Zero Gravity
In free fall there is no floor to work from. Every movement is a push against a surface or object, and each push sends the pusher the other way, so a fight is decided by who is anchored. A creature adrift in open volume with no surface in reach is out of the encounter until it reaches a surface, which may take the rest of it.
In play
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Movement
Moving requires a surface to push from. A creature with nothing in reach continues in the direction it last moved until it reaches something.
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Changing course
Changing direction mid-drift requires a DC 12 Dexterity (Acrobatics) check. On a failure the creature continues as it was.
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Melee
An unanchored melee attack has disadvantage and pushes the attacker 10 feet away from the target after it resolves.
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No falling
There is no up, no down and no falling damage. A creature cannot be knocked Prone, and the Prone condition does not apply.
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Mag boots
Magnetic boots or a tether remove every entry above while a ferrous surface is underfoot, at the cost of half movement.
Where it applies
- Accretion Disc
- Debris Shoal
- Deep Space
- Derelict Hull
- High Orbit
- Hyperlane Corridor
- Lagrange Point
- Low Orbit
- Near Space
- Nebula
- Radiation Belt
- Ruin
- Stellar Corona
Built for this
- Vacuum Trained Feat
- Circle of the Void Subclass