Hi! I made a monk here and had a strange question pop up that I can't seem to find a solid answer for. ddb.ac/characters/4672264/rSvme7
Both Unarmored movement speed and Mobility increase your base movement speed. And I've acquired a Ring of Swimming, which says "You have a swimming speed of 40 feet while wearing this ring." Is that cut and dry, or is it setting my base speed to 40, with 10 from Unarmored movement and 10 from mobility? Dndbeyond seems to think that both bonuses apply at the moment.
The question poses further than that too, with other items such as the Cloak of the Manta Ray and the Wings of Flying. The same with magic spells that grant movement speed like Fly or Wind Walk.
The feat and monk feature quite simply increase speed.
But it isn't super clear to me if magic items or spells are setting a base, or a cap that can only be augmented by other magic such as Longstrider or Haste.
The way AC works is when you have more than one Base AC, you pick whichever Base AC you want and then add any bonuses to your AC to that Base AC, and keep in mind that you can only get a bonus from one source so if you have two Ring of Protection's you only get a +1, but if you have a Ring of Protection and a Cloak of Protection you get a +1 from each of them for a total of +2.
Based on that, I think that you would pick the highest base movement rate and then add the bonuses from Mobility and your Monk class to that base movement rate.
Now, the wording used ("innate") makes me think that its intention is for "base" (as you refer to them) speeds. Racial, if you prefer. An Aarakockra's flying speed, a water genasi's swimming speed, etc.
Keeping this as intended - at least under my interpretation - makes calculations so much simpler when Fly, Wind Walk, Ring of Swimming, Wings of Flying, etc, come into play. They say "you gain a swimming speed of 40 ft"? That's what you have. 40 ft.
Admittedly, the DM may be generous and allow for some effects (the semi-permanent ones, like attuned items) to benefit from monk's or other increases, or even all of them, including limited-duration ones. If a player has such a generous DM, I'd suggest they keep track of the modified speed of common effects, to keep the pace of the scene going. :p
PS. Kudos to InquisitiveCoder for the very convenient way to reference JC's tweets. Something to be said about imitation and all. :p
Hmm I do have to agree I think with Onyx, but also in tandem with Tim. The magical effect could be a separate speed calculation, but in the way of "Either half of my walk speed while swimming including augments to my speed, OR this magical effect's swim speed." Both of which would be subject to magic like Longstrider or Haste, but the innate 40+10 or 40x2 is still gonna be the better option
Unlike items or effects that would simply grant 'swim speed', if a magical effect sets a speed while under the effects, you probably only get as much as it says since it doesn't verbatim give you permission to add more.
As a DM I may consider making Mariner's items for unarmored classes so they can benefit from swim speed equal to their walking speed and thus get the boosts built in to movement, but in terms of currently official items or spells implemented it seems like a monk that isn't Triton or Sea Elf will never swim as quickly as they could potentially run.
Flying however. It definitely means that the Winged Boots will be the best option when natural monk speeds get higher than 60. I.E., because I chose Wood elf and Mobility, when I reach lvl 10 I'll have a 65 walk speed and eventually cap out at 75
Thanks for the input! It's always good to hear other peoples ideas and rattle around with it when weird rules about rules pop up haha
Also keep in mind that after using your 40 swim speed, if you have a higher than 40 walking speed, you can use 2 feet of the difference to swim an additional foot.
For example if a monk with 60 walking speed is given 40 swim speed, it can swim 40 feet, then use the reamining 20 feet of movement to swim an additional 10 feet, for 50 feet total.
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Hi! I made a monk here and had a strange question pop up that I can't seem to find a solid answer for. ddb.ac/characters/4672264/rSvme7
Both Unarmored movement speed and Mobility increase your base movement speed. And I've acquired a Ring of Swimming, which says "You have a swimming speed of 40 feet while wearing this ring." Is that cut and dry, or is it setting my base speed to 40, with 10 from Unarmored movement and 10 from mobility? Dndbeyond seems to think that both bonuses apply at the moment.
The question poses further than that too, with other items such as the Cloak of the Manta Ray and the Wings of Flying. The same with magic spells that grant movement speed like Fly or Wind Walk.
The feat and monk feature quite simply increase speed.
But it isn't super clear to me if magic items or spells are setting a base, or a cap that can only be augmented by other magic such as Longstrider or Haste.
The way AC works is when you have more than one Base AC, you pick whichever Base AC you want and then add any bonuses to your AC to that Base AC, and keep in mind that you can only get a bonus from one source so if you have two Ring of Protection's you only get a +1, but if you have a Ring of Protection and a Cloak of Protection you get a +1 from each of them for a total of +2.
Based on that, I think that you would pick the highest base movement rate and then add the bonuses from Mobility and your Monk class to that base movement rate.
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According to Jeremy Crawford, "Unarmored Movement is intended to increase a monk's innate speed, including an aarakocra monk's flying speed."
Now, the wording used ("innate") makes me think that its intention is for "base" (as you refer to them) speeds. Racial, if you prefer. An Aarakockra's flying speed, a water genasi's swimming speed, etc.
Keeping this as intended - at least under my interpretation - makes calculations so much simpler when Fly, Wind Walk, Ring of Swimming, Wings of Flying, etc, come into play. They say "you gain a swimming speed of 40 ft"? That's what you have. 40 ft.
Admittedly, the DM may be generous and allow for some effects (the semi-permanent ones, like attuned items) to benefit from monk's or other increases, or even all of them, including limited-duration ones. If a player has such a generous DM, I'd suggest they keep track of the modified speed of common effects, to keep the pace of the scene going. :p
PS. Kudos to InquisitiveCoder for the very convenient way to reference JC's tweets. Something to be said about imitation and all. :p
Hmm I do have to agree I think with Onyx, but also in tandem with Tim. The magical effect could be a separate speed calculation, but in the way of "Either half of my walk speed while swimming including augments to my speed, OR this magical effect's swim speed." Both of which would be subject to magic like Longstrider or Haste, but the innate 40+10 or 40x2 is still gonna be the better option
Unlike items or effects that would simply grant 'swim speed', if a magical effect sets a speed while under the effects, you probably only get as much as it says since it doesn't verbatim give you permission to add more.
As a DM I may consider making Mariner's items for unarmored classes so they can benefit from swim speed equal to their walking speed and thus get the boosts built in to movement, but in terms of currently official items or spells implemented it seems like a monk that isn't Triton or Sea Elf will never swim as quickly as they could potentially run.
Flying however. It definitely means that the Winged Boots will be the best option when natural monk speeds get higher than 60. I.E., because I chose Wood elf and Mobility, when I reach lvl 10 I'll have a 65 walk speed and eventually cap out at 75
Thanks for the input! It's always good to hear other peoples ideas and rattle around with it when weird rules about rules pop up haha
Also keep in mind that after using your 40 swim speed, if you have a higher than 40 walking speed, you can use 2 feet of the difference to swim an additional foot.
For example if a monk with 60 walking speed is given 40 swim speed, it can swim 40 feet, then use the reamining 20 feet of movement to swim an additional 10 feet, for 50 feet total.