New answers tagged

1

The penalty is being in difficult terrain You're in difficult terrain for all creatures occupying the same space: The space of another creature, whether hostile or not, also counts as difficult terrain. The constraint is that creatures in the situation must attempt to move out of it. The rules have a provision that generally avoids the stacking situation: ...


1

Sentinel can stop Engulf, but not if the PC with Sentinel is the one being Engulfed (usually) BBeast's answer is correct, but leaves out that a Cube using Engulf doesn't leave the target's reach, and therefore doesn't typically provoke an opportunity attack. However, the third benefit of Sentinel could let you stop it after it Engulfed someone else while in ...


0

Within the SRD, there are epic dragons, capable of 350 ft/rnd movement (the wyrm and great wyrm force and prismatic dragons are all capable of this speed). Although, a blink dog can beat its double move speed (720 ft. dimension door as a free action supernatural action, followed by a double move of 80 ft. for 800 ft.). An epic dragon can move 700 ft as a ...


7

Yes, Sentinel can stop Engulf Sentinel stops a creature from moving when you hit it with an opportunity attack. Specifically, "its speed drops to 0" and "this stops any movement they may have been taking." Engulf uses movement and speed. It says "the cube moves up to its speed." This is quite clearly movement. This provokes an ...


3

A tiny animated object with wheels has 80 feet of land speed. The Corrupted Creature template can make it an aberation. The Corpse Creature template can then turn it into an undead. I'd love a simpler solution than this, if it's relatively on par.


7

Note: There are bound to be ties. I have picked one creature from each speed category. The Shrieker is an example of a creature with a move speed of zero. If you are looking for non-zero move speeds, the toad has a 5 ft. move speed. If you are looking for non-zero move speeds where the creature is large enough to be ridden, it is still 5 ft. One example is ...


-1

I was going to suggest a quickling . . . But I can't find it anywhere for 3.x in official WOTC content. It is in the Tome of Horrors by Necromancer Games, but i don't have that book. Back in AD&D 2nd ed., they had a movement of i believe 240. They are a cursed subrace of brownie, if memory serves.


2

True dragons frequently have a 60 ft land speed. They can be commanded by a character with the appropriate domain on account of their having elemental subtypes (I.e. Water, fire, earth, air). Some Very Young dragons and all Wyrmlings have 8 or less HD. I mention these because 60' is very fast-- besides the option presented below, I think there isn't ...


0

Counterspell Regardless of whether or not you think the rules allow it, you may want to disallow it simply because of the work that counterspell adds to the table. Image a high-level warlock Wallis. Wallis casts eldritch blast and attacks a foe with the first beam. This happens to kill the foe. Wallis then moves and happens to enter counterspell range of ...


5

Yes From the text you linked, it says You conjure 1d4 intangible spirits that look like flumphs in unoccupied spaces within 30 feet of you. Each spirit immediately flies 30 feet in a random direction. At the end of your turn, all spirits explode and each creature within 5 feet of one or more of them must succeed on a Dexterity saving throw or take 2d8 force ...


5

The spell makes it more difficult for the target to fight against anyone other than the caster, and encourages the caster to engage with the target I agree with your assessments of what's flavor text (by which I mean text in the spell which cannot be directly, mechanically evaluated) and what isn't, but the mechanics seem pretty clear to me. If we assume ...


11

The spell is unclear, so it will be up to DM ruling/interpretation. As you pointed out, the spell is unclear. I haven't found any kind of clarification on it in the Sage Advice Compendium and the spell has never received any kind of errata. And, well, spells do what they say, so, failing the saving throw does... nothing. From my reading. It does not stop the ...


0

I don't think there was ever an official ruling or errata, and I don't think there ever will be. However, the language "moves more than 5 feet while within your reach" seems fairly clear to me in the first place. What exactly is meant by moving "more" than 5 feet? "More" means greater than. Oxford Languages defines more as "...


1

When looking at distances using a square grid reference then decimals and portions of the squares are not used. Based on page 192 PHB: Variant: Playing on a Grid, it would count that each square moved counts as 5 feet: Rather than moving foot by foot, move square by square on the grid. This means you use your speed in 5-foot segments. Given that Tunnel ...


14

The creature is not compelled to gain additional speed or movement Compulsion forces the creature to "use as much of its movement as possible". The Dash action does not involve using movement; rather, it allows a creature to "gain extra movement". A compulsion to use all your movement does not imply a compulsion to also gain movement so ...


16

The creature(s) does not have to dash Actually, compulsion seems quite carefully worded around to avoid that. Let's look at a couple of points: If the spell forced taking the Dash action it would say so. For example, fear states: a creature must take the Dash action and move away from you by the safest available route Compulsion explicitly states the ...


4

Strictly according to the rules, a rider's Veiled Moon Style feat typically can't benefit her mount… Unfortunately, the benefit of the feat Veiled Moon Style, in part, says, "Whenever you move, you can treat up to 10 feet of that movement as teleportation" (Path of War Expanded 86), and Combat on Mounted Combat on Mounts in Combat, in part, says, &...


19

This works, the spell water walk defines snow as a liquid for mechanical purposes. Water walk says: This spell grants the ability to move across any liquid surface--such as water, acid, mud, snow, quicksand, or lava Here snow is described as a liquid for mechanical purposes. I argue that this demonstrates that for mechanical purposes, the rules are ...


10

No RAW, this lets you move across liquids. As you note yourself, snow is not a liquid. Quicksand could be argued to be a liquid. A canvas tent isn't a liquid. The feature doesn’t really say why you can move across liquids and vertical surfaces so depending on what kind of internal logic you ascribe to it you might argue with your DM one way or the other (as ...


21

Getting up from prone uses movement, but is not the same as moving. The Tabaxi's Feline Agility trait states (VGtM, p. 115): Once you use this trait, you can’t use it again until you move 0 feet on one of your turns. While standing up from prone uses some of your movement, it is never described as "moving": You can drop prone without using any ...


6

He’d use 10 feet of movement (Half his speed) The rules make no distinction between ‘current’ or ‘maximum’ speed. You only have one speed. Being slowed halves his speed, which means his Speed is now half than what it would usually be. As far as I’m aware there aren’t any rules that care about what your speed without modifiers is, and the rules for standing ...


-2

For allies: It would seem the rules as written interpretations can create for very silly requirements for getting allies to occupy the same space. I'd say the best way to handle it is allow allies to occupy the same 5 foot space and give advantage or disadvantage to checks as appropriate for the circumstance. For Enemies: Just as an idea, for occupying an ...


8

Willing means the character can choose to move or not. Lacking a specific in game definition, use the vernacular. In this sense willing is: : of or relating to the will or power of choosing : volitional Many effects dictate that the character is moved or must move. Any effect that removes the choice of the character to move or not means the movement ...


-1

There is actually still a slight field for improvement tl;dr RAW, you should be able to buy horses, and they should be skeletal horses. They can tirelessly hustle at 10 mph. Creating them would cost you anywhere between 525 and 900 gp, and this is the fastest option you can have at these levels. If you cannot use horses, combine the things you listed in ...


-4

I don't know of any specific rules in the DnD rulebooks which state that in particular, and I don't think there would be. In the case of defining words or interpreting rules, that's totally up to the DM. They should be deciding if movement while turned etc. counts as "willing" based on what they think is fair and makes sense, same with any other ...


1

THE JUMP SPELL CHANGES THE TOTAL MOVEMENT CALCULATION So glad I found this thread, building a Dragoon homebrew sub-class for all martial classes. It indeed looks like RAW you would normally continue your jump into the next round, as silly as that is. Talk about taking away ANY hope of building a Dragoon-type character. Having an Action every other turn and ...


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