Hover

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Epic Path \ Types of Movement \ Hover


A creature with a hover speed has a very restricted version of flight. Namely, they must begin and end their turns adjacent to a surface. Note that this needn't be a horizontal surface; it can be a vertical cliff face, or even the underside of a ceiling. However, any movement which fails to end adjacent to a surface results in the hovering creature falling to the ground. Hover provides no mitigation against falling damage in the absence of a surface to hover against.

  • Prone: A hovering creature that is knocked prone can automatically reorient, rendering it immune to prone. However, if a hovering creature is immobilized or denied enough of its actions that it cannot voluntarily move from its starting space, it falls to the ground, suffering falling damage as normal. (Note: it doesn't have to move, it just has to be able to move if it wanted to.)
  • Difficult Terrain: Hovering creatures do not actually touch the surface they are adjacent to, meaning they ignore movement penalties caused by ground-based difficult terrain, can hover across the surface of liquids, and will not trigger pressure-based traps.
  • Permitted Movement: Hovering creatures are able to charge, make 5-foot steps, run or withdraw while hovering.
  • Overland Travel: Outside of combat, a creature can use hover to travel overland at half the pace of a walking creature of the same speed.