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Returning 35 results for 'during speed'.
Magic Items
Dungeon Masterâs Guide
When you drink this potion, you gain the effect of the Haste spell for 1 minute (no Concentration required) without suffering the wave of lethargy that typically occurs when the effect ends.
This
Magic Items
Dungeon Masterâs Guide
While you wear these boots, you can take a Bonus Action to click the bootsâ heels together. If you do, the boots double your Speed, and any creature that makes an Opportunity Attack against you
Magic Items
Dungeon Masterâs Guide
a horseshoe also takes a Magic action.
While all four horseshoes are attached to the same creature, its Speed is increased by 30 feet.
Horseshoes of Speed
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they increase the creature's walking speed by 30 feet.
Magic Items
Dungeon Masterâs Guide
You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. In addition, you can make one attack with it as a Bonus Action on each of your turns
Potion of Speed
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
When you drink this potion, you gain the effect of the haste spell for 1 minute (no concentration required). The potion's yellow fluid is streaked with black and swirls on its own
Feats
Playerâs Handbook (2024)
Action, you can take the Disengage action, which also ends the Grappled condition on you.
Quickness. Your Speed increases by 30 feet.
Speed
Legacy
This doesn't reflect the latest rules and lore.
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Rules
Every character has a speed, which is the distance in feet that the character can walk in 1 round. This number assumes short bursts of energetic movement in the midst of a life-threatening situation
.
While climbing or swimming, each foot of movement costs 1 extra foot (2 extra feet in difficult terrain), unless a creature has a climbing or swimming speed. At the DMâs option, climbing a
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Speed A creature has a Speed, which is the distance in feet the creature can cover when it moves on its turn. See also âClimbing,â âCrawling,â âFlying,â âJumping,â âSwimmingâ and âPlaying the Game
â (âCombatâ). Special Speeds. Some creatures have special speeds, such as a Burrow Speed, Climb Speed, Fly Speed, or Swim Speed, each of which is defined in this glossary. If you have more than one speed
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Speed The Speed entry specifies a monsterâs Speed. Some monsters have one or more of the following speeds: Burrow, Climb, Fly, Swim. Rules for Speed and these specials speeds appear in the Playerâs Handbook.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Speed Every character and monster has a speed, which is the distance in feet that the character or monster can walk in 1 round. This number assumes short bursts of energetic movement in the midst of
, but this is very rare except in densely populated areas. Characters in wagons, carriages, or other land vehicles choose a pace as normal. Characters in a waterborne vessel are limited to the speed of
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
Speed A creatureâs speed tells you how far it can move on its turn. For more information on speed, see the Basic Rules. All creatures have a walking speed; creatures that have no form of ground-based
locomotion have a speed of 0 feet. Many of the creatures herein have one or more additional movement modes. Climb. A creature that has a climbing speed can use all or part of its movement to move on
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Speed Your speed determines how far you can move when traveling (âAdventuringâ) and fighting (âCombatâ).
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Speed Every character and monster has a speed, which is the distance in feet that the character or monster can walk in 1 round. This number assumes short bursts of energetic movement in the midst of
vehicles choose a pace as normal. Characters in a waterborne vessel are limited to the speed of the vessel, and they don't suffer penalties for a fast pace or gain benefits from a slow pace. Depending on
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Speed The Speed entry specifies a monsterâs Speed. Some monsters have one or more of the following speeds: Burrow, Climb, Fly, Swim. Rules for Speed and these specials speeds appear in the âRules Glossaryâ.
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Speed A creatureâs speed tells you how far it can move on its turn. For more information on speed, see the Basic Rules. All creatures have a walking speed; those that have no form of ground-based
locomotion have a walking speed of 0 feet. Many of the creatures herein have one or more additional movement modes. Burrow. A creature that has a burrowing speed can use all or part of its movement to
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurerâs Guide
Speed When cruising through space, a spelljamming ship can travel 100 million miles in 24 hours. At this speed, the spelljamming helm makes minor course corrections on its own to avoid collisions
accustomed to space travel. A spelljamming ship automatically slows to its flying speed (discussed later in this chapter) when it comes within 1 mile of something weighing 1 ton or more, such as another ship
Compendium
- Sources->Dungeons & Dragons->Playerâs Handbook
Speed A creature has a Speed, which is the distance in feet the creature can cover when it moves on its turn. See also âClimbing,â âCrawling,â âFlying,â âJumping,â âSwimmingâ and chapter 1 (âCombat
â). Special Speeds. Some creatures have special speeds, such as a Burrow Speed, Climb Speed, Fly Speed, or Swim Speed, each of which is defined in this glossary. If you have more than one speed, choose
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
Speed A creatureâs speed tells you how far it can move on its turn. For more information on speed, see Speed in the Basic Rules. All creatures have a walking speed; those that have no form of ground
-based locomotion have a walking speed of 0 feet. Some of the creatures in this adventure have one or more additional movement modes: Burrow. A creature that has a burrowing speed can use all or part
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Speed A monsterâs speed tells you how far it can move on its turn. For more information on speed, see the Playerâs Handbook. All creatures have a walking speed, simply called the monsterâs speed
. Creatures that have no form of ground-based locomotion have a walking speed of 0 feet. Some creatures have one or more of the following additional movement modes. Burrow A monster that has a burrowing
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Speed A monster's speed tells you how far it can move on its turn. All creatures have a walking speed, simply called the monster's speed. Creatures that have no form of ground-based locomotion have a
walking speed of 0 feet. Some creatures have one or more of the following additional movement modes. Burrow A monster that has a burrowing speed can use that speed to move through sand, earth, mud
Compendium
- Sources->Dungeons & Dragons->Playerâs Handbook
Fly Speed A Fly Speed can be used to travel through the air. While you have a Fly Speed, you can stay aloft until you land, fall, or die. See also âFlyingâ and âSpeed.â
Compendium
- Sources->Dungeons & Dragons->Playerâs Handbook
Burrow Speed A creature that has a Burrow Speed can use that speed to move through sand, earth, mud, or ice. The creature canât burrow through solid rock unless the creature has a trait that allows it to do so. See also âSpeed.â
Compendium
- Sources->Dungeons & Dragons->Playerâs Handbook
Climb Speed A Climb Speed can be used in place of Speed to traverse a vertical surface without expending the extra movement normally associated with climbing. See also âClimbingâ and âSpeed.â
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Climb Speed A Climb Speed can be used in place of Speed to traverse a vertical surface without expending the extra movement normally associated with climbing. See also âClimbingâ and âSpeed.â
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Burrow Speed A creature that has a Burrow Speed can use that speed to move through sand, earth, mud, or ice. The creature canât burrow through solid rock unless the creature has a trait that allows it to do so. See also âSpeed.â
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Fly Speed A Fly Speed can be used to travel through the air. While you have a Fly Speed, you can stay aloft until you land, fall, or die. See also âFlyingâ and âSpeed.â
Compendium
- Sources->Dungeons & Dragons->Playerâs Handbook
Swim Speed A Swim Speed can be used to swim without expending the extra movement normally associated with swimming. See also âSwimmingâ and âSpeed.â
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Swim Speed A Swim Speed can be used to swim without expending the extra movement normally associated with swimming. See also âSwimmingâ and âSpeed.â
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
Boon of Speed Your walking speed increases by 30 feet. In addition, you can use a bonus action to take the Dash or Disengage action. Once you do so, you canât do so again until you finish a short rest.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Boots of Speed Wondrous item, rare (requires attunement) While you wear these boots, you can use a bonus action and click the bootsâ heels together. If you do, the boots double your walking speed
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide
Potion of Speed Potion, Very Rare When you drink this potion, you gain the effect of the Haste spell for 1 minute (no Concentration required) without suffering the wave of lethargy that typically occurs when the effect ends. This potionâs yellow fluid is streaked with black and swirls on its own.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Horseshoes of Speed Wondrous item, rare These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they increase the creatureâs walking speed by 30 feet.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Horseshoes of Speed Wondrous Item, Rare These horseshoes come in a set of four. As a Magic action, you can touch one of the horseshoes to the hoof of a horse or similar creature, whereupon the
horseshoe affixes itself to the hoof. Removing a horseshoe also takes a Magic action. While all four horseshoes are attached to the same creature, its Speed is increased by 30 feet.
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide
Boots of Speed Wondrous Item, Rare (Requires Attunement) While you wear these boots, you can take a Bonus Action to click the bootsâ heels together. If you do, the boots double your Speed, and any






