Class or level limits? A monk can get a +30 to movement at level 18. I've brewed a level 20 character with emphasis on movement who could move 640 feet per turn, or double that every other turn. Only required a 3rd level spell and a 1st level spell.
Fastest at any level, really. I’d prefer low levels, 1-5 maybe. But if you could tell me how to do that, it’s be cool too. Just looking for a fast build for a quick game.
So the build was to be a tabaxi monk 10 / barbarian 5 / grassland druid (or wizard) 5.
Tabaxi gives base speed 30 and feline agility to double that once, monk 6 gives +20 to unarmored movement and step of the wind to dash as bonus action and can run on walls and water, barbarian 5 gives fast movement +10 while not wearing heavy armor, haste and longstrider give +10 movement, double speed, and an extra dash.
When all set up (2 turns for spells), that's 140 movement, with 2-3 dashes (depending on if you attack), and the ability to double it once recharges when you spend a turn not moving. 420-560 feet per turn (840-1120 feet once until not moving a turn). There are also magic items that can give another +10 to base and double it again.
Alternatively, you could go centaur instead of tabaxi to have +10 base speed, but can't double speed every other turn. Higher on average (480-640), but lower (or rather no) burst speed.
If You have another spellcaster to cast those 2 spells on you, you can go to monk 14 for another +5 to base. Remember you can double your base speed 2 or 3 times over (with items) so every little bit adds up.
This build is all about movement speed, but it won't be optimised for combat. A much simpler and combat efficient build would simply be full monk, who would get +30 movement and the bonus dash.
For a fifth level build, here's your building blocks:
Race:
Aarakocra have a 50 foot fly, fastest PC race (though I have yet to see a DM allow them in game).
Centaur gets you a 40 foot move, fastest PC ground speed.
Tabaxi gets you Feline Agility to double your movement speed, possibly every other round. The fact that is rechargeable mid-combat and doesn't take any type of action makes it very very useable!
Swiftstride Shifter gets you a 35 foot move speed, which bumps up to 40 while shifted (once /short rest), as well as giving you a nifty movement reaction when foes approach.
Orcs only have normal 30 foot speed, but they can basically dash as a bonus action... as long as it ends them closer to an enemy than they started.
Wood Elf gets you a 35 foot move speed.
Feats:
Mobile gets you +10 movement speed, and the ability to move at full speed through difficult terrain on Turns that you Dash.
Squat Nimbleness doesn't really stack with any of the races above since they're all medium, but gives you +5 speed if you find yourself playing a gnome, goblin, kobold, halfling, or dwarf for some reason.
Class:
Rogue 2 gets you Cunning Action, which lets you Dash or Disengage as a bonus action every round, to keep you zipping around.
Rogue (Scout) 3 gets you Skirmisher, which lets you move half your speed as a reaction with no opportunity attacks when foes approach you.
Barbarian 5 gets you Fast Movement, +10 speed when not wearing heavy armor.
Barbarian (Totem Warrior) 3 gets you Elk (for +15 speed while raging), Eagle (to Dash as a Bonus Action while raging)
Monk 2 gets you Unarmored Movement, +10 speed when not wearing armor or wearing a shield. This picks up +5 bonuses every few levels, and at level 9 lets you traverse walls! The monk martial arts ability also lets you spend 1 Ki to dash/disengage as a bonus action.
Monk (Drunken Master) 3 gets you Drunken Technique, +10 move speed and a free Disengage on turns when you take Flurry of Blows
Putting it together...
At level 5, the absolute fastest you can be round-to-round is an Aarakocra monk with Mobile: Fly 70, Walk 45, and you can Dash as a bonus action for up to 140 feet of flying or 90 feet of running in one round.
A centaur with the same setup would be the fastest terrestrial race round-to-round, Walk 60, for 120 feet of movement in one round.
A tabaxi monk with Mobile can move even faster than the centaur and Aarakocra, but only in short bursts every other round. Their Walk 50 can be doubled to Walk 100, leading to 200 feet of movement in one round!!!!
I didn't realize Aaracokra had such high flying speeds, no wonder DMs ban them.
Don't forget a wizard, sorcerer, or grassland druid have access to haste to double base speed and gain an extra action to dash. And wizards and druids have longstrider for +10 movement without concentration.
It is more resource intensive, but has double the potential speed of a monk.
I just realized that I was doubling when I should be tripling... if you move + bonus + dash you move three times, not twice. So a level 5 tabaxi monk with mobile can move 300 feet in one round if they do nothing else. That's the equivalent of 35 mph, compared to normal characters which can only run around 13 mph.
That's fast, but not exactly magical .... I wonder what the maximum theoretical single-round and multi-round speed a character can hit is?
145 speed becomes 290, for 870 feet (99 mph) all day long. Losing those x2 boots makes them so much slower than Tabaxi… but the boots do run out of juice after 10 minutes each day, so for long distance traveling centaurs will eventually win!
Just realized that I'm not accounting for Haste giving you a fourth move action, or for the fact that a Transmuter wizard can let you hold on to his +10 movement stone. However, the Vind Rune armor doesn't really work, since that would kill your monk movement (unless you can enchant a robe? doubtful). With those changes giving you a net +5 speed as well as an extra move, a Tabaxi should easily be able to exceed the speed of sound
There is a build that basically stacks up every movement bonus in the game. I can't find the link here, but the end result was like 2,000 miles per hour
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Question: what is the fastest you can go without 5the level spells at low levels?
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Depends on a lot of other factors. For example you can buy a horse to ride for 75gp and have movement of 60 feet that way.
No buying things. In game mechanics only, permanent stuff like spells and natural speeds, things like that.
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Class or level limits? A monk can get a +30 to movement at level 18. I've brewed a level 20 character with emphasis on movement who could move 640 feet per turn, or double that every other turn. Only required a 3rd level spell and a 1st level spell.
Fastest at any level, really. I’d prefer low levels, 1-5 maybe. But if you could tell me how to do that, it’s be cool too. Just looking for a fast build for a quick game.
Extended Signature! Yay! https://www.dndbeyond.com/forums/off-topic/adohands-kitchen/3153-extended-signature-thread?page=2#c21
Haven’t used this account in forever. Still a big fan of crawling claws.
So the build was to be a tabaxi monk 10 / barbarian 5 / grassland druid (or wizard) 5.
Tabaxi gives base speed 30 and feline agility to double that once, monk 6 gives +20 to unarmored movement and step of the wind to dash as bonus action and can run on walls and water, barbarian 5 gives fast movement +10 while not wearing heavy armor, haste and longstrider give +10 movement, double speed, and an extra dash.
When all set up (2 turns for spells), that's 140 movement, with 2-3 dashes (depending on if you attack), and the ability to double it once recharges when you spend a turn not moving. 420-560 feet per turn (840-1120 feet once until not moving a turn). There are also magic items that can give another +10 to base and double it again.
Alternatively, you could go centaur instead of tabaxi to have +10 base speed, but can't double speed every other turn. Higher on average (480-640), but lower (or rather no) burst speed.
If You have another spellcaster to cast those 2 spells on you, you can go to monk 14 for another +5 to base. Remember you can double your base speed 2 or 3 times over (with items) so every little bit adds up.
This build is all about movement speed, but it won't be optimised for combat. A much simpler and combat efficient build would simply be full monk, who would get +30 movement and the bonus dash.
I think monk is better at low levels, unless you want haste or fly earlier.
Ok, thanks.
Extended Signature! Yay! https://www.dndbeyond.com/forums/off-topic/adohands-kitchen/3153-extended-signature-thread?page=2#c21
Haven’t used this account in forever. Still a big fan of crawling claws.
For a fifth level build, here's your building blocks:
Race:
Feats:
Class:
Putting it together...
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I'm going to make this way harder than it needs to be.
I didn't realize Aaracokra had such high flying speeds, no wonder DMs ban them.
Don't forget a wizard, sorcerer, or grassland druid have access to haste to double base speed and gain an extra action to dash. And wizards and druids have longstrider for +10 movement without concentration.
It is more resource intensive, but has double the potential speed of a monk.
I just realized that I was doubling when I should be tripling... if you move + bonus + dash you move three times, not twice. So a level 5 tabaxi monk with mobile can move 300 feet in one round if they do nothing else. That's the equivalent of 35 mph, compared to normal characters which can only run around 13 mph.
That's fast, but not exactly magical .... I wonder what the maximum theoretical single-round and multi-round speed a character can hit is?
Tabaxi monk 14/Barbarian 6 could give you...
Rather than counting Aarakoocra's 50 speed, that same Tabaxi with Wings of Flying/Cloak of the Manta Ray can have a fly/swim speed of...
Centaur's can wear horseshoes but can't wear boots, and so deserve their own calculation monk 14/Barbarian 6 with slightly different items.
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I'm going to make this way harder than it needs to be.
Just realized that I'm not accounting for Haste giving you a fourth move action, or for the fact that a Transmuter wizard can let you hold on to his +10 movement stone. However, the Vind Rune armor doesn't really work, since that would kill your monk movement (unless you can enchant a robe? doubtful). With those changes giving you a net +5 speed as well as an extra move, a Tabaxi should easily be able to exceed the speed of sound
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I'm going to make this way harder than it needs to be.
There is a build that basically stacks up every movement bonus in the game. I can't find the link here, but the end result was like 2,000 miles per hour
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