Insane. I missed magic items because all the ones I could find required an action or bonus action (boots of speed). I also missed class features (best Unarmored movement from the monk and the barbarian’s fast movement) because there were not enough levels to have them all. What do you think?
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Characters: Eden Tealeaf, Human Fey Wanderer (retired), Charles Tristan Aurelius Esq., Half-Elf Profane Soul Blood Hunter (playing in Red Grave by Pag12)
Currently working on Kairon’s Cabinet of Curiosities, a homebrew compendium to simplify and spice up your game.
I was under the impression that a dash action was to move again, not double your movement - so if you move and then action-surge to dash twice, you would triple your movement, not quadruple it. Assuming feline agility works the same, it would be 4x movement, not 8x movement (move + 3 dash's). Though I might be wrong - I'll be checking my book when I get home!
“When you take the Dash action, you gain extra movement for the current turn. The increase equals your speed, after applying any modifiers. With a speed of 30 feet, for example, you can move up to 60 feet on your turn if you dash. Any increase or decrease to your speed changes this additional movement by the same amount. If your speed of 30 feet is reduced to 15 feet, for instance, you can move up to 30 feet this turn if you dash.”
I think this applies to the speed situation here. Thank you for questioning the math though - I often make mistakes. Do you know of any more bonuses to add?
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DM for: Wrath of Ashardalon, Aeterna, Fallen Angel’s Requiem
Characters: Eden Tealeaf, Human Fey Wanderer (retired), Charles Tristan Aurelius Esq., Half-Elf Profane Soul Blood Hunter (playing in Red Grave by Pag12)
Currently working on Kairon’s Cabinet of Curiosities, a homebrew compendium to simplify and spice up your game.
No, I agree with Thoruk: Dash does not increase your speed, it allows you to move up to your movement again. It never says throughout that it increases your speed, just that it gives you extra movement which equals your speed.
So, if you have a speed of 30 with no modifiers to it and you dash as a bonus action and an action surge as well as your normal action, you do not move 30x2x2x2=240ft, you move 30+30+30+30=120ft.
Dash increases your movement, not your speed, so using dash 3 times multiplies your movement by 4, not 8, and 4 times multiplies by 5, not 16. Anyway, ignoring Teleport, and leaving off off artifacts because they lack standard abilities so they can do anything, and ignoring polymorph type effects, max I can see without an ally is:
“The increase equals your speed, after applying any modifiers.” I’m confused now: my interpretation was that when you dash once, your speed becomes 30 + 30. We all agree on that. But it does mention after applying any modifiers. Any modifiers? Including all previous dashes. So if you dash once, you are 30 + 30 = 60 feet. If you dash twice on one turn, you have 60 + 60 feet, because it counts the modifier of the previous dash. So it does double...?
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Currently working on Kairon’s Cabinet of Curiosities, a homebrew compendium to simplify and spice up your game.
my interpretation was that when you dash once, your speed becomes 30 + 30. We all agree on that.
Nope. Your speed does not increase when you take the dash action. Your speed remains 30ft, but you gain extra movement equal to your speed. So, taking the dash action leaves your speed at 30, but allows you to move up to 60ft.
Dash increases your movement, not your speed, so using dash 3 times multiplies your movement by 4, not 8, and 4 times multiplies by 5, not 16. Anyway, ignoring Teleport, and leaving off off artifacts because they lack standard abilities so they can do anything, and ignoring polymorph type effects, max I can see without an ally is:
Wow. Did not see this when I replied - as far as I can tell you are absolutely right!
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Characters: Eden Tealeaf, Human Fey Wanderer (retired), Charles Tristan Aurelius Esq., Half-Elf Profane Soul Blood Hunter (playing in Red Grave by Pag12)
Currently working on Kairon’s Cabinet of Curiosities, a homebrew compendium to simplify and spice up your game.
my interpretation was that when you dash once, your speed becomes 30 + 30. We all agree on that.
Nope. Your speed does not increase when you take the dash action. Your speed remains 30ft, but you gain extra movement equal to your speed. So, taking the dash action leaves your speed at 30, but allows you to move up to 60ft.
Ah. I wasn’t able to make the distinction between movement and speed, but I think I understand that now. Thanks for the clarification!
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Characters: Eden Tealeaf, Human Fey Wanderer (retired), Charles Tristan Aurelius Esq., Half-Elf Profane Soul Blood Hunter (playing in Red Grave by Pag12)
Currently working on Kairon’s Cabinet of Curiosities, a homebrew compendium to simplify and spice up your game.
I think the easiest way to think of it is purely that Dash allows you to move again.
On your turn, you can move up to your speed without using an action. If you take the dash action, you can move that amount again. If you dash multiple times, you are just moving that same amount again each time.
I disagree on going full monk for this. And there's a couple of things left out if you want to increase base movement speed. To begin with class. The Barbarian has a couple of Class Features that are worth more in terms of level efficiency then monk levels:
Barbarian - Fast movement: +10 movement speed, 5th level
Taking 5 levels in barbarian will increase your base movement by 25 as opposed to the same 5 levels in monk which add +10 at best.
Before: Tabaxi Monk-18/Fighter-2 (base move: 60)
After: Tabaxi Monk-10/Barbarian-5/Fighter-2 (base move: 75) with 3 levels to spare (since 3 extra levels wont get you extra monk movement)
Maybe going Ranger-Gloom stalker for the increased 10 feet of movement first combat turn could be used. But that would require combat which is... dicey.
Other classes could give you passive boons trough items or aura's
Wizard - School of Transmutation | Transmuter's Stone: An increase to speed of 10 feet while the creature is unencumbered Paladin - Oath of Redemption | Aura of Alacrity: the walking speed of any ally who starts their turn within 5 feet of you increases by 10 feet until the end of that turn. Artificer - Alchemist | Experimental Elixir of Swifteness: The drinker's walking speed is increased by 10 feet for 1 hour.
The Epic boons - optional rules, have extra things you could do post level 20. So if we are using those boon of speed becomes a thing
+30 speed
Bonus action dash (no need for rogue anymore)
So for your movement between dashes and hastes you get the following actions that apply you base number.
Regular movement
Action movement
Bonus action movement
Action surge movement
Haste movement
Then you get modifiers which multiply your base number
Boots of speed *2 (clicked before running)
Feline agility *2 (because you stood still when clicking boots)
When you put everything to the ringer you get the following with just you:
Base move: 75
Mobile feat: 85
Longstrider: 95
Boon of speed: 125
With ally passives:
Own movement: 125
Transmuter's Stone: 135
Elixer of Swiftness: 145
Aura of Alacrity: 155
Then you put it trough your modifiers, so times 4 would give you 620 movement speed per action. Since you have 5 actions you multiply the base number to get 3100 movement speed in 1 turn.
Bonus section. If you really wanted to, you could spend the last 3 levels on bard to go College of Swords. Together with zephyr strike you could do something funky.
Zephyr strike gives 30 movement on attack action.
Blade flourish gives 10 movement on attack action.
So if you take the above base number of 155 and add 40 to it, you get 195. Multiplied by 4 is 780. Because you've attacked you only get 4 actions to move/dash, but doing so will get you a movement of 3120. This is 20 more then the previous example, so it's barely faster. And you'd probably be faster with the ranger gloom stalker in combat thing that I didn't fully go into.
Dash increases your movement, not your speed, so using dash 3 times multiplies your movement by 4, not 8, and 4 times multiplies by 5, not 16. Anyway, ignoring Teleport, and leaving off off artifacts because they lack standard abilities so they can do anything, and ignoring polymorph type effects, max I can see without an ally is:
"I have been trying to find someone else that has made this build by looking up the fastest you are able to go in D&D, but it seems like everyone who has tried is missing one thing or another. So, today I am going to teach you all how to break the sound barrier in D&D 5e and create a sonic boom with your body!
EDIT It has been brought to my attention that a fighter's action surge does not grant an additional bonus action. Because of this, you will need 2 Transmuter's stones that give +10 speed on your person at the very least to break the sound barrier. However, there is still hope, because Jeremy Crawford himself has stated that a transmuters stone does not lose its power when the maker dies. This means that even if there are no transmutation wizards in your party, all you have to do is find and kill two transmutation wizards in the world after stealing their +10 speed stones.
So, How Fast Can We Go On Our Own?
Firstly, I will state that the absolute maximum speed possible in D&D requires your DM to allow you to become a Bladesinger Wizard as a Tabaxi. The easiest solution I can come up with that satisfies this requirement on a roleplaying perspective is to be a Tabaxi raised by elves rather than your own kind, but if your DM won't allow you to become a Bladesinger you MUST acquire at least one Artifact with the Major Speed Bonus(Mentioned later in the guide). For now, I'll assume you will be able to play as a Tabaxi Bladesinger, and I'll get on with the guide without further delay.
For starters, let's lay out the total bonuses we can gain to our base movement speed.
30 Base- Tabaxi starting speed.
20 speed - Level 10 Monk
10 speed - Level 5 Barbarian
10 speed - Mobile Feat
10 speed - Using Bladesong(lasts 1 minute)
10 speed - Longstrider spell cast on ourselves(lasts 1 hour)
20 speed - 2x Artifact Magic Items with the Major Beneficial Property granting +10 Speed to its user.(We can't have more than this because we'll need to attune to Boots of Speed as well)
This gives us a total base speed of 125 feet per movement taken, but we can do better than even this.
By equipping Boots of Speed to double our base movement and combining that with the Tabaxi's ability to double our base speed for a turn in exchange for not moving at all the next turn, we can get a grand total of 500 FEET PER MOVEMENT MADE( 125 x 2 x 2 )
Now, keep in mind that this 500 ft. is only the amount we move when simply taking our move action for the turn. In addition to this, we can both use our action to take a dash action, and(because of our monkish powers) we can spend a ki point to dash with our bonus action too.
Altogether that gives us 1500 FEET OF MOVEMENT IN ONE TURN, but even then we aren't quite finished. We still have a few unused levels. Enough to grab 2 levels of fighter for a single turn per short rest in which we can use our Action Surge to gain an additional Action and Bonus Action.
So, have we finally found the furthest distance our character can travel without any outside help? Yes! And that total is 2500 FEET OF MOVEMENT IN A SINGLE TURN.
"But OP!" I hear you say, "A turn is 6 seconds long, so even at 2500 feet a turn, we're only moving around 416 feet per second. Nowhere close to the speed of sound!!"
And how right you are, so now we must ask the question:
What Can My Party Do To Help?
Well, to be more precise, what can a single Transmutation Wizard do to aide our endeavors? Well, it's quite simple, really.
First of all, at level 5, our wondrous wizardly ally can caste Haste on us, not only doubling our movement speed, but also giving us yet another action with which we can dash.
Secondly, once he's level 6, our bestest friend in the entire world will be able to craft a Transmuter's Stone, empowered with the ability to grant 10 speed to whomever carries it(that'll be us).
So, what does that give us? Well, let's figure it out:
125 speed from the aforementioned sources above.
10 speed from our handy dandy Transmuter's stone.
3 sources of speed doubling from Tabaxi Agility, Boots of Speed, and Haste
And a whopping 6 actions with which to move.
Our Grand Total?: 6,480 feet of movement in a single turn.
"BUT WAIT!" some of you may scream out after doing the math, "Even that leaves us 45 feet per second short of breaking the sound barrier to create the sonicboom we so desperately crave, OP!!!"
And you'd be right. Even with the help of everything we've mentioned above, our character cannot hope to break the speed of sound, but there is one final question to ask ourselves, dear readers:
What Can We Do With The Help Of A God?
Yes, that's right. The gods of Faerun are here to help, and they have just the thing our character needs to break their way past the sound barrier.
THE BOON OF SPEED - If we can manage to win the favor of a god, they can bestow our already mighty body with supernatural speed. To be precise, they can give us a whopping 30 additional base movement speed. What's more, this gets calculated in before any of our doubling, and we technically only needed 10 more movement speed to reach the speed of sound. So, if your DM doesn't include the Artifact level Magic Items blessed with speed we mentioned above, you'll still be able to pull this off. But for the sake of argument, we'll keep them in for this final calculation.
So, with everything above in mind, what exactly is the fastest you can run in a single turn?
7,920 FEET. That's right, you heard me. Seven-Thousand, Nine-hundred, and Twenty Feet of movement in a single, solitary turn. What's that mean for our hopes and dreams? It boils down to 1,320 ft. per second. Finally! We've broken the 1,125 fps we need to break past the speed of sound! Our character can create a sonic boom in the world of Dungeons & Dragons!
Now, let's put this into perspective for you. This means that:
- We can travel ANYWHERE within a 1.5 MILE radius of our starting position in a single turn.
- We run so fast that it would take not one, not two, not even THREE! But a total of 8 Sorcerers with Quickened Spell casting Dimension Door Twice a turn all in the same turn to keep up with us! And that's only IF the DM allows Sorcerers to cast a spell on their action and bonus action like I do, which is usually not allowed given the base rules in the PHB.
-We create a ******* SONIC BOOM people!
But that isn't even the best part. There is one final little fact about this that I want to put into perspective for everybody.
For every 10 feet you fall in D&D, you take 1d6 points of damage. If you factor in the acceleration of gravity to figure out how fast you are falling when you take max damage from this(20d6) at terminal velocity, you're ONLY traveling at 176 feet per second. We'll round that up to 200 just to make our calculations for this next part more coherent. If you don't round this up, you'll actually do even more damage than what we'll get.
So, divide that 200 feet per second by the 20 hit dice we're working with, and it boils down to D&D dealing 1d6 damage to a creature for every 10 fps they are traveling upon impact. Do you see we're we're going with this?
In case you forgot, we are moving at a grand total of 1,320 feet per second at our maximum speed, so all you need to do is get that BEAUTIFUL Wizard Friend of yours to concentrate an Invulnerability spell on you instead of Haste to complete our master plan. Now, we'll lose some speed from this unless we have another spellcaster around to keep haste on us, but even with that in mind we're still going to be moving 550 feet per second during our turn.
This means we'll be doing 55d6 POINTS OF DAMAGE(Or 132d6 if we have another caster to give us Haste) when we body slam ourselves into our opponent. Thanks to invulnerability we won't take that damage ourselves, and with a maximum damage output of 330 HP, we have the chance to deal nearly HALF of a Tarrasque's HP on our turn. What's more, if we DO have that secondary mage in our party, we can deal up to a grand total of 792 HP, ALLOWING US TO POTENTIALLY ONE SHOT ANYTHING our DM can throw at us with a body slam.
I hope you all enjoyed this guide as much as I enjoyed thinking it up and writing it out. For those that want it all summed up, the full build required to make this dream a reality is 2 Levels of Fighter, 5 Levels of Barbarian, 10 Levels of Monk, and 2 Levels of Bladeslinger Wizard. That still leaves us with 1 last level that you can really spend as you please, but personally I'd put this into a 3rd level of Bladeslinger for access to 2nd level spells. This will allow you to pick up Spider Climb for pesky creatures that want to hide on the ceiling as well as See Invisibility to let you body slam opponents that think you can't see them. Thank you all for the time, and I can't wait to see your reactions"
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How much can you move in one turn? Using all possible bonuses, how fast can we go?
Tabaxi Rogue 2/Fighter 2/Monk 14 = Base walking speed: 30 + Unarmored movement 25 = 55 feet.
Cunning bonus action dash + Action Surge dash + Normal action dash + Feline Agility = 55 * 2 * 2 * 2 * 2 = 880 feet
Alchemist Artificer gives you Experimental Elixir which increases base walking speed by 10: 65 * 2 * 2 * 2 * 2 = 1040 feet
Attuned to an artefact with the major beneficial property (Increase walking speed by 10 feet): 75 * 2 * 2 * 2 * 2 = 1200 feet
Wizard friend casts Haste on you, and we recap:
1) Base walking speed = 30 + Unarmored movement 30 + Experimental Elixir 10 + Artefact 10 + doubled speed from Haste = 160
2) Normal Action dash + Cunning action dash (bonus action) + Action Surge dash + Feline agility + Haste dash
3) 160 * 2 * 2 * 2 * 2 * 2 = 5120 feet!
Insane. I missed magic items because all the ones I could find required an action or bonus action (boots of speed). I also missed class features (best Unarmored movement from the monk and the barbarian’s fast movement) because there were not enough levels to have them all. What do you think?
If at first you don’t succeed, then skydiving is not for you.
DM for: Wrath of Ashardalon, Aeterna, Fallen Angel’s Requiem
Characters: Eden Tealeaf, Human Fey Wanderer (retired), Charles Tristan Aurelius Esq., Half-Elf Profane Soul Blood Hunter (playing in Red Grave by Pag12)
Currently working on Kairon’s Cabinet of Curiosities, a homebrew compendium to simplify and spice up your game.
https://www.dndbeyond.com/spells/gate
I was under the impression that a dash action was to move again, not double your movement - so if you move and then action-surge to dash twice, you would triple your movement, not quadruple it. Assuming feline agility works the same, it would be 4x movement, not 8x movement (move + 3 dash's). Though I might be wrong - I'll be checking my book when I get home!
Make your Artificer work with any other class with 174 Multiclassing Feats for your Artificer Multiclass Character!
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“When you take the Dash action, you gain extra movement for the current turn. The increase equals your speed, after applying any modifiers. With a speed of 30 feet, for example, you can move up to 60 feet on your turn if you dash. Any increase or decrease to your speed changes this additional movement by the same amount. If your speed of 30 feet is reduced to 15 feet, for instance, you can move up to 30 feet this turn if you dash.”
I think this applies to the speed situation here. Thank you for questioning the math though - I often make mistakes. Do you know of any more bonuses to add?
If at first you don’t succeed, then skydiving is not for you.
DM for: Wrath of Ashardalon, Aeterna, Fallen Angel’s Requiem
Characters: Eden Tealeaf, Human Fey Wanderer (retired), Charles Tristan Aurelius Esq., Half-Elf Profane Soul Blood Hunter (playing in Red Grave by Pag12)
Currently working on Kairon’s Cabinet of Curiosities, a homebrew compendium to simplify and spice up your game.
No, I agree with Thoruk: Dash does not increase your speed, it allows you to move up to your movement again. It never says throughout that it increases your speed, just that it gives you extra movement which equals your speed.
So, if you have a speed of 30 with no modifiers to it and you dash as a bonus action and an action surge as well as your normal action, you do not move 30x2x2x2=240ft, you move 30+30+30+30=120ft.
Dash increases your movement, not your speed, so using dash 3 times multiplies your movement by 4, not 8, and 4 times multiplies by 5, not 16. Anyway, ignoring Teleport, and leaving off off artifacts because they lack standard abilities so they can do anything, and ignoring polymorph type effects, max I can see without an ally is:
“The increase equals your speed, after applying any modifiers.” I’m confused now: my interpretation was that when you dash once, your speed becomes 30 + 30. We all agree on that. But it does mention after applying any modifiers. Any modifiers? Including all previous dashes. So if you dash once, you are 30 + 30 = 60 feet. If you dash twice on one turn, you have 60 + 60 feet, because it counts the modifier of the previous dash. So it does double...?
If at first you don’t succeed, then skydiving is not for you.
DM for: Wrath of Ashardalon, Aeterna, Fallen Angel’s Requiem
Characters: Eden Tealeaf, Human Fey Wanderer (retired), Charles Tristan Aurelius Esq., Half-Elf Profane Soul Blood Hunter (playing in Red Grave by Pag12)
Currently working on Kairon’s Cabinet of Curiosities, a homebrew compendium to simplify and spice up your game.
Nope. Your speed does not increase when you take the dash action. Your speed remains 30ft, but you gain extra movement equal to your speed. So, taking the dash action leaves your speed at 30, but allows you to move up to 60ft.
Wow. Did not see this when I replied - as far as I can tell you are absolutely right!
If at first you don’t succeed, then skydiving is not for you.
DM for: Wrath of Ashardalon, Aeterna, Fallen Angel’s Requiem
Characters: Eden Tealeaf, Human Fey Wanderer (retired), Charles Tristan Aurelius Esq., Half-Elf Profane Soul Blood Hunter (playing in Red Grave by Pag12)
Currently working on Kairon’s Cabinet of Curiosities, a homebrew compendium to simplify and spice up your game.
Ah. I wasn’t able to make the distinction between movement and speed, but I think I understand that now. Thanks for the clarification!
If at first you don’t succeed, then skydiving is not for you.
DM for: Wrath of Ashardalon, Aeterna, Fallen Angel’s Requiem
Characters: Eden Tealeaf, Human Fey Wanderer (retired), Charles Tristan Aurelius Esq., Half-Elf Profane Soul Blood Hunter (playing in Red Grave by Pag12)
Currently working on Kairon’s Cabinet of Curiosities, a homebrew compendium to simplify and spice up your game.
I think the easiest way to think of it is purely that Dash allows you to move again.
On your turn, you can move up to your speed without using an action. If you take the dash action, you can move that amount again. If you dash multiple times, you are just moving that same amount again each time.
I disagree on going full monk for this. And there's a couple of things left out if you want to increase base movement speed. To begin with class. The Barbarian has a couple of Class Features that are worth more in terms of level efficiency then monk levels:
Taking 5 levels in barbarian will increase your base movement by 25 as opposed to the same 5 levels in monk which add +10 at best.
Other classes could give you passive boons trough items or aura's
Wizard - School of Transmutation | Transmuter's Stone: An increase to speed of 10 feet while the creature is unencumbered
Paladin - Oath of Redemption | Aura of Alacrity: the walking speed of any ally who starts their turn within 5 feet of you increases by 10 feet until the end of that turn.
Artificer - Alchemist | Experimental Elixir of Swifteness: The drinker's walking speed is increased by 10 feet for 1 hour.
The Epic boons - optional rules, have extra things you could do post level 20. So if we are using those boon of speed becomes a thing
So for your movement between dashes and hastes you get the following actions that apply you base number.
Then you get modifiers which multiply your base number
When you put everything to the ringer you get the following with just you:
With ally passives:
Then you put it trough your modifiers, so times 4 would give you 620 movement speed per action.
Since you have 5 actions you multiply the base number to get 3100 movement speed in 1 turn.
Bonus section.
If you really wanted to, you could spend the last 3 levels on bard to go College of Swords. Together with zephyr strike you could do something funky.
So if you take the above base number of 155 and add 40 to it, you get 195. Multiplied by 4 is 780. Because you've attacked you only get 4 actions to move/dash, but doing so will get you a movement of 3120. This is 20 more then the previous example, so it's barely faster. And you'd probably be faster with the ranger gloom stalker in combat thing that I didn't fully go into.
You missed 2 levels of Bladesinging Wizard.
This has also been discussed at length elsewhere:
https://www.dndbeyond.com/forums/d-d-beyond-general/general-discussion/57549-fastest-character
Mega Yahtzee Thread:
Highest 41: brocker2001 (#11,285).
Yahtzee of 2's: Emmber (#36,161).
Lowest 9: JoeltheWalrus (#312), Emmber (#12,505) and Dertinus (#20,953).
Given the formula base*multipliers*actions it shouldn't be hard to fix.
An then you get your wizard to cast Expeditious Retreat
: Systems Online : Nikoli_Goodfellow Homebrew : My WIP Homebrew Class :
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( u u)
o/ \🥛🍪 Hey, take care of yourself alright?
it already Dashed
Guide to the Five Factions (PWYW)
Deck of Decks
As a bonus action?
: Systems Online : Nikoli_Goodfellow Homebrew : My WIP Homebrew Class :
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( u u)
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Yes, using Step of the Wind.
Ah, my apologies.
: Systems Online : Nikoli_Goodfellow Homebrew : My WIP Homebrew Class :
(\_/)
( u u)
o/ \🥛🍪 Hey, take care of yourself alright?
lots of threads on reddit doing theorycrafting. This is one of my favorites.
Let's Break The Sound Barrier! (For one turn every hour) : DnD (reddit.com)
"I have been trying to find someone else that has made this build by looking up the fastest you are able to go in D&D, but it seems like everyone who has tried is missing one thing or another. So, today I am going to teach you all how to break the sound barrier in D&D 5e and create a sonic boom with your body!
EDIT It has been brought to my attention that a fighter's action surge does not grant an additional bonus action. Because of this, you will need 2 Transmuter's stones that give +10 speed on your person at the very least to break the sound barrier. However, there is still hope, because Jeremy Crawford himself has stated that a transmuters stone does not lose its power when the maker dies. This means that even if there are no transmutation wizards in your party, all you have to do is find and kill two transmutation wizards in the world after stealing their +10 speed stones.
So, How Fast Can We Go On Our Own?
Firstly, I will state that the absolute maximum speed possible in D&D requires your DM to allow you to become a Bladesinger Wizard as a Tabaxi. The easiest solution I can come up with that satisfies this requirement on a roleplaying perspective is to be a Tabaxi raised by elves rather than your own kind, but if your DM won't allow you to become a Bladesinger you MUST acquire at least one Artifact with the Major Speed Bonus(Mentioned later in the guide). For now, I'll assume you will be able to play as a Tabaxi Bladesinger, and I'll get on with the guide without further delay.
For starters, let's lay out the total bonuses we can gain to our base movement speed.
30 Base - Tabaxi starting speed.
20 speed - Level 10 Monk
10 speed - Level 5 Barbarian
10 speed - Mobile Feat
10 speed - Using Bladesong(lasts 1 minute)
10 speed - Longstrider spell cast on ourselves(lasts 1 hour)
15 speed - Totem Warrior Barbarion, Elk Totem(While Raging)
20 speed - 2x Artifact Magic Items with the Major Beneficial Property granting +10 Speed to its user.(We can't have more than this because we'll need to attune to Boots of Speed as well)
This gives us a total base speed of 125 feet per movement taken, but we can do better than even this.
By equipping Boots of Speed to double our base movement and combining that with the Tabaxi's ability to double our base speed for a turn in exchange for not moving at all the next turn, we can get a grand total of 500 FEET PER MOVEMENT MADE( 125 x 2 x 2 )
Now, keep in mind that this 500 ft. is only the amount we move when simply taking our move action for the turn. In addition to this, we can both use our action to take a dash action, and(because of our monkish powers) we can spend a ki point to dash with our bonus action too.
Altogether that gives us 1500 FEET OF MOVEMENT IN ONE TURN, but even then we aren't quite finished. We still have a few unused levels. Enough to grab 2 levels of fighter for a single turn per short rest in which we can use our Action Surge to gain an additional Action and Bonus Action.
So, have we finally found the furthest distance our character can travel without any outside help? Yes! And that total is 2500 FEET OF MOVEMENT IN A SINGLE TURN.
"But OP!" I hear you say, "A turn is 6 seconds long, so even at 2500 feet a turn, we're only moving around 416 feet per second. Nowhere close to the speed of sound!!"
And how right you are, so now we must ask the question:
What Can My Party Do To Help?
Well, to be more precise, what can a single Transmutation Wizard do to aide our endeavors? Well, it's quite simple, really.
First of all, at level 5, our wondrous wizardly ally can caste Haste on us, not only doubling our movement speed, but also giving us yet another action with which we can dash.
Secondly, once he's level 6, our bestest friend in the entire world will be able to craft a Transmuter's Stone, empowered with the ability to grant 10 speed to whomever carries it(that'll be us).
So, what does that give us? Well, let's figure it out:
125 speed from the aforementioned sources above.
10 speed from our handy dandy Transmuter's stone.
3 sources of speed doubling from Tabaxi Agility, Boots of Speed, and Haste
And a whopping 6 actions with which to move.
Our Grand Total?: 6,480 feet of movement in a single turn.
"BUT WAIT!" some of you may scream out after doing the math, "Even that leaves us 45 feet per second short of breaking the sound barrier to create the sonicboom we so desperately crave, OP!!!"
And you'd be right. Even with the help of everything we've mentioned above, our character cannot hope to break the speed of sound, but there is one final question to ask ourselves, dear readers:
What Can We Do With The Help Of A God?
Yes, that's right. The gods of Faerun are here to help, and they have just the thing our character needs to break their way past the sound barrier.
THE BOON OF SPEED - If we can manage to win the favor of a god, they can bestow our already mighty body with supernatural speed. To be precise, they can give us a whopping 30 additional base movement speed. What's more, this gets calculated in before any of our doubling, and we technically only needed 10 more movement speed to reach the speed of sound. So, if your DM doesn't include the Artifact level Magic Items blessed with speed we mentioned above, you'll still be able to pull this off. But for the sake of argument, we'll keep them in for this final calculation.
So, with everything above in mind, what exactly is the fastest you can run in a single turn?
7,920 FEET. That's right, you heard me. Seven-Thousand, Nine-hundred, and Twenty Feet of movement in a single, solitary turn. What's that mean for our hopes and dreams? It boils down to 1,320 ft. per second. Finally! We've broken the 1,125 fps we need to break past the speed of sound! Our character can create a sonic boom in the world of Dungeons & Dragons!
Now, let's put this into perspective for you. This means that:
- We can travel ANYWHERE within a 1.5 MILE radius of our starting position in a single turn.
- We run so fast that it would take not one, not two, not even THREE! But a total of 8 Sorcerers with Quickened Spell casting Dimension Door Twice a turn all in the same turn to keep up with us! And that's only IF the DM allows Sorcerers to cast a spell on their action and bonus action like I do, which is usually not allowed given the base rules in the PHB.
-We create a ******* SONIC BOOM people!
But that isn't even the best part. There is one final little fact about this that I want to put into perspective for everybody.
For every 10 feet you fall in D&D, you take 1d6 points of damage. If you factor in the acceleration of gravity to figure out how fast you are falling when you take max damage from this(20d6) at terminal velocity, you're ONLY traveling at 176 feet per second. We'll round that up to 200 just to make our calculations for this next part more coherent. If you don't round this up, you'll actually do even more damage than what we'll get.
So, divide that 200 feet per second by the 20 hit dice we're working with, and it boils down to D&D dealing 1d6 damage to a creature for every 10 fps they are traveling upon impact. Do you see we're we're going with this?
In case you forgot, we are moving at a grand total of 1,320 feet per second at our maximum speed, so all you need to do is get that BEAUTIFUL Wizard Friend of yours to concentrate an Invulnerability spell on you instead of Haste to complete our master plan. Now, we'll lose some speed from this unless we have another spellcaster around to keep haste on us, but even with that in mind we're still going to be moving 550 feet per second during our turn.
This means we'll be doing 55d6 POINTS OF DAMAGE(Or 132d6 if we have another caster to give us Haste) when we body slam ourselves into our opponent. Thanks to invulnerability we won't take that damage ourselves, and with a maximum damage output of 330 HP, we have the chance to deal nearly HALF of a Tarrasque's HP on our turn. What's more, if we DO have that secondary mage in our party, we can deal up to a grand total of 792 HP, ALLOWING US TO POTENTIALLY ONE SHOT ANYTHING our DM can throw at us with a body slam.
I hope you all enjoyed this guide as much as I enjoyed thinking it up and writing it out. For those that want it all summed up, the full build required to make this dream a reality is 2 Levels of Fighter, 5 Levels of Barbarian, 10 Levels of Monk, and 2 Levels of Bladeslinger Wizard. That still leaves us with 1 last level that you can really spend as you please, but personally I'd put this into a 3rd level of Bladeslinger for access to 2nd level spells. This will allow you to pick up Spider Climb for pesky creatures that want to hide on the ceiling as well as See Invisibility to let you body slam opponents that think you can't see them. Thank you all for the time, and I can't wait to see your reactions"