes you spend movement faster.
- Track movement spent. You can move up to your available speed, taking less if you choose. In the 2014 rules, you can split movement around your action: with a speed of 30 feet, for example, you could walk 10 feet, take an action, then use the remaining 20 feet, if no other rule changes the cost.
- Pay any extra movement costs. Difficult terrain and some movement modes make each foot of distance cost more than one foot of movement. Your remaining movement determines how much ground you can still cover.
This is why “speed,” “movement available,” and “distance traveled” are related but not interchangeable: speed is the listed or modified value, movement spent is what you use on your turn, and extra costs can reduce the distance covered.
What Dash adds
Under the 2014 combat rules, Dash grants extra movement for the current turn equal to your speed after modifiers. It does not permanently change the speed written on your sheet. The rule describes the increase as equal to “your speed, after applying any modifiers.”
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- With a 30-foot speed and no other restrictions or extra route costs, one Dash gives you up to 60 feet of movement for the turn.
- If an effect has reduced your speed to 15 feet, Dash adds 15 feet, for up to 30 feet total under the same conditions.
These are movement allowances, not guarantees that a character can travel that far through every route. Difficult terrain, climbing, or other applicable costs still use up movement. See the 2014 combat movement rules.
How difficult terrain and movement modes affect distance
Difficult terrain
In 2014 combat, each foot moved through difficult terrain costs one extra foot of movement. So 30 feet of available movement covers 15 feet of difficult terrain if the entire route is difficult terrain. Multiple features that make the same space difficult terrain do not stack with one another.
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Climbing, swimming, and crawling
The 2014 adventuring rules generally charge one extra foot of movement for each foot climbed, swum, or crawled, with exceptions for climbing or swimming using the corresponding speed. Difficult terrain increases the cost further. In combat, crawling while prone costs one extra foot per foot; if the space is also difficult terrain, crawling one foot costs three feet of movement. Keep this combat example distinct from the broader adventuring movement rules, which describe travel outside combat as well.
Switching between speeds
If you have multiple speeds, such as walking and flying, you can switch movement modes during a move. Subtract distance already moved from the new speed when you switch. For example, the 2014 rules show a creature with a walking speed of 30 feet and flying speed of 60 feet flying 20 feet, walking 10 feet, then flying 30 feet more. The 2024 glossary also describes this subtraction method and says temporary changes to Speed affect special speeds by the same amount for the same duration.
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Using a 5-foot grid
On the 2014 grid, each square represents 5 feet. Divide speed in feet by five to convert it to squares: a 30-foot speed is six squares. Difficult terrain costs extra movement to enter, so you need enough movement remaining to pay the cost of each square. The grid is a way to track movement, not a different formula for speed.
Does carrying weight reduce speed?
Only if your table uses the 2014 variant encumbrance rule. Under that option, carrying more than five times your Strength score in pounds reduces speed by 10 feet; carrying more than ten times Strength reduces it by 20 feet, up to maximum carrying capacity. This is a variant, not an automatic default. Check whether your group uses it before applying either penalty. See the official 2014 variant encumbrance rules.
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2014 and 2024 rules: what to keep straight
| Rules version | Character terminology and source | Movement guidance |
|---|---|---|
| 2014 | Uses “race”; race traits provide a character’s baseline speed. The Basic Rules give a human a 30-foot base walking speed as an example. | Movement and speed are described in the adventuring and combat rules. Dash adds movement equal to speed after modifiers; the combat rules explain difficult terrain and grid movement. |
| 2024 | Uses “species”; the character’s species determines Speed. | The rules glossary covers Speed, including movement with special speeds and how temporary Speed changes affect them. See the 2024 SRD 5.2.1 for the distinct rules version. |
Use the terminology and wording from the rules version your table is playing. The shared practical approach is to read the applicable speed, apply actual speed modifiers, and track movement costs rather than deriving speed from an ability score.
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