So according to the rules it says that on your turn you can move up to your speed and then take one action. So if you take the dash action, you can move up to twice your normal speed. However, the rogue has the ability to Dash as a bonus action as well. So does this mean that if I had 30 ft of movement I could 1. Use my movement to move 30ft, 2. Take the Dash Action to move another 30 ft, and then 3. Take the Dash Bonus Action and move another 30 ft for a combined total of 90ft?
Thanks for the reply! I just started playing a Rogue for the first time yesterday so I was trying to figure out how it's supposed to work. That's awesome that I can move that far, that can definitely come in handy.
If the characters Race is Tabaxi, you could also use Feline Agility to double your speed for a turn (with a reset coming on this ability by spending a turn not moving). This means that you could Feline Agility to double your movement speed to 60, dash to push it to 120 and cunning action to dash again up to 180 ft. If you have other movement abilities, feats, or magic items, those would be factored into the base speed, assuming that any activation would be prior to doing everything else. Thus, Mobile feat would bump the Tabaxi up to 40 ft, feline agility up to 80 ft, Dash up to 160 and cunning action dash up to 240.
Then, just to terrorize the entire board all at the same time, take warlock 2 grabbing Agonizing Blast and Eldritch Spear invocations and the spell sniper feat. Eldritch Blast has a range of 120 ft base and deals 1d10 damage per beam which scales up to 4 total beams at character level 20. Agonizing Blast adds your charisma Modifer to each beam and Eldritch Spear pushes that range out to 300 ft. Spell Sniper doubles that range. With everything that was mentioned, you could attack up to 4 different creatures up to 840 ft away from you. The Aarakocra verion is almost as disgusting since you have a 50 ft flying speed, but I've digressed enough.
It’s actually more, because tabaxi have a base speed of 40 ft already, so mobile makes it 50 ft, feline agility makes it 100 ft, dash makes it 200 ft, and cunning action dash makes it 300 ft.
It’s actually more, because tabaxi have a base speed of 40 ft already, so mobile makes it 50 ft, feline agility makes it 100 ft, dash makes it 200 ft, and cunning action dash makes it 300 ft.
That's not true, Tabaxi have a base movement for 30 feet.
So according to the rules it says that on your turn you can move up to your speed and then take one action. So if you take the dash action, you can move up to twice your normal speed. However, the rogue has the ability to Dash as a bonus action as well. So does this mean that if I had 30 ft of movement I could 1. Use my movement to move 30ft, 2. Take the Dash Action to move another 30 ft, and then 3. Take the Dash Bonus Action and move another 30 ft for a combined total of 90ft?
That's exactly how it works, yes. In fact, if you take a couple of Fighter levels to get Action Surge, one per Short Rest you could Dash AGAIN for a total of 120ft! Though unless you're planning to ditch your party and run away from the bad guys, I probably wouldn't recommend it :)
So according to the rules it says that on your turn you can move up to your speed and then take one action. So if you take the dash action, you can move up to twice your normal speed. However, the rogue has the ability to Dash as a bonus action as well. So does this mean that if I had 30 ft of movement I could 1. Use my movement to move 30ft, 2. Take the Dash Action to move another 30 ft, and then 3. Take the Dash Bonus Action and move another 30 ft for a combined total of 90ft?
That's exactly how it works, yes. In fact, if you take a couple of Fighter levels to get Action Surge, one per Short Rest you could Dash AGAIN for a total of 120ft! Though unless you're planning to ditch your party and run away from the bad guys, I probably wouldn't recommend it :)
A Tabaxi Fighter 2, Monk 13, Cleric 5 with the Mobile Feat would have a base speed of 60 and could be pushed to 70 with Longstrider from either magic initiate or a friendly spellcaster. Feline Agility would push that to 140. Action-Dash 280, Action Surge Action-Dash 420, bonus action Step of the Wind Dash 560, Hasted Action Dash (provided by a friendly spell caster to free up your concentration) 700 ft. of movement without magic items. Could be higher if we took the 5 Cleric levels in monk or barbarian, but do we really need it? Maybe Disengage instead of Dash on one of those Dashes where it's an option.
You may be asking why 5 levels of Cleric (most players familiar with Cleric probably know).
Edit: Had to move to the computer to add the Spoiler.
Spirit Guardians is hindered, not helped, by lots of speed. The damage is only processed when an enemy enters the area on a turn, or starts its turns there. It does not trigger if the area is moved into their space. So you will be spending more of your turns staying put near an enemy in order to have them trigger it.
As a warlock multiclass you could take eldritch blast with grasp of hadar, lance of lethargy and repelling blast. Position so they're on the edge of the spirit guardians: now blast them! The repelling blast knocks them out of the area, grasp effect pulls them back into it (causing creature to enter the area on a turn). The lethargy effect slows them by 10 ft, making most creature's speeds 20, and spirit guardians halves creature's speed, making it 10 ft. If you move in closer so they cannot leave the area with their 10 ft, the creature will not only start the turn in the area, but be unable to leave it without dashing, making it easier to repeat this on your next turn.
Oh and since Eldritch Blast is a cantrip, you're free to use your bonus action to cast Sanctuary on yourself - since you have to stay near an enemy, this may be useful.
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The way I play it with my players is you can double your speed once per turn. You can do whatever you like to increase your base speed, but doubling your base speed you can only do once. You only have about six seconds like everyone else. More so, if you use the Dash it only increases your base Walking Speed. If you can't figure out a what to do with that much movement speed you are either trolling or your DM is not good at player engagements.
The way I play it with my players is you can double your speed once per turn. You can do whatever you like to increase your base speed, but doubling your base speed you can only do once. You only have about six seconds like everyone else. More so, if you use the Dash it only increases your base Walking Speed. If you can't figure out a what to do with that much movement speed you are either trolling or your DM is not good at player engagements.
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But, this means the rogue outruns the "speedy" characters: barb (speed 40'), monk (speed 40 or 45'), and ranger (30', but ignore difficult terrain). the monk can go faster, but it costs ki. The wizard can do it, but it costs a spell slot. why is the rogue speed 90' ??
But, this means the rogue outruns the "speedy" characters: barb (speed 40'), monk (speed 40 or 45'), and ranger (30', but ignore difficult terrain). the monk can go faster, but it costs ki. The wizard can do it, but it costs a spell slot. why is the rogue speed 90' ??
Keep in mind it takes the Rogue their entire turn to double dash and they can do absolutely nothing else except interact with a single item, like drawing a weapon or flipping a switch. That’s it. The Monk can move 45 feet, Step of the Wind for a Ki matching the Rogue’s speed, and still attack the Rogue twice, or still Dash again for a total of 135 feet leaving that Rogue in the dust.
So according to the rules it says that on your turn you can move up to your speed and then take one action. So if you take the dash action, you can move up to twice your normal speed. However, the rogue has the ability to Dash as a bonus action as well. So does this mean that if I had 30 ft of movement I could 1. Use my movement to move 30ft, 2. Take the Dash Action to move another 30 ft, and then 3. Take the Dash Bonus Action and move another 30 ft for a combined total of 90ft?
That's exactly how it works, yes. In fact, if you take a couple of Fighter levels to get Action Surge, one per Short Rest you could Dash AGAIN for a total of 120ft! Though unless you're planning to ditch your party and run away from the bad guys, I probably wouldn't recommend it :)
A Tabaxi Fighter 2, Monk 13, Cleric 5 with the Mobile Feat would have a base speed of 60 and could be pushed to 70 with Longstrider from either magic initiate or a friendly spellcaster. Feline Agility would push that to 140. Action-Dash 280, Action Surge Action-Dash 420, bonus action Step of the Wind Dash 560, Hasted Action Dash (provided by a friendly spell caster to free up your concentration) 700 ft. of movement without magic items. Could be higher if we took the 5 Cleric levels in monk or barbarian, but do we really need it? Maybe Disengage instead of Dash on one of those Dashes where it's an option.
You may be asking why 5 levels of Cleric (most players familiar with Cleric probably know).
Edit: Had to move to the computer to add the Spoiler.
Spirit Guardians is hindered, not helped, by lots of speed. The damage is only processed when an enemy enters the area on a turn, or starts its turns there. It does not trigger if the area is moved into their space. So you will be spending more of your turns staying put near an enemy in order to have them trigger it.
As a warlock multiclass you could take eldritch blast with grasp of hadar, lance of lethargy and repelling blast. Position so they're on the edge of the spirit guardians: now blast them! The repelling blast knocks them out of the area, grasp effect pulls them back into it (causing creature to enter the area on a turn). The lethargy effect slows them by 10 ft, making most creature's speeds 20, and spirit guardians halves creature's speed, making it 10 ft. If you move in closer so they cannot leave the area with their 10 ft, the creature will not only start the turn in the area, but be unable to leave it without dashing, making it easier to repeat this on your next turn.
Oh and since Eldritch Blast is a cantrip, you're free to use your bonus action to cast Sanctuary on yourself - since you have to stay near an enemy, this may be useful.
No, Spirit Guardians is still usefull with all that speed.
"An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn, or starts its turn there, it must make a Wisdom saving throw."
First off "when the creature enters the area" does not specify how to enters the area, simply that the creature does enter the area.
Second, note the "on a turn" part, it's not "on its turn" or "on your turn" its "on any turn".
This means a party of z can trigger a Wisdom saving throw on a creature z times, or z+1 times, a round so long as they can keep moving the creature or caster back and forth each turn.
This also means if you have 40ish enemy creatures and 400ish speed to run past them all, and they all entered for even a fraction of a second, then all 40ish creatures have to make the Wisdom saving throw now.
"An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn, or starts its turn there, it must make a Wisdom saving throw."
First off "when the creature enters the area" does not specify how to enters the area, simply that the creature does enter the area.
Our design intent for such spells is this: a creature enters the area of effect when the creature passes into it. Creating the area of effect on the creature or moving it onto the creature doesn’t count. If the creature is still in the area at the start of its turn, it is subjected to the area’s effect.
Entering such an area of effect needn’t be voluntary, unless a spell says otherwise. You can, therefore, hurl a creature into the area with a spell like thunderwave. We consider that clever play, not an imbalance, so hurl away! Keep in mind, however, that a creature is subjected to such an area of effect only the first time it enters the area on a turn. You can’t move a creature in and out of it to damage it over and over again on the same turn.
The part about having everyone else in the party push them in/out of the area during their turns to have the creature be affected multiple time per round is however fully legal.
The part about having everyone else in the party push them in/out of the area during their turns to have the creature be affected multiple time per round is however fully legal.
It does say "turn" rather than "round" so I agree and really, each player would have to use movement and/or actions on each of their turn to get the creature re-injured with Spirit Guardians, so I think it's balanced. You could imagine similar things to just about anything that might cause constant damage from each player flicking a switch which activates a trap the monster is standing near to tying a rope and throwing it down a 40ft drop then hauling it back up by the rope only to drop it again.
You can dash 5 times plus move twice your movement speed with a thief 17/Fighter 3, or move more using thief 17/monk 3(moves faster/much faster totallly though has 1 less action)
You can dash 5 times plus move twice your movement speed with a thief 17/Fighter 3, or move more using thief 17/monk 3(moves faster/much faster totallly though has 1 less action)
Only during the first round. You would use your normal initiative action and bonus action to dash as well as thief's reflexes to get an initiative-10 turn to do it again. Take your pick which time to use the action surge. It is still using 2 turns, though.
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So according to the rules it says that on your turn you can move up to your speed and then take one action. So if you take the dash action, you can move up to twice your normal speed. However, the rogue has the ability to Dash as a bonus action as well. So does this mean that if I had 30 ft of movement I could 1. Use my movement to move 30ft, 2. Take the Dash Action to move another 30 ft, and then 3. Take the Dash Bonus Action and move another 30 ft for a combined total of 90ft?
Yup.
Thanks for the reply! I just started playing a Rogue for the first time yesterday so I was trying to figure out how it's supposed to work. That's awesome that I can move that far, that can definitely come in handy.
Monk has a similar option as well.
If the characters Race is Tabaxi, you could also use Feline Agility to double your speed for a turn (with a reset coming on this ability by spending a turn not moving). This means that you could Feline Agility to double your movement speed to 60, dash to push it to 120 and cunning action to dash again up to 180 ft. If you have other movement abilities, feats, or magic items, those would be factored into the base speed, assuming that any activation would be prior to doing everything else. Thus, Mobile feat would bump the Tabaxi up to 40 ft, feline agility up to 80 ft, Dash up to 160 and cunning action dash up to 240.
Then, just to terrorize the entire board all at the same time, take warlock 2 grabbing Agonizing Blast and Eldritch Spear invocations and the spell sniper feat. Eldritch Blast has a range of 120 ft base and deals 1d10 damage per beam which scales up to 4 total beams at character level 20. Agonizing Blast adds your charisma Modifer to each beam and Eldritch Spear pushes that range out to 300 ft. Spell Sniper doubles that range. With everything that was mentioned, you could attack up to 4 different creatures up to 840 ft away from you. The Aarakocra verion is almost as disgusting since you have a 50 ft flying speed, but I've digressed enough.
It’s actually more, because tabaxi have a base speed of 40 ft already, so mobile makes it 50 ft, feline agility makes it 100 ft, dash makes it 200 ft, and cunning action dash makes it 300 ft.
That's not true, Tabaxi have a base movement for 30 feet.
D&D is a game for nerds... so I guess I'm one :p
That's exactly how it works, yes. In fact, if you take a couple of Fighter levels to get Action Surge, one per Short Rest you could Dash AGAIN for a total of 120ft! Though unless you're planning to ditch your party and run away from the bad guys, I probably wouldn't recommend it :)
A Tabaxi Fighter 2, Monk 13, Cleric 5 with the Mobile Feat would have a base speed of 60 and could be pushed to 70 with Longstrider from either magic initiate or a friendly spellcaster. Feline Agility would push that to 140. Action-Dash 280, Action Surge Action-Dash 420, bonus action Step of the Wind Dash 560, Hasted Action Dash (provided by a friendly spell caster to free up your concentration) 700 ft. of movement without magic items. Could be higher if we took the 5 Cleric levels in monk or barbarian, but do we really need it? Maybe Disengage instead of Dash on one of those Dashes where it's an option.
You may be asking why 5 levels of Cleric (most players familiar with Cleric probably know).
Edit: Had to move to the computer to add the Spoiler.
Spirit Guardians!
I don't know why you put that in a spoiler.
Spirit Guardians is hindered, not helped, by lots of speed. The damage is only processed when an enemy enters the area on a turn, or starts its turns there. It does not trigger if the area is moved into their space. So you will be spending more of your turns staying put near an enemy in order to have them trigger it.
As a warlock multiclass you could take eldritch blast with grasp of hadar, lance of lethargy and repelling blast. Position so they're on the edge of the spirit guardians: now blast them! The repelling blast knocks them out of the area, grasp effect pulls them back into it (causing creature to enter the area on a turn). The lethargy effect slows them by 10 ft, making most creature's speeds 20, and spirit guardians halves creature's speed, making it 10 ft. If you move in closer so they cannot leave the area with their 10 ft, the creature will not only start the turn in the area, but be unable to leave it without dashing, making it easier to repeat this on your next turn.
Oh and since Eldritch Blast is a cantrip, you're free to use your bonus action to cast Sanctuary on yourself - since you have to stay near an enemy, this may be useful.
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Bah! I knew it was too gimmicky to be legit and should have read the spell again. Still, the image was pretty funny while it lasted.
The way I play it with my players is you can double your speed once per turn. You can do whatever you like to increase your base speed, but doubling your base speed you can only do once. You only have about six seconds like everyone else. More so, if you use the Dash it only increases your base Walking Speed. If you can't figure out a what to do with that much movement speed you are either trolling or your DM is not good at player engagements.
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Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
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This seems abusive/strange. I acknowledge Crawford confirmed this in Sage Advice tweet: https://twitter.com/jeremyecrawford/status/564971297831010304?lang=en
But, this means the rogue outruns the "speedy" characters: barb (speed 40'), monk (speed 40 or 45'), and ranger (30', but ignore difficult terrain). the monk can go faster, but it costs ki. The wizard can do it, but it costs a spell slot. why is the rogue speed 90' ??
Keep in mind it takes the Rogue their entire turn to double dash and they can do absolutely nothing else except interact with a single item, like drawing a weapon or flipping a switch. That’s it. The Monk can move 45 feet, Step of the Wind for a Ki matching the Rogue’s speed, and still attack the Rogue twice, or still Dash again for a total of 135 feet leaving that Rogue in the dust.
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Tabaxi, 2 lvl fighter, 18 lvl Monk, ally Mage with haste and longstrider.
Base 30ft + Monk 18's 30ft = 60 + moble feats 10ft = 70 + Longstrider's 10ft = 80 x Haste's doubling = 160 x Feline Agility's doubling = 320. Normal movement + Action Dash + Haste Action Dash + Surge Action Dash = 4 x 320 = 1280 ft in one turn.
No, Spirit Guardians is still usefull with all that speed.
"An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn, or starts its turn there, it must make a Wisdom saving throw."
First off "when the creature enters the area" does not specify how to enters the area, simply that the creature does enter the area.
Second, note the "on a turn" part, it's not "on its turn" or "on your turn" its "on any turn".
This means a party of z can trigger a Wisdom saving throw on a creature z times, or z+1 times, a round so long as they can keep moving the creature or caster back and forth each turn.
This also means if you have 40ish enemy creatures and 400ish speed to run past them all, and they all entered for even a fraction of a second, then all 40ish creatures have to make the Wisdom saving throw now.
Yea it does say, have a look in the SAC.
The part about having everyone else in the party push them in/out of the area during their turns to have the creature be affected multiple time per round is however fully legal.
It does say "turn" rather than "round" so I agree and really, each player would have to use movement and/or actions on each of their turn to get the creature re-injured with Spirit Guardians, so I think it's balanced. You could imagine similar things to just about anything that might cause constant damage from each player flicking a switch which activates a trap the monster is standing near to tying a rope and throwing it down a 40ft drop then hauling it back up by the rope only to drop it again.
Clever gameplay.
You can dash 5 times plus move twice your movement speed with a thief 17/Fighter 3, or move more using thief 17/monk 3(moves faster/much faster totallly though has 1 less action)
Only during the first round. You would use your normal initiative action and bonus action to dash as well as thief's reflexes to get an initiative-10 turn to do it again. Take your pick which time to use the action surge. It is still using 2 turns, though.