If you've ever felt that speed in D&D 5e is low functional after the first turn — this HOMEBREW mechanic fixes that. It adds a scaling damage bonus for movement, with an automatic shockwave at high speeds. Simple, balanced, and works for any class. Let me know what you think!
SPEED BURST 🏃💨
If you move in a straight line for at least 25 feet before making a melee attack, you gain a damage bonus:
+4 damage for every full 25 feet of run‑up.
Additional bonus for long‑range run‑up (applies to everyone): For every full 100 feet of run‑up beyond the base bonus, you gain additional damage equal to your Proficiency Bonus.
The total bonus applies to only one attack and works only on your turn.
Maximum bonus: +30 damage from the base bonus. The Proficiency Bonus addition is not limited.
---
🪶 LIGHT IMPULSE
(No armor or Light armor + Light weapon or Unarmed)
Bonus effect: After the attack, you may continue moving up to 10 feet in any direction (without provoking opportunity attacks).
---
📊 MEDIUM IMPULSE
(Light or Medium armor + any weapon except Heavy)
Bonus effect: On a hit, the target must make a Strength saving throw (DC = 8 + your Strength or Dexterity modifier + your Proficiency Bonus). On a failure, the target is knocked Prone.
---
🏋️ HEAVY IMPULSE
(Medium or Heavy armor + Heavy weapon)
Bonus effect: On a hit, the target is pushed 5 feet for every 25 feet of run‑up. If the target hits an obstacle, both the target and the obstacle take 1d6 bludgeoning damage per 25 feet of run‑up (max 5d6).
---
Other combinations: No armor + Heavy weapon → counts as Medium Impulse.
---
🌊 SHOCKWAVE (applies to all types)
Once per turn.
If your run‑up is 100+ feet, the attack creates a shockwave in a 10‑foot radius:
· All creatures in the radius take 1d6 bludgeoning damage and are pushed 10 feet away.
Scaling beyond 100 feet:
· +5 ft to radius for every 25 feet of run‑up · +5 ft to push distance for every 50 feet of run‑up · +1d6 damage for every 100 feet of run‑up
---
🛡️ SAVING THROWS (applies to all types)
1. Damage Reduction Save
The target makes a Constitution or Dexterity saving throw (their choice).
DC = 8 + the target's Dexterity or Constitution modifier (their choice) + the target's Proficiency Bonus
Success: Bonus damage is halved. Failure: Full damage applies.
---
2. Miss Save
If you miss the attack after a run‑up, you must make a Dexterity or Constitution saving throw (your choice).
DC = 8 + your Dexterity or Constitution modifier (your choice) + your Proficiency Bonus
Success: You stop safely. Failure: You fall Prone.
---
📌 ADDITIONAL RULES
· Teleportation resets your momentum (the bonus is calculated only after the teleport). · Speed Burst works only with melee attacks (or weapons with a range of 5–10 feet). · Speed Burst does not work with: · Spells · Mounted combat · Readied actions · A character with a shield counts as Medium category (if their armor is below Heavy). · Enemies can also use Speed Burst (the DM decides which ones).
---
❌ PUSH EXCEPTIONS (very rare)
· Large creatures: Strength save DC 17. Success: no push, half falling damage. · Huge creatures: Strength save DC 15. Success: no push, half falling damage. · Gargantuan or larger: automatically ignore the push, take half damage. · Immune to forced movement: automatically ignore the push, take half damage.
📌 IMPORTANT NOTE (before commenting)
"If you have any questions about the mechanic, feel free to ask — I'll reply in the comments. Also, how would you use this at your table? Would you combine it with other feats or class features?"
Why this mechanic is not just "another way to deal damage", but a logical addition to D&D 5e.
· The core rule is simple: “Run 25 feet → get +4 damage.” That’s it. No harder than “Hit with a greatsword → roll 2d6.”
· The shockwave (100+ ft) is an automatic bonus, not an extra choice. The player doesn’t have to calculate anything — the effect just happens.
· Speed in D&D 5e is low functional after the first turn. You run up to an enemy, then you just stand there. This mechanic gives speed ongoing value throughout combat.
· The Charger feat is widely considered one of the weakest feats in 5e. Replacing it with a logical, scalable mechanic is an upgrade to the game, not a loss.
· The shockwave is rare: 100+ feet of straight movement in a typical battle is uncommon, so it doesn’t affect balance in most fights.
· The risk remains: loss of positioning on a miss, limitation to one or zero attack per turn. (Bc for 100 feet movement you will always use action and bonus action)
This isn’t “another way to deal damage.” It’s a way to make speed matter — without complicating the game or breaking its balance.
If you think burst types is complicated and hard to remember, then just remember your type.
If you've ever felt that speed in D&D 5e is low functional after the first turn — this HOMEBREW mechanic fixes that. It adds a scaling damage bonus for movement, with an automatic shockwave at high speeds. Simple, balanced, and works for any class. Let me know what you think!
SPEED BURST 🏃💨
If you move in a straight line for at least 25 feet before making a melee attack, you gain a damage bonus:
+4 damage for every full 25 feet of run‑up.
Additional bonus for long‑range run‑up (applies to everyone):
For every full 100 feet of run‑up beyond the base bonus, you gain additional damage equal to your Proficiency Bonus.
The total bonus applies to only one attack and works only on your turn.
Maximum bonus: +30 damage from the base bonus.
The Proficiency Bonus addition is not limited.
---
🪶 LIGHT IMPULSE
(No armor or Light armor + Light weapon or Unarmed)
Bonus effect: After the attack, you may continue moving up to 10 feet in any direction (without provoking opportunity attacks).
---
📊 MEDIUM IMPULSE
(Light or Medium armor + any weapon except Heavy)
Bonus effect: On a hit, the target must make a Strength saving throw (DC = 8 + your Strength or Dexterity modifier + your Proficiency Bonus). On a failure, the target is knocked Prone.
---
🏋️ HEAVY IMPULSE
(Medium or Heavy armor + Heavy weapon)
Bonus effect: On a hit, the target is pushed 5 feet for every 25 feet of run‑up. If the target hits an obstacle, both the target and the obstacle take 1d6 bludgeoning damage per 25 feet of run‑up (max 5d6).
---
Other combinations:
No armor + Heavy weapon → counts as Medium Impulse.
---
🌊 SHOCKWAVE (applies to all types)
Once per turn.
If your run‑up is 100+ feet, the attack creates a shockwave in a 10‑foot radius:
· All creatures in the radius take 1d6 bludgeoning damage and are pushed 10 feet away.
Scaling beyond 100 feet:
· +5 ft to radius for every 25 feet of run‑up
· +5 ft to push distance for every 50 feet of run‑up
· +1d6 damage for every 100 feet of run‑up
---
🛡️ SAVING THROWS (applies to all types)
1. Damage Reduction Save
The target makes a Constitution or Dexterity saving throw (their choice).
DC = 8 + the target's Dexterity or Constitution modifier (their choice) + the target's Proficiency Bonus
Success: Bonus damage is halved.
Failure: Full damage applies.
---
2. Miss Save
If you miss the attack after a run‑up, you must make a Dexterity or Constitution saving throw (your choice).
DC = 8 + your Dexterity or Constitution modifier (your choice) + your Proficiency Bonus
Success: You stop safely.
Failure: You fall Prone.
---
📌 ADDITIONAL RULES
· Teleportation resets your momentum (the bonus is calculated only after the teleport).
· Speed Burst works only with melee attacks (or weapons with a range of 5–10 feet).
· Speed Burst does not work with:
· Spells
· Mounted combat
· Readied actions
· A character with a shield counts as Medium category (if their armor is below Heavy).
· Enemies can also use Speed Burst (the DM decides which ones).
---
❌ PUSH EXCEPTIONS (very rare)
· Large creatures: Strength save DC 17. Success: no push, half falling damage.
· Huge creatures: Strength save DC 15. Success: no push, half falling damage.
· Gargantuan or larger: automatically ignore the push, take half damage.
· Immune to forced movement: automatically ignore the push, take half damage.
📌 IMPORTANT NOTE (before commenting)
"If you have any questions about the mechanic, feel free to ask — I'll reply in the comments. Also, how would you use this at your table? Would you combine it with other feats or class features?"
Why this mechanic is not just "another way to deal damage", but a logical addition to D&D 5e.
· The core rule is simple: “Run 25 feet → get +4 damage.” That’s it. No harder than “Hit with a greatsword → roll 2d6.”
· The shockwave (100+ ft) is an automatic bonus, not an extra choice. The player doesn’t have to calculate anything — the effect just happens.
· Speed in D&D 5e is low functional after the first turn. You run up to an enemy, then you just stand there. This mechanic gives speed ongoing value throughout combat.
· The Charger feat is widely considered one of the weakest feats in 5e. Replacing it with a logical, scalable mechanic is an upgrade to the game, not a loss.
· The shockwave is rare: 100+ feet of straight movement in a typical battle is uncommon, so it doesn’t affect balance in most fights.
· The risk remains: loss of positioning on a miss, limitation to one or zero attack per turn. (Bc for 100 feet movement you will always use action and bonus action)
This isn’t “another way to deal damage.” It’s a way to make speed matter — without complicating the game or breaking its balance.
If you think burst types is complicated and hard to remember, then just remember your type.
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