You have a movement speed ("MS") determined by your size, which is the distance you can move in 1 round when you take the Move action.
You also have a travel speed ("TS"), which is how far you can move in miles each hour. To determine your travel speed at normal pace, divide your movement speed by 10. Multiply the result by 2 while traveling at a fast pace, or divide it by 2 while at a slow pace.
You can travel for up to 8 hours before you require a 6-hours sleep. For each hour traveled past your limit, you must succeed on a DC 10 Constitution (Endurance) check. The DC increases by 1 for each additional hour after the first one. On a failed check, you become exhausted. The DC resets back to 10 after once you finish a 6-hours sleep.
Below is the Movement Speed table with an example of a 30 MS with its different movement pace and where they are used.
You might have to use different types of movement, and a feature might grant you different types of speed, all measured in feet. If you have multiple types of speeds, you can move up to the highest speed you have, subtracting from it as you use different speeds.
While burrowing, you use 2 extra foot for each foot of movement, or 4 extra feet in difficult terrain. A burrowing speed allows you to move through a specific type of solid terrain, such as sand, earth, mud, or ice, as shown in parentheses after the burrowing speed. Moreover, when you use your walking speed in that specific terrain, you ignore difficult terrain.
While climbing, you use 1 extra foot for each foot of movement, or 2 extra feet in difficult terrain. A climbing speed allows you to move on vertical surfaces without the need to spend extra movement to climb.
While crawling, you use 1 extra foot for each foot of movement, or 2 extra feet in difficult terrain.
A featherstep speed allows you to move across liquids or vertical surfaces without falling.
A flying speed allows you to move through air without falling. If you become immobilized or prone, you fall.
A gliding speed allows you to move horizontally while falling. Moreover, you don't become prone while using your gliding speed as a result of falling.
A hovering speed allows you to descend towards a surface, to stay in the air without using any movement, and grants you immunity to the falling condition, provided you aren't immobilized, prone, or unconscious.
A spidercrawl speed allows you to move up and down vertically and upside down horizontally without falling.
While swimming, you use 1 extra foot for each foot of movement, or 2 extra feet in difficult terrain. For each hour of swimming, you must succeed on a Constitution saving throw against the DC of 10 plus the number of hours you have been swimming or become exhausted.
Swimming through deep water is similar to traveling at high altitudes, because of the water's pressure and cold temperature. For a creature without a swimming speed, each hour spent swimming at a depth greater than 100 feet counts as 2 hours for the purpose of determining exhaustion. Swimming for an hour at a depth greater than 200 feet counts as 4 hours.
A swimming speed allows you to swim all day without penalty and without having to spend extra movement.
A teleportation speed allows you and anything you are carrying to magically disappear from space and appear in another unoccupied space without moving through the space in between.
You can leap over an area from your space onto an unoccupied space by jumping. Your Strength score determines how far you can jump using your walking speed.
You take 1d6 bludgeoning damage for every 10 feet that you are pushed against an object or structure larger than you, or against terrain.
You can move while hidden by sneaking. While sneaking, you spend 4 extra foot for every foot you move there.