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Play Without Map and Minis - Theater of the Mind Some tables play without a grid. In 5e, unlike some other editions, the grid is an optional rule, not a core rule. It is so common that we often take for it for granted that people are using grid squares. 5e can be played entirely "theatre of the mind" without maps and minis at all. I personally ...


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In this situation, you cannot move When moving on a grid, movement is measured in squares; to enter a space that costs four times as much movement, you must have four squares of movement available. The rules on Playing on a Grid state: Squares. Each square on the grid represents 5 feet. Speed. Rather than moving foot by foot, move square by square on the ...


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To limit abuse, mimic Relentless Hex instead of Dash As other answers have pointed out, the Stride ability as written effectively gives PCs a permanent movement buff, which has various exploits such as enabling them to close long distances more quickly and easily kite pursuers that nominally have the same speed as them. You can help limit Striding to your ...


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In 5e grids are an optional rule, the rules don't assume you are playing on a grid leading to awkward situations. The movement rules are no help, they just say "you can move a distance up to your speed". The difficult terrain rules say "Every foot of movement in difficult terrain costs 1 extra foot. This rule is true even if multiple things in ...


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I don't think adding a universal bonus action is a good idea. Bonus actions aren't a resource you need to find ways to spend every turn lest you be sub-optimal. Rather, bonus actions are a way for the game to say "it's free, but limited". Are some bonus actions powerful? Yes, but that's built into the system of the class that has it. A reliable, ...


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I would recommend against it TelekeneticBarbarian makes a strong argument about all the ways a character can gain extra movement through normal methods. By adding this as a PC-only bump, you are really just tilting combat in favor of the PCs to make things easier on them, not making them more heroic or "optimal": Squishy characters can now out-...


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As an action available to everyone, without any investment whatsoever, and in competition to the Dash action (and particularly the Rogue's Cunning Action), your bonus-Dash should be weak. I'd suggest a mere 5 feet of movement, if you're hell-bent on adding this bonus action. It's better than what the players have right now, it isn't a good alternative to any ...


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I would strongly recommend against this Your players are rejecting already balanced options - feats, multiclassing, spells, items, etc - but asking for a free option that does the same thing. For something to be balanced there needs to be a give and take. In this situation players have no reliable bonus action so the bonus action cost isn't truly a cost. ...


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Skirmisher allows you to move, as a reaction, after an enemy ends its turn within 5 ft of you, so that enemy will have used all its actions. The enemy does not have to have moved, where it was when it started its turn does not matter, neither does it matter where you were when it started its turn (if, for example it used some ability to move you). Also the ...


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Alright, this is gonna be a process, but I believe I can have a character traveling at 7920 feet per round (900 mph), given the absolutely ideal circumstances. Base Speed We'll be going with Tabaxi (Volo's Guide to Monsters) for the race, which gives us a base speed of 30 feet. Next, we're going to take 10 levels in Monk, giving us +20 feet from Unarmored ...


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The creatures can be thrown in any direction. A careful reading of the Whirlwind action points out (emphasis mine): If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. Considering the common meaning for floor, the above description suggest this possible scenario: a ...


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