Are there any uncommon items that give a simple boost to movement speed?
I'm not seeing much beyond rare items like Boots of Haste or Boots of Speed, which are well out of my reach for early levels and more powerful than I really need currently. I just want like a +10 or even a +5 to movement. That seems reasonable for an affordable uncommon Item.
Would Boots of Springing and Striding help with the 3x jumping boost? Also I found this item and this item, but they look like homebrews? I'd even take a potion or something. Thx!
Even if it wasn't for the banner at the top, that item is very obviously homebrew. You can almost always tell by the wording. It saying "Takes an action to thread or unthread from a piece of footwear" rather than "threading or unthreading the aglet from a piece of footwear takes an action," or "it takes an action to thread or unthread the aglet from a piece of footwear" marks it as homebrew.
Are there any uncommon items that give a simple boost to movement speed?
I'm not seeing much beyond rare items like Boots of Haste or Boots of Speed, which are well out of my reach for early levels and more powerful than I really need currently. I just want like a +10 or even a +5 to movement. That seems reasonable for an affordable uncommon Item.
Would Boots of Springing and Striding help with the 3x jumping boost? Also I found this item and this item, but they look like homebrews? I'd even take a potion or something. Thx!
Remember though, you can’t “jump” more than your total movement with the item.
will give you fly speed. But no item (common or uncommon) that has movement added to them. If you are playing 2024 rules and using Bastions, have potions of speed brewing.
Thanks for the tips, all. Most of those items sound really good to have, especially on a melee.
Oddly, seems like part of what makes them so rare/expensive is the combinations of benefits they have, which is great and all. For now, I just want to be able to run up and hit stuff reliably. My kingdom for a simple pair of boots that just give a little speed boost. That's all I can afford currently. 😭
Thanks for the tips, all. Most of those items sound really good to have, especially on a melee.
Oddly, seems like part of what makes them so rare/expensive is the combinations of benefits they have, which is great and all. For now, I just want to be able to run up and hit stuff reliably. My kingdom for a simple pair of boots that just give a little speed boost. That's all I can afford currently. 😭
Most "hit stuff" classes already have speed boosts built into the Class. Paladin gets a mount, Rogue has a BA dash, Barbarian gets movement bonuses, Ranger gets the Longstrider spell. Basically only Fighter doesn't, but you can grab a feat with the extra feats fighter gets to increase move speed.
Thanks for the tips, all. Most of those items sound really good to have, especially on a melee.
Oddly, seems like part of what makes them so rare/expensive is the combinations of benefits they have, which is great and all. For now, I just want to be able to run up and hit stuff reliably. My kingdom for a simple pair of boots that just give a little speed boost. That's all I can afford currently. 😭
Most "hit stuff" classes already have speed boosts built into the Class. Paladin gets a mount, Rogue has a BA dash, Barbarian gets movement bonuses, Ranger gets the Longstrider spell. Basically only Fighter doesn't, but you can grab a feat with the extra feats fighter gets to increase move speed.
I already have feats taken/lined up that are important to the build. Feats items can't really replicate, like Great Weapon Master, etc. And really we're just talking about one extra feat for most of the game, at level 6. A little extra speed would not be game breaking. Would just allow for more consistent engagement, instead of dashing.
I already have feats taken/lined up that are important to the build. Feats items can't really replicate, like Great Weapon Master, etc. And really we're just talking about one extra feat for most of the game, at level 6. A little extra speed would not be game breaking. Would just allow for more consistent engagement, instead of dashing.
It’s not about game breaking, it’s about game balancing. No one can do everything. Everyone has weaker spots. That’s why you need a party of adventurers instead of just going solo.
And in this case, it’s also why lots of fighters carry javelins.
All for balance. But I don't think melee characters are really balanced to begin with. A Fighter with 40 movement is still weaker in most ways than most casters. And in 2014, arguably weaker than a Fighter archer. Ranged attackers can deliver their full-strength attacks from afar with great effect.
Beyond power though, it's really about engagement. Combats are better for players when they can engage targets. That is still a weaker spot for a Fighter with 40 movement, simply because they are not ranged.
And keep in mind, getting to reach an enemy also means you are again exposing yourself to more damage, a risk ranged does not share.
Also, I'm not talking about an innate speed boost. I'm talking about gaining an item, through purchase. So there is a cost. Don't most people use items to address weaknesses? That seems pretty common sense.
I have Javelins. They only have a range of 30-feet. Fine in a pinch. Again, ranged attackers can still deliver their full-strength attack without downgrading.
Okay, one more question: are you looking for speed boosts because you're in a game where fights are always starting at long range, putting your melee build at a disadvantage, or are you just looking at the fact that your character doesn't have much range ability and are trying to compensate? Because if it's the latter it's been my experience that especially in 5E where ranges are rather nerfed compared to previous editions, GMs very rarely start fights are very long range. At worst, I've faced situations where I was running a paladin and was forced to dash once in a combat. If your GM is doing a lot of "you see enemies 1000 feet away as you march across the salt pan" combats, they're probably a jerk.
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Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
Okay, one more question: are you looking for speed boosts because you're in a game where fights are always starting at long range, putting your melee build at a disadvantage, or are you just looking at the fact that your character doesn't have much range ability and are trying to compensate? Because if it's the latter it's been my experience that especially in 5E where ranges are rather nerfed compared to previous editions, GMs very rarely start fights are very long range. At worst, I've faced situations where I was running a paladin and was forced to dash once in a combat. If your GM is doing a lot of "you see enemies 1000 feet away as you march across the salt pan" combats, they're probably a jerk.
Sure thing. I'm trying a Polearm Fighter in a mini campaign to see what the hubub is about. First couple combats have started with closing some long distances, a mix of design, luck, and my choice.
First one I couldn't quite reach an enemy by 5 ft, so I dashed to get into position to use my PAM/Sentinel to establish a little frontline area. Then the big bad was looking to escape, so I dashed to get next to him to prevent him from doing so (again had to dash cuz was again 5 ft. short). He then used invisibility to negate Sentinel and escape completely. I decided after two rounds of dashing, I should turn and help my teammates with the rest of the foes.
So some of that was choice and enemy countermove. Not complaining foul, but just the natural: huh, to be more effective at what I'm doing, I could stand to improve my speed a little. You know, the way we all say: if I get better armor I can raise my AC or if I get this wand, now I'll have extra spells, etc.
The next one was a building where we did a long rest in separate rooms for some reason, only for the big bad to appear in the room that only had one person, and we had a long hallway to traverse to get there and then get inside to reach the enemy. More repeat dashing, partially to put myself next to the bad to limit their movement and focus their attack on me. I would have made the same choice, but it's just 2 out of 3 combats involved making only a one or two attacks, kinda deflating.
Definitely should be more open to going 30 ft. and using a Javelin and then next turn Polearming. Same time, to do what I've designed my build to do, the clear need is for a bit more speed. Most teammates are starting to use their hard-won gold to fill needs: like Darvision googles, etc. Seems intuitive to be able to choose to spend gold on something giving a modest speed increase of 5 or 10 ft. Spending gold on that, delays improving other things like my armor, so to me seems wholly fair idea. Only issue is lack of non-homebrew item.
Thanks for the tips, all. Most of those items sound really good to have, especially on a melee.
Oddly, seems like part of what makes them so rare/expensive is the combinations of benefits they have, which is great and all. For now, I just want to be able to run up and hit stuff reliably. My kingdom for a simple pair of boots that just give a little speed boost. That's all I can afford currently. 😭
Most "hit stuff" classes already have speed boosts built into the Class. Paladin gets a mount, Rogue has a BA dash, Barbarian gets movement bonuses, Ranger gets the Longstrider spell. Basically only Fighter doesn't, but you can grab a feat with the extra feats fighter gets to increase move speed.
I already have feats taken/lined up that are important to the build. Feats items can't really replicate, like Great Weapon Master, etc. And really we're just talking about one extra feat for most of the game, at level 6. A little extra speed would not be game breaking. Would just allow for more consistent engagement, instead of dashing.
FYI, a Flametongue weapon is a bigger boost to your damage than GWM. So I'd suggest just being thoughtful about what you want items to do vs feats to do. There are tons of magic weapons that increase your attack power, and very few magic items that boost your move speed. The only items would be ones that require activation and attunement: Simic Guild Ring (from Ravnica - Uncommon), Wayfarer's Boots (from Bigby's Giants - Rare), Boots of Speed (DMG '14 - Rare), Time Piece of Travel (Aquisitions Incoporated - Very Rare). If you are using 2024 rules, you could try to get something that let's you cast Jump on yourself: Ring of Jumping, OR try to get/craft an Enspelled Staff or Enspelled Weapon with Expedition Retreat or Jump. Your only option for "permanent" increase to speed would be something you ride - a Figuring of Wondrous Power, or a Broom of Flying or the like.
Double movement speed, Disadvantage on Opportunity Attacks, and a free AoE ability to grant Disadvantage on attack rolls, on an Uncommon item? That's... hm.
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Are there any uncommon items that give a simple boost to movement speed?
I'm not seeing much beyond rare items like Boots of Haste or Boots of Speed, which are well out of my reach for early levels and more powerful than I really need currently. I just want like a +10 or even a +5 to movement. That seems reasonable for an affordable uncommon Item.
Would Boots of Springing and Striding help with the 3x jumping boost? Also I found this item and this item, but they look like homebrews? I'd even take a potion or something. Thx!
That Aglet item you found is definitely homebrew (it even says Homebrew Page on the banner at the top).
Timepiece of Travel is a magic item that lets you cast Longstrider on yourself at will, though it is Very Rare.
Wayfarer's Boots are Rare, but they boost your speed by 10, and let you cast Expeditious Retreat once per day.
Bracers of Celerity are Rare and increase all your speeds by 10, plus give you advantage on Saving Throws against Paralyzed and Restrained.
Shrieking Greaves are Cursed and Rare, but they let you increase your walking speed by 30 for 1 minute a few times a day.
Broom of Flying might actually be your best bet here. You have to mount it, but it gives you a 50' Fly speed and is only Uncommon.
Even if it wasn't for the banner at the top, that item is very obviously homebrew. You can almost always tell by the wording. It saying "Takes an action to thread or unthread from a piece of footwear" rather than "threading or unthreading the aglet from a piece of footwear takes an action," or "it takes an action to thread or unthread the aglet from a piece of footwear" marks it as homebrew.
Remember though, you can’t “jump” more than your total movement with the item.
https://www.dndbeyond.com/magic-items/4804-winged-boots
will give you fly speed. But no item (common or uncommon) that has movement added to them. If you are playing 2024 rules and using Bastions, have potions of speed brewing.
Depending on where you need it, you can buy a horse. Probably won’t help indoors, but out and moving around it will move faster than most characters.
Thanks for the tips, all. Most of those items sound really good to have, especially on a melee.
Oddly, seems like part of what makes them so rare/expensive is the combinations of benefits they have, which is great and all. For now, I just want to be able to run up and hit stuff reliably. My kingdom for a simple pair of boots that just give a little speed boost. That's all I can afford currently. 😭
Might I ask why you're finding movement speed to be such an issue?
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
Most "hit stuff" classes already have speed boosts built into the Class. Paladin gets a mount, Rogue has a BA dash, Barbarian gets movement bonuses, Ranger gets the Longstrider spell. Basically only Fighter doesn't, but you can grab a feat with the extra feats fighter gets to increase move speed.
Not being able to reach an enemy and having to dash instead.
I already have feats taken/lined up that are important to the build. Feats items can't really replicate, like Great Weapon Master, etc. And really we're just talking about one extra feat for most of the game, at level 6. A little extra speed would not be game breaking. Would just allow for more consistent engagement, instead of dashing.
It’s not about game breaking, it’s about game balancing. No one can do everything. Everyone has weaker spots. That’s why you need a party of adventurers instead of just going solo.
And in this case, it’s also why lots of fighters carry javelins.
All for balance. But I don't think melee characters are really balanced to begin with. A Fighter with 40 movement is still weaker in most ways than most casters. And in 2014, arguably weaker than a Fighter archer. Ranged attackers can deliver their full-strength attacks from afar with great effect.
Beyond power though, it's really about engagement. Combats are better for players when they can engage targets. That is still a weaker spot for a Fighter with 40 movement, simply because they are not ranged.
And keep in mind, getting to reach an enemy also means you are again exposing yourself to more damage, a risk ranged does not share.
Also, I'm not talking about an innate speed boost. I'm talking about gaining an item, through purchase. So there is a cost. Don't most people use items to address weaknesses? That seems pretty common sense.
I have Javelins. They only have a range of 30-feet. Fine in a pinch. Again, ranged attackers can still deliver their full-strength attack without downgrading.
Javelin of Lightning is cheap enough, has 120' range and can hit multiple opponents.
That's what my fighter uses until he gets close enough.
Also, Boots of Striding and Springing. Gives you a 50 movement from 30 and the option to jump.
Okay, one more question: are you looking for speed boosts because you're in a game where fights are always starting at long range, putting your melee build at a disadvantage, or are you just looking at the fact that your character doesn't have much range ability and are trying to compensate? Because if it's the latter it's been my experience that especially in 5E where ranges are rather nerfed compared to previous editions, GMs very rarely start fights are very long range. At worst, I've faced situations where I was running a paladin and was forced to dash once in a combat. If your GM is doing a lot of "you see enemies 1000 feet away as you march across the salt pan" combats, they're probably a jerk.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
Not a bad idea. I may ask my DM about that one.
Sure thing. I'm trying a Polearm Fighter in a mini campaign to see what the hubub is about. First couple combats have started with closing some long distances, a mix of design, luck, and my choice.
First one I couldn't quite reach an enemy by 5 ft, so I dashed to get into position to use my PAM/Sentinel to establish a little frontline area. Then the big bad was looking to escape, so I dashed to get next to him to prevent him from doing so (again had to dash cuz was again 5 ft. short). He then used invisibility to negate Sentinel and escape completely. I decided after two rounds of dashing, I should turn and help my teammates with the rest of the foes.
So some of that was choice and enemy countermove. Not complaining foul, but just the natural: huh, to be more effective at what I'm doing, I could stand to improve my speed a little. You know, the way we all say: if I get better armor I can raise my AC or if I get this wand, now I'll have extra spells, etc.
The next one was a building where we did a long rest in separate rooms for some reason, only for the big bad to appear in the room that only had one person, and we had a long hallway to traverse to get there and then get inside to reach the enemy. More repeat dashing, partially to put myself next to the bad to limit their movement and focus their attack on me. I would have made the same choice, but it's just 2 out of 3 combats involved making only a one or two attacks, kinda deflating.
Definitely should be more open to going 30 ft. and using a Javelin and then next turn Polearming. Same time, to do what I've designed my build to do, the clear need is for a bit more speed. Most teammates are starting to use their hard-won gold to fill needs: like Darvision googles, etc. Seems intuitive to be able to choose to spend gold on something giving a modest speed increase of 5 or 10 ft. Spending gold on that, delays improving other things like my armor, so to me seems wholly fair idea. Only issue is lack of non-homebrew item.
FYI, a Flametongue weapon is a bigger boost to your damage than GWM. So I'd suggest just being thoughtful about what you want items to do vs feats to do. There are tons of magic weapons that increase your attack power, and very few magic items that boost your move speed. The only items would be ones that require activation and attunement: Simic Guild Ring (from Ravnica - Uncommon), Wayfarer's Boots (from Bigby's Giants - Rare), Boots of Speed (DMG '14 - Rare), Time Piece of Travel (Aquisitions Incoporated - Very Rare). If you are using 2024 rules, you could try to get something that let's you cast Jump on yourself: Ring of Jumping, OR try to get/craft an Enspelled Staff or Enspelled Weapon with Expedition Retreat or Jump. Your only option for "permanent" increase to speed would be something you ride - a Figuring of Wondrous Power, or a Broom of Flying or the like.
Made this for you. They probably won’t cost you a lot.
Boots of Unsubtle Speed
I edited my post, Boots of Striding and Springing are great for a bit of extra movement.
You spend 10' to gain 30' of jump movement so you end up at 50' total, 30- of which could be vertical if desired.
The only downside is that the 30' jump has to be in a straight line.
Double movement speed, Disadvantage on Opportunity Attacks, and a free AoE ability to grant Disadvantage on attack rolls, on an Uncommon item?
That's... hm.