You and up to ten willing creatures you can see within range assume a gaseous form for the duration, appearing as wisps of cloud. While in this cloud form, a creature has a flying speed of 300 feet and has resistance to damage from nonmagical weapons. The only actions a creature can take in this form are the Dash action or to revert to its normal form. Reverting takes 1 minute, during which time a creature is incapacitated and can't move. Until the spell ends, a creature can revert to cloud form, which also requires the 1-minute transformation.
If a creature is in cloud form and flying when the effect ends, the creature descends 60 feet per round for 1 minute until it lands, which it does safely. If it can't land after 1 minute, the creature falls the remaining distance.
* - (fire and holy water)
This is a good call out. By theDMG reading, long distance travel negates things like bonus actions and actions. I know, that’s boring, but so is speed running a campaign the DM spent a bunch of time planning OR hasn’t even finished planning and had a bunch of travel stuff built. It’s still crazy fast. With this, who needs an airship!?
Everyone talking about the travel speed and I'm just wondering how a Druid is supose to get Holy Water... Note that Holy Water has a gold cost (25g) even if it isn't listed here.
Well.. a few sprinkles seem to be enough, as there is no gold cost stated - or you don't need them at all, as a focus can substitute it all. Also... why wouldn't a druid be able to get holy water? If not from normal means because he could always look for a temple dedicated to nature. (i mean, there is even a nature domain for clerics which kind of overlaps with druids a little) If not at other places, i guess he could get it there.
This is just my reading/understanding of the way the pell works,
Reading other's putting different speeds for different class bounce action.
But the spells tells you have a movement of 300 and can only take the dash action, so cant take a bounce action as it tells you that you can only take the dash action.
witch means for any class and any skills you might have this spell overrides them. all have a movement of 300 / 600 with the dash action.
I guess a DM could change this to let you use your bounces action, but the only thing you could do is do is dash but im not sure you can use dash twice on the same turn.
Not looked it up.
Below from the PHB
(going of the last line of the in the 1st paragraph, i think this would mean you cant take the bonus action as the spell tells you, you can only take the dash action)
Also the last line of the last paragraph, might also stop bonus actions as dash, as the spell stats dash as the only action you can take, not sure if you could then use dash a 2nd time on the same turn.
but this is DND and its all down to the DM.
Bonus Actions
Various class features, spells, and other abilities let you take an additional action on your turn called a bonus action. The Cunning Action feature, for example, allows a rogue to take a bonus action. You can take a bonus action only when a special ability, spell, or other feature of the game states that you can do something as a bonus action. You otherwise don't have a bonus action to take.
You can take only one bonus action on your turn, so you must choose which bonus action to use when you have more than one available.
You choose when to take a bonus action during your turn, unless the bonus action's timing is specified, and anything that deprives you of your ability to take actions also prevents you from taking a bonus action.
yes, i don't see why not
It would be 900 not 1200. Base of 300. Dash another 300. Action dash another 300, for 900.
What happens if a creature grapples a Wind Walking creature? I know that a creature can be grappled; however, are they able to escape after they have been? The spell says, "The only actions a creature can take in this form are the Dash action or to revert to its normal form." Does this mean that a creature can not take its action to try and break the grapple?
Just to mention, if the DM uses the chase rules in the DMG, a creature can freely use the dash action a number of times equal to 3 + it's Constitution modifier, before risking exhaustion. So you could dash all the way to your location to reach 640 miles, but you have to make a DC 10 con save about 4,800 times before you arrive.
The speed comes out at 34mph or 55km/h which is classified as "Near Gale*" force wind.
The world's fastest horse to run a mile did so in 1 minute 31 seconds which is approximately 46mph (on flat land) this would get slower over time as this wouldn't be sustainable for hours.
This spell that lets you travel over any terrain, without gaining exhaustion from the physical effort, at the speed of a horse on flat land! (and also lets you bring 10 people with you)
*Whole trees in motion; inconvenience felt when walking against the wind. Foam blown in streaks across the sea.
what would I need to reach 88mph? I need to do that and then get hit by a call lightning spell while holding my Faux Capacitor...
>11 creatures: can it be cast multiple times?
No reason it can't be cast multiple times, if you have the spell slots. While affected by the spell, you can spend a minute to transform back and forth between the cloud form. While not in cloud form, you can cast the spell again. It's only in the cloud form that you can only use the dash action. Since it's not a concentration spell, cast it as often as you like.
Not limiting in number just in type of action and this seems to equate them to a degree so I would think it wouldn't rule out a dash bonus action if you are given it from something else.
I'd like to see your working out. I'm getting 54km/hr which is still fast considering this is a world of horse drawn carriages, dragon and slow sky ships.
has anyone actually done the maths on damage a point blank sonic boom does, or the calculation for the g-force encountered to stop on a dime at these speeds because I'm pretty sure without freedom of movement, you're dead, their ears are bleeding and broken and there's a mad trail you've left behind.
that math is right in the comment altho i did mess up by forgetting to divide by 6 for 6second round
its 304m/s so since you want the math 3600*0,304=1097km/h
however this is ofc not by standard travel rules wich are just 10x movement per minute
I don't know what kind of math people be doing here so here's my working out. Enjoy, you freaking speed junkies. Go collapse the world.
300(per 6 seconds) *10(makes 1 minute) *60(makes 1 hour) gets you feet per hour (180,000) *0.304 gets you (54,720) meters per hour /1000 gets you (54.72)km/hr and that's at base no special abilities.
Say using normal movement, action dashing, your bonus action, action surge dashing, (because you're playing some rouge fighter hybrid build or have freedom of movement) using the tabaxi double movement speed feature and haste spell you'll have a total movement speed of 875.52 km/hr however you're doing this in this in the course of 6 seconds. a brisk 4800ft per 6 seconds moving at 800ft/s or 243.2m/s In all honestly it's still damn fast. Sound travels at approximately 330m/s at freezing temperature. So not quite fast enough to break the sound barrier that being said nothing is catching you this round expect maybe the environment.
Meanwhile to travel that fast from a stand still here's the Gravitational force you're facing 239,465,238,435,325 (using 243.2m/s) and the gravitational force you experience when those 6 seconds of speed wear off -143,679,143,061,194,932 (going from 243.2m/s to a stand still within .01 seconds as the time it takes for to lose that speed). So while I know it's magic, fun and fantasy, have fun spontaneously exploding, you're going to kill everyone and make one hell of a mess.
Apparently the smallest a black hole can form from a collapsing star has a gravitation force of 500,000,000,000 at the surface. So the real take away from this is how to collapse the world using a combination of spells and abilities while throwing out the PHB's hard cap of 10x base movement.
Question.
Can a 20th level moon druid effective murder all of the things by turning into a fire elemental and then casting this spell?
It would seem, RAW, that the druid can cast the spell using Archdruid in fire elemental form, Dash each round for a fly speed of 600 feet, and set fire to any flammable objects/creatures in their path. I feel like I am missing something, but doesn't this make for a bunch of fiery death? I am sure the 1 minute charge time for getting the spell up and running helps to temper some of the murder. However, once it is up and running, you have a flying fiery fury.
Downsides I can see from this combo is spending 1 minute to bring it online, not being able to bonus action Wild Shape to reset your fire elemental hit points mid-murder hoboing, and being locked into this (and only this) until you spend another 1 minute to drop the spell (and a bonus action after that to drop Wild Shape).
How much do you weigh? Can you fit in a bag of holding? In a bottle?
Because hoo boy "How to bring a small army" into the BBEG's fortress.
Like other folks have mentioned, the Special Travel Pace rules take precedence here when it comes to long distance travel. The rules specifically mention wind walk as an example. Clearly, the intent of the authors is that you don't get to multiply the speed by using Dash actions and bonus actions for travelling long distances. You can travel 30 miles per hour with wind walk, adjusted to 20 or 40 mph for slow or fast pace. Caveat of course that your DM has final say and can choose to ignore that.
For those interested in the math, 10 rounds per minute x 60 minutes per hour / 5,280 feet per mile = 0.11 (in mile-rounds per foot-hour, if you want the wacky units of that ratio). The approximation in the special travel pace rules that speed divided by 10 is your overland speed in miles per hour is pretty close.
So why even list the spell's speed in per round terms? There are applications where it might come into play. Using wind walk to scout an enemy army or explore an unfamiliar space is a perfectly valid choice. If you were discovered (e.g. the army's war wizard notices the small clouds that travel against the wind), then initiative and combat could ensure. Getting hit by slow or hold person could ruin a retreat and leave the transformed person in a heap of trouble (spells like wind walk or gaseous form do not, in the spell descriptions, affect the target's creature type). Would be hard to get out of the form to be combat effective, though unless the druid ends the spell. Then, everyone reverts immediately, leaving everyone without the option of speedy escape (and possibly floating slowly out of the sky). Since the spell, as written, puts no limitations on bonus actions, a circle of the moon druid could wild shape to get out of cloud form without spending a full minute, and from there be able to revert its normal form as well, all while retaining the spell. Reverting back to cloud form would require the whole minute.