Carl is a Tabaxi. Carl happens to be an 18th level monk and a 2nd level fighter. Carl is a smart monk and has taken the Mobile feat. Carl also happens to be in the possession of Boots of Speed, and has been granted the Epic Boon of Speed. Carl also has a good friend named Margaret. Margaret happens to be a 5th level wizard and knows the Haste spell. Carl has another friend named Don. Don is a 7th level cleric and knows the Death Ward spell.
Carl has an unarmored movement of 60 feet.
Carl is very Mobile and therefore has a speed of 70 feet.
Carl is also imbued with the Epic Boon of Speed, giving him a speed of 100 feet.
Margaret casts Haste on Carl, doubling his speed to 200 feet.
Carl uses a bonus action to click his Boots of Speed, doubling his speed to 400 feet.
Carl uses his Feline Agility to double his speed to 800 feet.
Carl begins running.
Carl runs 800 feet.
Carl uses a bonus action to dash thanks to his Epic Boon of Speed.
Carl runs 1600 feet.
Carl uses his action do dash.
Carl runs 2400 feet.
Carl uses Action Surge and takes the dash action again.
Carl runs 3200 feet.
Car uses his extra action granted by Margaret's Haste to dash again.
Carl runs 4000 feet.
A DnD turn lasts for roughly 6 seconds.
Carl has travelled 4000 feet in 6 seconds.
Carl can travel at a speed of roughly 666 feet per second.
The speed of sound is 1125 feet per second.
Carl can travel at more than half of the speed of sound.
In DnD, falling damage caps at 20d6.
The minimum distance to achieve maximum fall damage is 200 feet.
Since a DnD turn lasts for 6 seconds, the terminal velocity of DnD is roughly 33 feet per second.
Carl can run roughly 20 times faster than this.
Carl would take 400d6 damage, an average of 1400 damage if he was unfortunate enough to hit an object while he was running.
Carl is feeling chaotic.
"What if I "accidently" ran into a creature instead of an object?"
According to Newton's third law, for every action in nature there is an equal and opposite reaction.
If Carl was to run into a creature, the creature would also take an average of 1400 damage.
There are no creatures with an average hit points of 1400.
If Carl so chooses, he can kill any foe by simply running into them.
But that would also mean that Carl would die.
But Carl does not die.
Carl has a friend named Don, who happens to be a 7th level cleric and knows the Death Ward spell.
Since you posted this in the rules and mechanics forum, I assume you want to know if this works.
No. It doesn't. There aren't any rules for turning run speed into fall damage. Since you have already used your actions to dash, you are actually incapable of even making a normal attack.
Carl is fast though. Over half the theoretical maximum speed (which I can't remember, but I'm pretty sure it was over the speed of sound).
Have an alchemist artificer give you an experimental elixir of swiftness +10
Take a level in wizard or druid and get as many spell scrolls as it take to beat the DC19 arcana check and cast shapechange to become a quickling to make your race speed 120 while maintaining all your race and class benefits. +90 base speed.
Lastly and hardest: find and attune an artifact with the major beneficial property that increases your walking speed by 10 feet. (You can theoretically have 3 of these for +30)
All that could make your base speed at least 265, which you then multiply and dash 4 times for... 10600 feet per turn, ~1766 feet per second.
But you can just do first 3 and still get to 6600 feet per turn, 1100 feet per second. Almost sonic speed.
Pretty sure if you run at someone at 1100 feet per second they are going to either die (Depending on who they are) or take some decent damage, no matter if its a rule or not.
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"Anyone can smith at the cosmic anvil, yet only I can forge a weapon as good as thee."
Pretty sure if you run at someone at 1100 feet per second they are going to either die (Depending on who they are) or take some decent damage, no matter if its a rule or not.
Yes, but this is the Rules and Mechanics forum....so it does matter that it isn't a rule. Functionally in the rules, movement and attacks are separate events. even feats like Charger that are supposed to mimic this event require an attack separate from movement, and in the above example, there is no action/bonus action left to do that.
Pretty sure if you run at someone at 1100 feet per second they are going to either die (Depending on who they are) or take some decent damage, no matter if its a rule or not.
Yes, but this is the Rules and Mechanics forum....so it does matter that it isn't a rule. Functionally in the rules, movement and attacks are separate events. even feats like Charger that are supposed to mimic this event require an attack separate from movement, and in the above example, there is no action/bonus action left to do that.
Again, like he said, Carl isn't attacking them he is just choosing to run into a wall except the wall is an unlucky creature.
Rollback Post to RevisionRollBack
[roll]7d6[/roll]
Every post these dice roll increasing my chances of winning the yahtzee thread (I wish (wait not the twist the wish threa-!))
Running into a wall is an unarmed (Slam) attack against the wall. However, below a certain AC value, it is unnecessary to roll because it's effectively a guaranteed hit. (E.g. Broadside of a barn) If you want to exploit game rules, you have to play by the rules, even if they seem silly.
If a DM humors your shenanigans with houserules, that's their call.
Carl is a Tabaxi. Carl happens to be an 18th level monk and a 2nd level fighter. Carl is a smart monk and has taken the Mobile feat. Carl also happens to be in the possession of Boots of Speed, and has been granted the Epic Boon of Speed. Carl also has a good friend named Margaret. Margaret happens to be a 5th level wizard and knows the Haste spell. Carl has another friend named Don. Don is a 7th level cleric and knows the Death Ward spell.
Carl has an unarmored movement of 60 feet.
Carl is very Mobile and therefore has a speed of 70 feet.
Carl is also imbued with the Epic Boon of Speed, giving him a speed of 100 feet.
Margaret casts Haste on Carl, doubling his speed to 200 feet.
Carl uses a bonus action to click his Boots of Speed, doubling his speed to 400 feet.
Carl uses his Feline Agility to double his speed to 800 feet.
Carl begins running.
Carl runs 800 feet.
Carl uses a bonus action to dash thanks to his Epic Boon of Speed.
Carl runs 1600 feet.
Carl uses his action do dash.
Carl runs 2400 feet.
Carl uses Action Surge and takes the dash action again.
Carl runs 3200 feet.
Car uses his extra action granted by Margaret's Haste to dash again.
Carl runs 4000 feet.
A DnD turn lasts for roughly 6 seconds.
Carl has travelled 4000 feet in 6 seconds.
Carl can travel at a speed of roughly 666 feet per second.
The speed of sound is 1125 feet per second.
Carl can travel at more than half of the speed of sound.
In DnD, falling damage caps at 20d6.
The minimum distance to achieve maximum fall damage is 200 feet.
Since a DnD turn lasts for 6 seconds, the terminal velocity of DnD is roughly 33 feet per second.
Carl can run roughly 20 times faster than this.
Carl would take 400d6 damage, an average of 1400 damage if he was unfortunate enough to hit an object while he was running.
Carl is feeling chaotic.
"What if I "accidently" ran into a creature instead of an object?"
According to Newton's third law, for every action in nature there is an equal and opposite reaction.
If Carl was to run into a creature, the creature would also take an average of 1400 damage.
There are no creatures with an average hit points of 1400.
If Carl so chooses, he can kill any foe by simply running into them.
But that would also mean that Carl would die.
But Carl does not die.
Carl has a friend named Don, who happens to be a 7th level cleric and knows the Death Ward spell.
Carl is hurt, but he is alive.
Carl's foe is not hurt, but they are not alive.
Carl can run pretty fast.
Since you posted this in the rules and mechanics forum, I assume you want to know if this works.
No. It doesn't. There aren't any rules for turning run speed into fall damage. Since you have already used your actions to dash, you are actually incapable of even making a normal attack.
Carl is fast though. Over half the theoretical maximum speed (which I can't remember, but I'm pretty sure it was over the speed of sound).
Carl doesn't actually condone running into people.
Carl was simply making a silly thought exercise.
Since posting, Carl has learned that he can go even faster.
By dropping 5 levels of Monk and taking 5 levels of Elk Totem Barbarian, Carl's base movement speed increases to 125 feet.
If Margaret leveled up once and happened to be a Transmutation Wizard, she could give Carl her stone to increase his speed to 135 feet.
Carl can run 5400 feet in 6 seconds for a speed of 900 feet per second.
Carl can run pretty fast.
You can also:
All that could make your base speed at least 265, which you then multiply and dash 4 times for... 10600 feet per turn, ~1766 feet per second.
But you can just do first 3 and still get to 6600 feet per turn, 1100 feet per second. Almost sonic speed.
Pretty sure if you run at someone at 1100 feet per second they are going to either die (Depending on who they are) or take some decent damage, no matter if its a rule or not.
"Anyone can smith at the cosmic anvil, yet only I can forge a weapon as good as thee."
My Homebrew Please click it, they have my family.
Even running a bit slower this could make a lance attack possible without a mount. Or a simple rock, thrown while running.
Yes, but this is the Rules and Mechanics forum....so it does matter that it isn't a rule. Functionally in the rules, movement and attacks are separate events. even feats like Charger that are supposed to mimic this event require an attack separate from movement, and in the above example, there is no action/bonus action left to do that.
Again, like he said, Carl isn't attacking them he is just choosing to run into a wall except the wall is an unlucky creature.
[roll]7d6[/roll]
Every post these dice roll increasing my chances of winning the yahtzee thread (I wish (wait not the twist the wish threa-!))
Drummer Generated Title
After having been invited to include both here, I now combine the "PM me CHEESE 🧀 and tomato into PM me "PIZZA🍕"
Running into a wall is an unarmed (Slam) attack against the wall. However, below a certain AC value, it is unnecessary to roll because it's effectively a guaranteed hit. (E.g. Broadside of a barn) If you want to exploit game rules, you have to play by the rules, even if they seem silly.
If a DM humors your shenanigans with houserules, that's their call.