With a base movement of 45 is it possible to dash plus use Feline Agility? 180 feet in a turn? Seeing as anyone can dash as an action, to not be able to use a racial trait-stacked seems a waste. Using a Ki point it could be a bonus action. Just want to check my math and logic. Seems fun and logical to me that a Tabaxi Monk would move like a blur in combat.
Feline Agility doubles your movement speed so whenever you "move" or "dash" you move or dash twice the amount you normally would. This stacks with bonuses granted by spells and items.
Level 20 Monk adds +30 speed, for Tabaxi this is 60 base speed.
Feline Agility takes your current speed and doubles it until the end of the turn. So this is 120 base speed.
Move: 120, Bonus Dash (step of the wind) 120, and main action dash 120 gives you 360 feet of movement that turn.
Want some fun? Get some spellcasters and items to help you. Have somebody cast Longstrider on you which increases your base speed by 10 (70). Have somebody cast Haste on you which takes your current speed and doubles it 70 x 2 = 140. Equip and activate Boots of Speed. The boots of speed takes your current speed and doubles it, 140 x 2 = 280 base speed. Feline Agility does the same and it stacks so 280 x 2 = 560 base speed.
Move: 560, Bonus Dash (step of the wind): 560, main action dash 560, hasted action dash 560. That's 560 x 4 = 2,240 feet of movement in one turn.
It's basically the equivalent of running about 254.5 miles per hour for 6 seconds.
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If you get every possible class/feat/spell/magic item/etc. that boosts speed you can actually break the sound barrier. I'm not going to bother listing it all, but other people have done so on these forums and elsewhere.
Or you could just stop at a 15th level Monk and multi-class into Barbarian. At 5th level Barbarians get the Fast movement ability which would raise their speed by 10.
25 + 10 = +35 Base Speed > +30 Base Speed
And for a Tabaxi that would total 65 Base Speed. Then you add all of your ridiculous modifiers.
Tabaxi - Ranger 5 Gloom Stalker / Rogue 8 Assassin / Fighter 7 Arcane Archer: one strategy I do sometime.
Before initiating the combat, I cast Zephyr Strike. Then I initiate the confrontation:
Moving speed = Base +30, Mobile +10, Zephyr +30, Dread Ambusher +10 = +80
Apply Feline Agility on the Moving Speed +80 * 2 = +160
So for the round we get Move +160, Action(Dash) +160, Cunning Action(Dash) +160, Action Surge(Dash) +160 = +640 total in the first round. So it becomes relatively easy to get out of reach on the first round and becoming invisible in darkness from the Gloom Stalker.
On the subsequent rounds of the first minute, you have to remove the Dread Ambusher and the Feline Agility and you get a moving speed of +70 which applies to the Move, the Dash Action and the Cunning Action for a total of +210 total.
When Zephyr Strike is no longer active, the moving speed becomes +40 for a total of +120. Note: You have to take the exhaustion for dashing into consideration if you are part of a chase as mentioned in the DMG. « During the chase, a participant can freely use the dash action a number of times equal to 3 + its Constitution modifier. Each additional dash action it takes during the chase requires the creature to succeed on a DC 10 Constitution check at the end of its turn or gain one level of exhaustion. »
i disagree with most of this do to stacking multipliers is a game breaker. you are doubling the same base speed twice when it should only be calculated once so two (x2)s should calculate to (x3). figure it like this, Jill, Jack, and I have an apple each. Jack gives me his apple so i now have 2 apples and then Jill also gives me their apple, how many apples do i know have? the answer is not 4....
Yes, the question of whether multipliers stack additively or multiplicatively in 5E is unanswered RAW. There's arguments to be made either way, ultimately that will have to be up to the DM.
i disagree with most of this do to stacking multipliers is a game breaker. you are doubling the same base speed twice when it should only be calculated once so two (x2)s should calculate to (x3). figure it like this, Jill, Jack, and I have an apple each. Jack gives me his apple so i now have 2 apples and then Jill also gives me their apple, how many apples do i know have? the answer is not 4....
Your speed is 30.
You activate an item that doubles your speed. 2x 30 is 60.
Your speed is now 60.
You activate a racial power that doubles your speed. 2x 60 is 120.
Your speed is now 120.
The features/items are not saying "add your starting racial speed" or "add 30 ft". It is "double your speed". The base walking speed is overwritten with the new figure ("your speed is"), so because each result becomes your speed, anything after that which use that figure to multiple/add to/whatever.
This the language specifically used. So, yes it stacks by RAW.
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RAW yes if your intent is to break the game, as a DM or a player at the table i would argue RAI to be included in the table decision of if its aloud or not.
RAW yes if your intent is to break the game, as a DM or a player at the table i would argue RAI to be included in the table decision of if its aloud or not.
It's not game breaking. A Wizard can travel to the other side of the universe in 6 seconds - the equivalent of travelling BILLIONS OF MILES PER SECOND.. I don't think a tabaxi going fast is worth anything. It's momentary, only every other turn and can only be used in combat - so has no benefit in chases, adventuring or whatever. Even when you go monk and magic items... Who cares? A chase sequence can be far more than mere speed but also choices and circumstances and obstacles. In combat it barely means anything, they're using the same map and there are a variety of enemies that can go fast or even teleport and there's also nothing stopping the DM making a character just as fast by the exact same methods.
It doesn't even remotely come close to "gamebreaking" at all. Useful, but of course, but gamebreaking? Nah mate.
Anyway, this is the Rules forum, specifically for discussing RAW. If you want houserules for something more aligned with what you "think" is RAI then I recommend the use the Homebrew or DM forums.
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People are forgetting the multiclass to Totem Barbarian to lvl 5. You miss the +5 ft speed on monk but gain the +10 from Barbarian. Plus you gain 15 ft while raging, use the Mobile feat +10.
So Tabaxi 5 barb 15 monk has 75 base speed. 90 while raging. Using Ki points to run=270 ft Feline agil=x2= 540 by using no other abil of items.
Use boots= 1080 getting hasted = 2160 ft in one round. One round is 6 seconds. 2160 ft is roughly 720 metres:6= 120 metres per second=432 km/h
If a PC would be running that fast. He/she would get damage. You wouldnt wanna run 432 km/h
People are forgetting the multiclass to Totem Barbarian to lvl 5. You miss the +5 ft speed on monk but gain the +10 from Barbarian. Plus you gain 15 ft while raging, use the Mobile feat +10.
So Tabaxi 5 barb 15 monk has 75 base speed. 90 while raging. Using Ki points to run=270 ft Feline agil=x2= 540 by using no other abil of items.
Use boots= 1080 getting hasted = 2160 ft in one round. One round is 6 seconds. 2160 ft is roughly 720 metres:6= 120 metres per second=432 km/h
If a PC would be running that fast. He/she would get damage. You wouldnt wanna run 432 km/h
There is nothing in RAW that states that going fast damages you. If there is, feel free to share.
To further retort to you, if we're going by RAI, then it is arguable that the monk that is ascending their body to a state of divinity through mastery of it that is simultaneously so angry that they transcend physical limits while also under the effect of magic that is explictly for transcending physical limits, then they should be, by all means, be able to move that fast without harm in this incredible state of physical transcendence they are in. If we're going on the most important Rules-as-Fun basis, who is getting hurt by this extremely concise and incredibly niche circumstance? If someone is racing you to get to somewhere a half-mile away from where you're presently at, is it more fun as an adventuring party for this particular build that likely required a lot of set-up to be able to win that race road-runner style, arriving minutes before the competition, or is it more fun as an adventuring party for this particular build that likey required a lot of set-up for said character to just be destroyed after you allowed them to take all the necessary steps to become speed?
Feline Agility doubles your movement speed so whenever you "move" or "dash" you move or dash twice the amount you normally would. This stacks with bonuses granted by spells and items.
Level 20 Monk adds +30 speed, for Tabaxi this is 60 base speed.
Feline Agility takes your current speed and doubles it until the end of the turn. So this is 120 base speed.
Move: 120, Bonus Dash (step of the wind) 120, and main action dash 120 gives you 360 feet of movement that turn.
Want some fun? Get some spellcasters and items to help you. Have somebody cast Longstrider on you which increases your base speed by 10 (70). Have somebody cast Haste on you which takes your current speed and doubles it 70 x 2 = 140. Equip and activate Boots of Speed. The boots of speed takes your current speed and doubles it, 140 x 2 = 280 base speed. Feline Agility does the same and it stacks so 280 x 2 = 560 base speed.
Move: 560, Bonus Dash (step of the wind): 560, main action dash 560, hasted action dash 560. That's 560 x 4 = 2,240 feet of movement in one turn.
It's basically the equivalent of running about 254.5 miles per hour for 6 seconds.
I know this topic is old, but I was looking it up, and...
Well, Dash itself doubles the speed, right? I don't see where that's accounted for.
Base speed = 60
Feline Agility doubles that to 120.
So shouldn't Dash double that again? So it would be 240 instead? Making the total move distance 720ft?
Please correct me if I'm wrong, I am new to 5e and may be misunderstanding the mechanic.
Dash doesn't double speed, it gives you additional movement equal to your current speed. If your current speed increases, this gets retroactively applied to your dash increase.
Base speed = 60 feet
Feline Agility doubles your speed to 120
Dash adds movement equal to your speed (120) each time you use it
With a base movement of 45 is it possible to dash plus use Feline Agility? 180 feet in a turn? Seeing as anyone can dash as an action, to not be able to use a racial trait-stacked seems a waste. Using a Ki point it could be a bonus action. Just want to check my math and logic. Seems fun and logical to me that a Tabaxi Monk would move like a blur in combat.
I'd say that it's allowed. You can only move like that for one round until you take a round where you don't move at all though.
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Feline Agility doubles your movement speed so whenever you "move" or "dash" you move or dash twice the amount you normally would. This stacks with bonuses granted by spells and items.
Level 20 Monk adds +30 speed, for Tabaxi this is 60 base speed.
Feline Agility takes your current speed and doubles it until the end of the turn. So this is 120 base speed.
Move: 120, Bonus Dash (step of the wind) 120, and main action dash 120 gives you 360 feet of movement that turn.
Want some fun? Get some spellcasters and items to help you. Have somebody cast Longstrider on you which increases your base speed by 10 (70). Have somebody cast Haste on you which takes your current speed and doubles it 70 x 2 = 140. Equip and activate Boots of Speed. The boots of speed takes your current speed and doubles it, 140 x 2 = 280 base speed. Feline Agility does the same and it stacks so 280 x 2 = 560 base speed.
Move: 560, Bonus Dash (step of the wind): 560, main action dash 560, hasted action dash 560. That's 560 x 4 = 2,240 feet of movement in one turn.
It's basically the equivalent of running about 254.5 miles per hour for 6 seconds.
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Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
lvl 20 monk 60ft base
Longstrider +10ft base = 70 ft base
Haste = 70x2 = 140
BoS = 140x2 = 280
Feline agility = 280x2 = 560
Move/Action/Haste Action/Bonus = 560x4 = 2240 ft = 254.55 mph
---
At that point in time the monk questions it's life choices when he realizes that turning and stopping might prove difficult if there's an emergency.
Don't forget Mobile feat. + 10 more feet.
If you get every possible class/feat/spell/magic item/etc. that boosts speed you can actually break the sound barrier. I'm not going to bother listing it all, but other people have done so on these forums and elsewhere.
Or you could just stop at a 15th level Monk and multi-class into Barbarian. At 5th level Barbarians get the Fast movement ability which would raise their speed by 10.
25 + 10 = +35 Base Speed > +30 Base Speed
And for a Tabaxi that would total 65 Base Speed. Then you add all of your ridiculous modifiers.
Tabaxi - Ranger 5 Gloom Stalker / Rogue 8 Assassin / Fighter 7 Arcane Archer: one strategy I do sometime.
Before initiating the combat, I cast Zephyr Strike. Then I initiate the confrontation:
Moving speed = Base +30, Mobile +10, Zephyr +30, Dread Ambusher +10 = +80
Apply Feline Agility on the Moving Speed +80 * 2 = +160
So for the round we get Move +160, Action(Dash) +160, Cunning Action(Dash) +160, Action Surge(Dash) +160 = +640 total in the first round. So it becomes relatively easy to get out of reach on the first round and becoming invisible in darkness from the Gloom Stalker.
On the subsequent rounds of the first minute, you have to remove the Dread Ambusher and the Feline Agility and you get a moving speed of +70 which applies to the Move, the Dash Action and the Cunning Action for a total of +210 total.
When Zephyr Strike is no longer active, the moving speed becomes +40 for a total of +120. Note: You have to take the exhaustion for dashing into consideration if you are part of a chase as mentioned in the DMG. « During the chase, a participant can freely use the dash action a number of times equal to 3 + its Constitution modifier. Each additional dash action it takes during the chase requires the creature to succeed on a DC 10 Constitution check at the end of its turn or gain one level of exhaustion. »
i disagree with most of this do to stacking multipliers is a game breaker. you are doubling the same base speed twice when it should only be calculated once so two (x2)s should calculate to (x3). figure it like this, Jill, Jack, and I have an apple each. Jack gives me his apple so i now have 2 apples and then Jill also gives me their apple, how many apples do i know have? the answer is not 4....
Yes, the question of whether multipliers stack additively or multiplicatively in 5E is unanswered RAW. There's arguments to be made either way, ultimately that will have to be up to the DM.
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I'm going to make this way harder than it needs to be.
Your speed is 30.
You activate an item that doubles your speed. 2x 30 is 60.
Your speed is now 60.
You activate a racial power that doubles your speed. 2x 60 is 120.
Your speed is now 120.
The features/items are not saying "add your starting racial speed" or "add 30 ft". It is "double your speed". The base walking speed is overwritten with the new figure ("your speed is"), so because each result becomes your speed, anything after that which use that figure to multiple/add to/whatever.
This the language specifically used. So, yes it stacks by RAW.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
RAW yes if your intent is to break the game, as a DM or a player at the table i would argue RAI to be included in the table decision of if its aloud or not.
It's not game breaking. A Wizard can travel to the other side of the universe in 6 seconds - the equivalent of travelling BILLIONS OF MILES PER SECOND.. I don't think a tabaxi going fast is worth anything. It's momentary, only every other turn and can only be used in combat - so has no benefit in chases, adventuring or whatever. Even when you go monk and magic items... Who cares? A chase sequence can be far more than mere speed but also choices and circumstances and obstacles. In combat it barely means anything, they're using the same map and there are a variety of enemies that can go fast or even teleport and there's also nothing stopping the DM making a character just as fast by the exact same methods.
It doesn't even remotely come close to "gamebreaking" at all. Useful, but of course, but gamebreaking? Nah mate.
Anyway, this is the Rules forum, specifically for discussing RAW. If you want houserules for something more aligned with what you "think" is RAI then I recommend the use the Homebrew or DM forums.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
People are forgetting the multiclass to Totem Barbarian to lvl 5. You miss the +5 ft speed on monk but gain the +10 from Barbarian. Plus you gain 15 ft while raging, use the Mobile feat +10.
So Tabaxi 5 barb 15 monk has 75 base speed. 90 while raging. Using Ki points to run=270 ft Feline agil=x2= 540 by using no other abil of items.
Use boots= 1080 getting hasted = 2160 ft in one round. One round is 6 seconds. 2160 ft is roughly 720 metres:6= 120 metres per second=432 km/h
If a PC would be running that fast. He/she would get damage. You wouldnt wanna run 432 km/h
There is nothing in RAW that states that going fast damages you. If there is, feel free to share.
To further retort to you, if we're going by RAI, then it is arguable that the monk that is ascending their body to a state of divinity through mastery of it that is simultaneously so angry that they transcend physical limits while also under the effect of magic that is explictly for transcending physical limits, then they should be, by all means, be able to move that fast without harm in this incredible state of physical transcendence they are in. If we're going on the most important Rules-as-Fun basis, who is getting hurt by this extremely concise and incredibly niche circumstance? If someone is racing you to get to somewhere a half-mile away from where you're presently at, is it more fun as an adventuring party for this particular build that likely required a lot of set-up to be able to win that race road-runner style, arriving minutes before the competition, or is it more fun as an adventuring party for this particular build that likey required a lot of set-up for said character to just be destroyed after you allowed them to take all the necessary steps to become speed?
I know this topic is old, but I was looking it up, and...
Well, Dash itself doubles the speed, right? I don't see where that's accounted for.
Base speed = 60
Feline Agility doubles that to 120.
So shouldn't Dash double that again? So it would be 240 instead? Making the total move distance 720ft?
Please correct me if I'm wrong, I am new to 5e and may be misunderstanding the mechanic.
Dash doesn't double speed, it gives you additional movement equal to your current speed. If your current speed increases, this gets retroactively applied to your dash increase.
Base speed = 60 feet
Feline Agility doubles your speed to 120
Dash adds movement equal to your speed (120) each time you use it
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