If I cast Ashardalon's stride as a Tabaxi Sorcerer and I also use my racial trait Feline agility, do I also double the 20ft of movement included in the spell?
So that would be 30 ft doubled to 60, with 20 doubled to 40, for a total of 100 ft. Sounds sorta broken.
The billowing flames of a dragon blast from your feet, granting you explosive speed. For the duration, your speed increases by 20 feet and moving doesn’t provoke opportunity attacks. When you move within 5 feet of a creature or an object that isn’t being worn or carried, it takes 1d6 fire damage from your trail of heat. A creature or object can take this damage only once during a turn.
At Higher levels. When you cast this spell using a spell slot of 4th level or higher, increase your speed by 5 feet for each spell slot level above 3rd. The spell deals an additional 1d6 fire damage for each slot level above 3rd.
Feline Agility
Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can’t use it again until you move 0 feet on one of your turns.
If you cast ashardalon's stride before moving, then activate Feline Agility when you move, then yes you will have a movement speed of 100 feet for that turn. If you can get yourself a bonus action Dash (e.g- two levels in Rogue for Cunning Action) then you could move 200 feet!
It's not really broken though; you can only deal the stride damage to each creature once per turn, so all this enables you to do is either hit more creatures (if distance were your limiting factor), get out of enemy threat range, or close with a distant enemy.
None of these makes you overpowered; it's either a modest amount of damage to a bunch of enemies, a really good "nope, I'm out of here" button, or a way to put yourself into harm's way really quickly (usually not a good idea for a sorcerer).
You can't hit the same target more than once per turn with that spell anyway, so nothing broken about it. Rogues and Monks can move a similar distance by using BA Dash as well so that definitely isn't broken either. With some additional stuff you can move even faster, however at the end of the day it's pretty rare having to move that far in one round, especially when you're already a caster that can do stuff at long range.
If I cast Ashardalon's stride as a Tabaxi Sorcerer and I also use my racial trait Feline agility, do I also double the 20ft of movement included in the spell?
So that would be 30 ft doubled to 60, with 20 doubled to 40, for a total of 100 ft. Sounds sorta broken.
Ashardalon’s Stride
When you move within 5 feet of a creature or an object that isn’t being worn or carried, it takes 1d6 fire damage from your trail of heat. A creature or object can take this damage only once during a turn.
At Higher levels. When you cast this spell using a spell slot of 4th level or higher, increase your speed by 5 feet for each spell slot level above 3rd. The spell deals an additional 1d6 fire damage for each slot level above 3rd.
Feline Agility
Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can’t use it again until you move 0 feet on one of your turns.
If I was the DM I’d let that work. It really only works one time during the duration of the spell unless you don’t move at all every other round.
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If you cast ashardalon's stride before moving, then activate Feline Agility when you move, then yes you will have a movement speed of 100 feet for that turn. If you can get yourself a bonus action Dash (e.g- two levels in Rogue for Cunning Action) then you could move 200 feet!
It's not really broken though; you can only deal the stride damage to each creature once per turn, so all this enables you to do is either hit more creatures (if distance were your limiting factor), get out of enemy threat range, or close with a distant enemy.
None of these makes you overpowered; it's either a modest amount of damage to a bunch of enemies, a really good "nope, I'm out of here" button, or a way to put yourself into harm's way really quickly (usually not a good idea for a sorcerer).
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You can't hit the same target more than once per turn with that spell anyway, so nothing broken about it. Rogues and Monks can move a similar distance by using BA Dash as well so that definitely isn't broken either. With some additional stuff you can move even faster, however at the end of the day it's pretty rare having to move that far in one round, especially when you're already a caster that can do stuff at long range.
I've never encountered a forum where I got this many "talking to a wall" impressions as this one...