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7

It uses its reaction to move on a failed save; it can't do so otherwise. The description of the dissonant whispers spell reads (PHB, p. 234; emphasis mine): You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 ...


6

The target of Dissonant Whispers may take a reaction to move away. Dissonant Whispers "allows" you to take a reaction: Certain special abilities, spells, and situations allow you to take a special action called a reaction. A reaction is an instant response to a trigger of some kind, which can occur on your turn or on someone else's A failed save ...


0

I wish to offer an alternate interpretation which sidesteps the issue: The player begins their turn prone, with 30 feet of movement. They spend half their movement to stand up, putting them at 15 feet left of 30 total. Then, they take the Dash action, increasing their speed by 30 feet. They are now at 45 feet of 60 total. If the player, for whatever reason,...


3

Yes, minimum forward speed applies to all kinds of aerial movement. But minimum forward speed does not mean "minimal horizontal distance covered", it simply refers to the minimum movement you have to make in whatever direction - may it be up, down, left, right, ... ALso, if your up speed is half and your minimum forward speed is half, you only need to move a ...


8

Only one 8 hour period. Any additional travel would require checks to avoid exhaustion You are asking if a character/party can alternate 8 hours of travel with 8 hours of resting but, unforunately, a character can only benefit from a long rest once per 24 hours: A character can't benefit from more than one long rest in a 24-hour period, and a character ...


4

No, but... The rules for movement feature a table and this sentence: A mounted character can ride at a gallop for about an hour, covering twice the usual distance for a fast pace. So, without considering any optional special rules, a mount simply allows a character to use her mount's gallop feature to move a little more quickly for an hour. If that hour ...


7

The calculation is incorrect, but still could be useful. tl;dr special travel pace doesn't strictly apply as asserted and rounding goes down, but the result could be an upper limit to temper expectations. 1. Special Travel Pace doesn't strictly apply ...When a creature is traveling with a flying speed or with a speed granted by magic, an engine, or a ...


6

Reality checks don't fit well with D&D, but the end figure of crossing the United States in 31 days isn't far from correct. This answer gives an elapsed figure around twice that for real world horses -- and that's plenty close for game purposes. There's nothing that says a DM can't adjust these rates. And, of course, if you travel the way folks did ...


17

No, a horse can't travel this quickly The rules you've found in the DMG under Special Travel Pace aren't for mundane methods of locomotion like riding a horse: A character bestride a phantom steed, soaring through the air on a carpet of flying, or riding a sailboat or a steam-powered gnomish contraption doesn’t travel at a normal rate, since the magic, ...


4

It isn't clear, so it's up to the DM Nothing in the spell text for guardian of faith(PHB, 246) states that it is a creature. It states(my emphasis): A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming ...


1

Movement per turn for exploration is not addressed in DCC. Honestly, unless a particular dungeon requires it, timekeeping usually isn’t bothered with outside of combat. The one instance I recall non-combat timekeeping mattering in an official DCC module was when the PCs were navigating a space that they had previously explored and were now fleeing with all ...


26

No There are examples of magic items that do grant as swimming speed, and they state so explicitly. The Cloak of the Manta Ray (DMG pg. 159), for example, states that "you have a swimming speed of 60 feet." Since the Gloves do not do so, they do not grant a swimming speed. They do exactly what they say they do: remove the speed penalty from being ...


5

While the outcome of Slow and Plant Growth appears to be the same - the creature takes longer to get from A to B - they achieve that outcome using different game mechanics. Slow says: "An affected target's speed is halved". Plant Growth says: "A creature moving through the area must spend 4 feet of movement for every 1 foot it moves." So a creature ...


13

They work in parallel, but movement is 4 feet for every 1 in the area In this case, slow reduces their movement by half. Meanwhile, plant growth makes travel through the area cost: ... 4 feet of movement for every 1 foot it moves. It's still the above movement cost, but their total movement opportunity has been halved from slow. A use-case: 1 turn vs ...


4

Yes, you are limited by your applicable speed The important lines are If she is unable to move 5 feet, she can’t attempt any further attacks or combat maneuvers. She can’t exceed her maximum speed. You are "unable to move" further than 1/4 (move) or 1/2 (full round) your typical speed while swimming without a Swim speed, so you would be restricted by ...


12

Yes, you can easily do this with a readied move The damage from Cloudkill uses the standard "area damage over time" language: When a creature enters the spell's area for the first time on a turn or starts its turn there Just ready a move with a trigger of "when I am in the area of a Cloudkill spell". As soon as the spell is released and the cloud ...


8

The target is dismounted There is nothing in the mounted combat rules (PHB 198) that would impose special rules on forcibly moving mounted creatures. The target will be moved away from their mount and thus would cease to be mounted. At my table I would rule that this would count as dismounting the rider and thus any feature that prevents you from being ...


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