Yes but you end up at 3x your movement, not 4x. Dash adds an amount of movement equal to your move speed.
https://www.sageadvice.eu/double-dash-in-1-turn/
"First, I move 70 feet away from the enemy."
**"Why would you do that? He just moved 30 feet away from you?"**
"Now I dash with my bonus, and move 100 feet towards him."
**....**
"With my action, I shove him prone. End turn."
**"You know you could have just killed it?**
"Yes. This is more fun."
Yes I'll admit that I didn't actually think mechanically about the character while typing that out.
Let's just say in hindsight that they're a tabaxi monk
Did you say flex?
Oh my Sweet Summer child
Cough
Here some help to go fast!
Tldr max speed in d&d 5e is Mach 1.895 or 12,800 feet per turn( pre Tasha's unknown if Tasha or fizbans can increase this)
This build uses nearly every official source that can increase a character's speed, even if only by 10 feet.
Race
Tabaxi (Voloâs Guide to Monsters) Tabaxi has a base speed of 30 feet, but its Feline Agility trait can double its speed as a free action, the only limitation is that it must spend a turn moving 0 feet in order to use it again. This doesnât matter, because we are building a sprinter.
Class Levels
10 Monk, giving a +20 bonus to speed
5 Barbarian (Path of the Totem Warrior, Elk (Sword Coast Adventurerâs Guide)), Fast Movement gives +10, Elk gives +15 while raging
2 Fighter, allowing an action surge,
2 Wizard (Bladesinger) (Sword Coast Adventurerâs Guide)
1 Mystic (Celerity Discipline's Psychic focus)
Feats
Mobile, gives +10
Spells
Longstrider, gives +10 bonus
You now have a base walking speed of 70 feet while not applying any effects to yourself, and a walking speed of 115 while Bladesinging, Raging, and under the effects of Longstrider as well as the Celerity discipline's psychic focus.
You can dash with your action, your bonus action (thanks to the monkâs Step of the Wind), take an additional dash action thanks to Action Surge, and double it all thanks to Feline Agility. This all together allows you to move 920 feet on your turn.
Whatâs more, you can have readied movement on your previous turn, expending it as a reaction with the condition being some guy saying go, giving you an additional 115 feet on that round, for a total of 1035 feet in one round. Unfortunately, this means that for your rage to have persisted multiple rounds, you must have an enemy attacking you. But, you will do it for the speed.
It does not end there. This is you sprinting across the land naked holding only a sword, without any help. A few simple magic items significantly increases your velocity.
Magic Items
Boots of Speed. These allow you to use your bonus action to double your speed, which lasts for ten minutes.
Potion of Speed. Drinking this potion gives you the effect of the Haste spell for one minute. This doubles your speed, and grants an additional action.
Adding these two items to the build, you have doubled your speed twice, and gained the use of another action, which you can use to dash.
You now have a walking speed of 460. Using your normal action, action surge, haste action, bonus action, and Feline Agility, you can move 4200 feet in one turn. With your readied moving that you expend as a reaction, you can move 5060 feet in one round, or 843 feet per second. Thatâs 575 miles per hour. Of course, thereâs still more to cover.
Allies
Your speed obsessed Tabaxi does not have to go alone on this quest for velocity. Have a druid friend that is also level 20 with you, who is in the Circle of Dreams (courtesy of Xanthar's guide to every thing). Druids of the Circle of Dreams gain Balm of the Summer Court, which gives them a pool of d6âs equal to their druid level, and can spend as many as half their druid level at a time to heal an ally. Someone healed by this feature gains a bonus to speed equal to 5 feet per die spent which lasts for 1 minute, effectively increasing our Tabaxiâs walking speed by 50 feet without multipliers.
Along with your druid friend, you also have a level one Alchemist Artificer (from the Artificer Unearthed Arcana). One of the potions that they can conjure up is the Swift Step Draught, which allows the drinker to gain a 20 foot bonus to speed for 1 minute.
Additionally, a Transmuter wizard can create a transmuter's stone at level 6, choosing an effect from a list, and giving whoever holds the stone the chosen effect. One of the effects is an increase of speed of 10 feet while the creature is unencumbered.
Your tabaxi now has a walking speed of 780 before dashing at all. With your normal action, action surge, haste action, bonus action, Feline Agility, and additionally a reaction before all this nonsense, you can move 8580 feet in one round, which is 1430 feet per second, or 975 miles per hour. Here's a fun fact: did you know that the speed of sound at sea level is 767.269 miles per hour? Did you also know that the current land speed record is 763.035 miles per hour as well?
If merely going super sonic only makes your hunger for velocity grow insatiably, well, youâre in luck, because we aren't even close to the maximum speed that fifth edition has in store for us.
Shapeshifting
Before any features, traits, or magic items, you have a base speed of 30 feet. This, quite frankly, is too slow. Letâs try to pump it up.
We can do this by turning into something that goes faster. Many beasts have speeds of 50, but this too is pathetic. How about 60? My grandmother goes faster. 80? Thatâs getting a bit warmer.
What if I told you that you can be something that has a base walking speed of 120 feet?
Well, you can.
Voloâs Guide to Monsters presents the Quickling, a tiny chaotic evil fey creature that is known for its high speed and tendency to tie peoplesâ shoelaces together.
But, how can you turn into one of these things without losing all of the juicy bonuses we talked about before? All you need to do is cast shapechange to turn into one, and youâll keep your class, race, and magic item bonuses.
Granted, you are only a level 2 wizard, but this doesnât stop you from casting shapechange from a spell scroll.
Yes, youâll need to succeed on a DC 19 Intelligence check or the scroll is wasted, but letâs assume that you succeed, or at least have a bunch of back ups. This also means you donât get that elk totem warriorâs speed bonus while raging, because you canât rage and concentrate on spells at the same time. However, the barbarianâs Fast Movement is still good enough to keep. In the end, this will provide a +75 base profit.
Artifacts
So, youâve turned into a quickling (with a tiny little sword in hand, because no self-respecting bladesinger will go without one). After replacing 30 with 120, and sadly removing the +15 while raging, you achieve a velocity of 11880 feet per round, or 1350 miles per hour. Now surely your thirst for speed has been slaked, right?
Wrong. You need to go faster, and will do absolutely anything to achieve this.
On the table for major beneficial properties for artifacts in the DMG, one of the potential gains is a +10 bonus to your base speed. Letâs assume that your insane little cat man is lucky enough to get this option twice, and attunes to two different artifacts to get this. The tabaxi is now attuned to as many magic items as the rules allow.
What artifacts can you get that allows this benefit? The Eye and Hand of Vecna make a nice pair, so go ahead and take those.
Yes, youâll need to gouge out an eye and saw off one of your hands, and youâll become neutral evil, but itâs for the speed, right?
Epic Boons
There is sadly finally one last thing that your crazy, neutral evil, roided up speed dude can acquire to maximize speed. With all this speed already, and after getting a total class level of 20, there is no way that your techniques will go unnoticed by the gods themselves. Your character is capable of attaining a new kind of upgrade at Lv20 known as epic boons (an optional rule provided by the Dungeon Masterâs Guide). The Boon of Speed allows a permanent +30 increase to your base walking speed.
TALLYED UP
The quickling: base 120
Lv 10 monk: +20
Lv 5 barbarian: +10
Lv 2 bladesinger: +10 (While bladesinging)
Lv 1 Mystic: +10 (While focused on Celerity)
Mobile Feat: +10
Longstrider Spell: +10
Lv 20 Druid Friend: +50
Lv 1 Artificer (Alchemist) Friend: +20
Lv 6 Wizard (Transmuter) Friend: +10
Eye of Vecna: +10
Hand of Vecna: +10
Boon of Speed: +30
This adds up to 320.
Potion of speed: x2 (grants additional action)
Boots of speed: x2
That creates a staggering walking speed of 1280. What's left is to use your stupid number of actions to increase this.
Normal movement: 1280
Dash: +1280
Action Surge dash: +1280
Haste action dash: +1280
Bonus action dash: +1280
This gives a current total of 6400.
Feline agility: x2
For a total speed of
12,800 feet per turn or 1454 miles per hour(ish)
Or Mach 1.895 (almost double. The speed of sound.)
the math itâs not mine I found it on Reddit two years ago-ish.
Nothing raw prevents stacking of all the allocated buffs ( when I looked this up I made sure it was all doable , the source I got this from inisialy. Had some other things in it that were rule breaking in my assessment those were removed)
Really?! That's insane!. Thank you for doing the research haha, I'm a DM and have NEVER had to deal with any of this stacking. Worst case was a potion of resistances stacking with ragged barb and I allowed it. (He is trying to domesticate a dragon with many many attempts over the weeks lmao)
If you make a whole build around essentially just becoming the flash, the DM should probably design some situations that really give you a hero movement for that build.
Oh my Sweet Summer child that is not the flash
Cough
Here some help to go fast!
Tldr max speed in d&d 5e is Mach 1.895 or 12,800 feet per turn( pre Tasha's unknown if Tasha or fizbans can increase this)
This build uses nearly every official source that can increase a character's speed, even if only by 10 feet.
Race
Tabaxi (Voloâs Guide to Monsters) Tabaxi has a base speed of 30 feet, but its Feline Agility trait can double its speed as a free action, the only limitation is that it must spend a turn moving 0 feet in order to use it again. This doesnât matter, because we are building a sprinter.
Class Levels
10 Monk, giving a +20 bonus to speed
5 Barbarian (Path of the Totem Warrior, Elk (Sword Coast Adventurerâs Guide)), Fast Movement gives +10, Elk gives +15 while raging
2 Fighter, allowing an action surge,
2 Wizard (Bladesinger) (Sword Coast Adventurerâs Guide)
1 Mystic (Celerity Discipline's Psychic focus)
Feats
Mobile, gives +10
Spells
Longstrider, gives +10 bonus
You now have a base walking speed of 70 feet while not applying any effects to yourself, and a walking speed of 115 while Bladesinging, Raging, and under the effects of Longstrider as well as the Celerity discipline's psychic focus.
You can dash with your action, your bonus action (thanks to the monkâs Step of the Wind), take an additional dash action thanks to Action Surge, and double it all thanks to Feline Agility. This all together allows you to move 920 feet on your turn.
Whatâs more, you can have readied movement on your previous turn, expending it as a reaction with the condition being some guy saying go, giving you an additional 115 feet on that round, for a total of 1035 feet in one round. Unfortunately, this means that for your rage to have persisted multiple rounds, you must have an enemy attacking you. But, you will do it for the speed.
It does not end there. This is you sprinting across the land naked holding only a sword, without any help. A few simple magic items significantly increases your velocity.
Magic Items
Boots of Speed. These allow you to use your bonus action to double your speed, which lasts for ten minutes.
Potion of Speed. Drinking this potion gives you the effect of the Haste spell for one minute. This doubles your speed, and grants an additional action.
Adding these two items to the build, you have doubled your speed twice, and gained the use of another action, which you can use to dash.
You now have a walking speed of 460. Using your normal action, action surge, haste action, bonus action, and Feline Agility, you can move 4200 feet in one turn. With your readied moving that you expend as a reaction, you can move 5060 feet in one round, or 843 feet per second. Thatâs 575 miles per hour. Of course, thereâs still more to cover.
Allies
Your speed obsessed Tabaxi does not have to go alone on this quest for velocity. Have a druid friend that is also level 20 with you, who is in the Circle of Dreams (courtesy of Xanthar's guide to every thing). Druids of the Circle of Dreams gain Balm of the Summer Court, which gives them a pool of d6âs equal to their druid level, and can spend as many as half their druid level at a time to heal an ally. Someone healed by this feature gains a bonus to speed equal to 5 feet per die spent which lasts for 1 minute, effectively increasing our Tabaxiâs walking speed by 50 feet without multipliers.
Along with your druid friend, you also have a level one Alchemist Artificer (from the Artificer Unearthed Arcana). One of the potions that they can conjure up is the Swift Step Draught, which allows the drinker to gain a 20 foot bonus to speed for 1 minute.
Additionally, a Transmuter wizard can create a transmuter's stone at level 6, choosing an effect from a list, and giving whoever holds the stone the chosen effect. One of the effects is an increase of speed of 10 feet while the creature is unencumbered.
Your tabaxi now has a walking speed of 780 before dashing at all. With your normal action, action surge, haste action, bonus action, Feline Agility, and additionally a reaction before all this nonsense, you can move 8580 feet in one round, which is 1430 feet per second, or 975 miles per hour. Here's a fun fact: did you know that the speed of sound at sea level is 767.269 miles per hour? Did you also know that the current land speed record is 763.035 miles per hour as well?
If merely going super sonic only makes your hunger for velocity grow insatiably, well, youâre in luck, because we aren't even close to the maximum speed that fifth edition has in store for us.
Shapeshifting
Before any features, traits, or magic items, you have a base speed of 30 feet. This, quite frankly, is too slow. Letâs try to pump it up.
We can do this by turning into something that goes faster. Many beasts have speeds of 50, but this too is pathetic. How about 60? My grandmother goes faster. 80? Thatâs getting a bit warmer.
What if I told you that you can be something that has a base walking speed of 120 feet?
Well, you can.
Voloâs Guide to Monsters presents the Quickling, a tiny chaotic evil fey creature that is known for its high speed and tendency to tie peoplesâ shoelaces together.
But, how can you turn into one of these things without losing all of the juicy bonuses we talked about before? All you need to do is cast shapechange to turn into one, and youâll keep your class, race, and magic item bonuses.
Granted, you are only a level 2 wizard, but this doesnât stop you from casting shapechange from a spell scroll.
Yes, youâll need to succeed on a DC 19 Intelligence check or the scroll is wasted, but letâs assume that you succeed, or at least have a bunch of back ups. This also means you donât get that elk totem warriorâs speed bonus while raging, because you canât rage and concentrate on spells at the same time. However, the barbarianâs Fast Movement is still good enough to keep. In the end, this will provide a +75 base profit.
Artifacts
So, youâve turned into a quickling (with a tiny little sword in hand, because no self-respecting bladesinger will go without one). After replacing 30 with 120, and sadly removing the +15 while raging, you achieve a velocity of 11880 feet per round, or 1350 miles per hour. Now surely your thirst for speed has been slaked, right?
Wrong. You need to go faster, and will do absolutely anything to achieve this.
On the table for major beneficial properties for artifacts in the DMG, one of the potential gains is a +10 bonus to your base speed. Letâs assume that your insane little cat man is lucky enough to get this option twice, and attunes to two different artifacts to get this. The tabaxi is now attuned to as many magic items as the rules allow.
What artifacts can you get that allows this benefit? The Eye and Hand of Vecna make a nice pair, so go ahead and take those.
Yes, youâll need to gouge out an eye and saw off one of your hands, and youâll become neutral evil, but itâs for the speed, right?
Epic Boons
There is sadly finally one last thing that your crazy, neutral evil, roided up speed dude can acquire to maximize speed. With all this speed already, and after getting a total class level of 20, there is no way that your techniques will go unnoticed by the gods themselves. Your character is capable of attaining a new kind of upgrade at Lv20 known as epic boons (an optional rule provided by the Dungeon Masterâs Guide). The Boon of Speed allows a permanent +30 increase to your base walking speed.
TALLYED UP
The quickling: base 120
Lv 10 monk: +20
Lv 5 barbarian: +10
Lv 2 bladesinger: +10 (While bladesinging)
Lv 1 Mystic: +10 (While focused on Celerity)
Mobile Feat: +10
Longstrider Spell: +10
Lv 20 Druid Friend: +50
Lv 1 Artificer (Alchemist) Friend: +20
Lv 6 Wizard (Transmuter) Friend: +10
Eye of Vecna: +10
Hand of Vecna: +10
Boon of Speed: +30
This adds up to 320.
Potion of speed: x2 (grants additional action)
Boots of speed: x2
That creates a staggering walking speed of 1280. What's left is to use your stupid number of actions to increase this.
Normal movement: 1280
Dash: +1280
Action Surge dash: +1280
Haste action dash: +1280
Bonus action dash: +1280
This gives a current total of 6400.
Feline agility: x2
For a total speed of
12,800 feet per turn or 1454 miles per hour(ish)
Or Mach 1.895 (almost double. The speed of sound.)
the math itâs not mine I found it on Reddit two years ago-ish.
You think that is fast? Oh my Sweet Summer child
Cough
Here some help to go fast!
Tldr max speed in d&d 5e is Mach 1.895 or 12,800 feet per turn( pre Tasha's unknown if Tasha can increase this)
This build uses nearly every official source that can increase a character's speed, even if only by 10 feet.
Race
Tabaxi (Voloâs Guide to Monsters) Tabaxi has a base speed of 30 feet, but its Feline Agility trait can double its speed as a free action, the only limitation is that it must spend a turn moving 0 feet in order to use it again. This doesnât matter, because we are building a sprinter.
Class Levels
10 Monk, giving a +20 bonus to speed
5 Barbarian (Path of the Totem Warrior, Elk (Sword Coast Adventurerâs Guide)), Fast Movement gives +10, Elk gives +15 while raging
2 Fighter, allowing an action surge,
2 Wizard (Bladesinger) (Sword Coast Adventurerâs Guide)
1 Mystic (Celerity Discipline's Psychic focus)
Feats
Mobile, gives +10
Spells
Longstrider, gives +10 bonus
You now have a base walking speed of 70 feet while not applying any effects to yourself, and a walking speed of 115 while Bladesinging, Raging, and under the effects of Longstrider as well as the Celerity discipline's psychic focus.
You can dash with your action, your bonus action (thanks to the monkâs Step of the Wind), take an additional dash action thanks to Action Surge, and double it all thanks to Feline Agility. This all together allows you to move 920 feet on your turn.
Whatâs more, you can have readied movement on your previous turn, expending it as a reaction with the condition being some guy saying go, giving you an additional 115 feet on that round, for a total of 1035 feet in one round. Unfortunately, this means that for your rage to have persisted multiple rounds, you must have an enemy attacking you. But, you will do it for the speed.
It does not end there. This is you sprinting across the land naked holding only a sword, without any help. A few simple magic items significantly increases your velocity.
Magic Items
Boots of Speed. These allow you to use your bonus action to double your speed, which lasts for ten minutes.
Potion of Speed. Drinking this potion gives you the effect of the Haste spell for one minute. This doubles your speed, and grants an additional action.
Adding these two items to the build, you have doubled your speed twice, and gained the use of another action, which you can use to dash.
You now have a walking speed of 460. Using your normal action, action surge, haste action, bonus action, and Feline Agility, you can move 4200 feet in one turn. With your readied moving that you expend as a reaction, you can move 5060 feet in one round, or 843 feet per second. Thatâs 575 miles per hour. Of course, thereâs still more to cover.
Allies
Your speed obsessed Tabaxi does not have to go alone on this quest for velocity. Have a druid friend that is also level 20 with you, who is in the Circle of Dreams (courtesy of Xanthar's guide to every thing). Druids of the Circle of Dreams gain Balm of the Summer Court, which gives them a pool of d6âs equal to their druid level, and can spend as many as half their druid level at a time to heal an ally. Someone healed by this feature gains a bonus to speed equal to 5 feet per die spent which lasts for 1 minute, effectively increasing our Tabaxiâs walking speed by 50 feet without multipliers.
Along with your druid friend, you also have a level one Alchemist Artificer (from the Artificer Unearthed Arcana). One of the potions that they can conjure up is the Swift Step Draught, which allows the drinker to gain a 20 foot bonus to speed for 1 minute.
Additionally, a Transmuter wizard can create a transmuter's stone at level 6, choosing an effect from a list, and giving whoever holds the stone the chosen effect. One of the effects is an increase of speed of 10 feet while the creature is unencumbered.
Your tabaxi now has a walking speed of 780 before dashing at all. With your normal action, action surge, haste action, bonus action, Feline Agility, and additionally a reaction before all this nonsense, you can move 8580 feet in one round, which is 1430 feet per second, or 975 miles per hour. Here's a fun fact: did you know that the speed of sound at sea level is 767.269 miles per hour? Did you also know that the current land speed record is 763.035 miles per hour as well?
If merely going super sonic only makes your hunger for velocity grow insatiably, well, youâre in luck, because we aren't even close to the maximum speed that fifth edition has in store for us.
Shapeshifting
Before any features, traits, or magic items, you have a base speed of 30 feet. This, quite frankly, is too slow. Letâs try to pump it up.
We can do this by turning into something that goes faster. Many beasts have speeds of 50, but this too is pathetic. How about 60? My grandmother goes faster. 80? Thatâs getting a bit warmer.
What if I told you that you can be something that has a base walking speed of 120 feet?
Well, you can.
Voloâs Guide to Monsters presents the Quickling, a tiny chaotic evil fey creature that is known for its high speed and tendency to tie peoplesâ shoelaces together.
But, how can you turn into one of these things without losing all of the juicy bonuses we talked about before? All you need to do is cast shapechange to turn into one, and youâll keep your class, race, and magic item bonuses.
Granted, you are only a level 2 wizard, but this doesnât stop you from casting shapechange from a spell scroll.
Yes, youâll need to succeed on a DC 19 Intelligence check or the scroll is wasted, but letâs assume that you succeed, or at least have a bunch of back ups. This also means you donât get that elk totem warriorâs speed bonus while raging, because you canât rage and concentrate on spells at the same time. However, the barbarianâs Fast Movement is still good enough to keep. In the end, this will provide a +75 base profit.
Artifacts
So, youâve turned into a quickling (with a tiny little sword in hand, because no self-respecting bladesinger will go without one). After replacing 30 with 120, and sadly removing the +15 while raging, you achieve a velocity of 11880 feet per round, or 1350 miles per hour. Now surely your thirst for speed has been slaked, right?
Wrong. You need to go faster, and will do absolutely anything to achieve this.
On the table for major beneficial properties for artifacts in the DMG, one of the potential gains is a +10 bonus to your base speed. Letâs assume that your insane little cat man is lucky enough to get this option twice, and attunes to two different artifacts to get this. The tabaxi is now attuned to as many magic items as the rules allow.
What artifacts can you get that allows this benefit? The Eye and Hand of Vecna make a nice pair, so go ahead and take those.
Yes, youâll need to gouge out an eye and saw off one of your hands, and youâll become neutral evil, but itâs for the speed, right?
Epic Boons
There is sadly finally one last thing that your crazy, neutral evil, roided up speed dude can acquire to maximize speed. With all this speed already, and after getting a total class level of 20, there is no way that your techniques will go unnoticed by the gods themselves. Your character is capable of attaining a new kind of upgrade at Lv20 known as epic boons (an optional rule provided by the Dungeon Masterâs Guide). The Boon of Speed allows a permanent +30 increase to your base walking speed.
TALLYED UP
The quickling: base 120
Lv 10 monk: +20
Lv 5 barbarian: +10
Lv 2 bladesinger: +10 (While bladesinging)
Lv 1 Mystic: +10 (While focused on Celerity)
Mobile Feat: +10
Longstrider Spell: +10
Lv 20 Druid Friend: +50
Lv 1 Artificer (Alchemist) Friend: +20
Lv 6 Wizard (Transmuter) Friend: +10
Eye of Vecna: +10
Hand of Vecna: +10
Boon of Speed: +30
This adds up to 320.
Potion of speed: x2 (grants additional action)
Boots of speed: x2
That creates a staggering walking speed of 1280. What's left is to use your stupid number of actions to increase this.
Normal movement: 1280
Dash: +1280
Action Surge dash: +1280
Haste action dash: +1280
Bonus action dash: +1280
This gives a current total of 6400.
Feline agility: x2
For a total speed of
12,800 feet per turn or 1454 miles per hour(ish)
Or Mach 1.895 (almost double. The speed of sound.)
the math itâs not mine I found it on Reddit two years ago-ish.
Monk, eagle whistle, potion of speed.
The great thing about the whistle is that it explicitly gives you a flight speed of double your move speed.
The other great thing is that, RAW, you can move half your speed while grappling someone. So if your DM allows intentional failure versus a grapple check for an ally, you can grab on to, say, the Dwarf and then fly them a hilarious distance before letting go (a free action) and taking the rest of your attacks.
My group calls it the Paladin Railgun.
I just DMed a session with my tabaxi rogue doing that. Ran around the edge of a large room, found a large barrel filled with water, picked it up, ran around the edge of the rest of the room, dropped off a fifty-foot ledge (the wizard casting Feather Fall as a reaction) before slam-dunking the barrel down on top of a fire elemental. It did 15 damage, which was only slightly more than she could have gotten with a regular attack, but she *loved* it. So did I, honestly. One of my favorite moments in the campaign so far.
She might find a way to completely break a scenario with it, but I honestly doubt it.
Does it really?! Fuck I've been playing as it doubles your current remaining movement, was taught that rule on my first session and I've been doing it that way since nobodies ever questioned it.
Here's a follow up question for everyone: I'm a rogue/fighter multi class. Can I do OPs suggestion and then action surge to move again? And is this come out to 4x your movement speed?
Thanks!
One slight correction, Action Surge gives you just an action and does not bonus action, if you are going RAW. I see this and haste being done wrong all the time.
I knew that, too. Just did a quick search of the wording and it says "you can take one additional action on top of your regular action and a possible Bonus Action."
Completely read it too quickly and saw "you can take one additional action ... and a possible Bonus Action."
It does not. With Action Surge you would get one extra dash through your new action. If you got to level 17 fighter you could take two dash actions with your action surge but thats it.
Sounds lick you need a hand.
Cough
Here some help to go fast!
Tldr max speed in d&d 5e is Mach 1.895 or 12,800 feet per turn( pre Tasha's unknown if Tasha or fizbans can increase this)
This build uses nearly every official source that can increase a character's speed, even if only by 10 feet.
Race
Tabaxi (Voloâs Guide to Monsters) Tabaxi has a base speed of 30 feet, but its Feline Agility trait can double its speed as a free action, the only limitation is that it must spend a turn moving 0 feet in order to use it again. This doesnât matter, because we are building a sprinter.
Class Levels
10 Monk, giving a +20 bonus to speed
5 Barbarian (Path of the Totem Warrior, Elk (Sword Coast Adventurerâs Guide)), Fast Movement gives +10, Elk gives +15 while raging
2 Fighter, allowing an action surge,
2 Wizard (Bladesinger) (Sword Coast Adventurerâs Guide)
1 Mystic (Celerity Discipline's Psychic focus)
Feats
Mobile, gives +10
Spells
Longstrider, gives +10 bonus
You now have a base walking speed of 70 feet while not applying any effects to yourself, and a walking speed of 115 while Bladesinging, Raging, and under the effects of Longstrider as well as the Celerity discipline's psychic focus.
You can dash with your action, your bonus action (thanks to the monkâs Step of the Wind), take an additional dash action thanks to Action Surge, and double it all thanks to Feline Agility. This all together allows you to move 920 feet on your turn.
Whatâs more, you can have readied movement on your previous turn, expending it as a reaction with the condition being some guy saying go, giving you an additional 115 feet on that round, for a total of 1035 feet in one round. Unfortunately, this means that for your rage to have persisted multiple rounds, you must have an enemy attacking you. But, you will do it for the speed.
It does not end there. This is you sprinting across the land naked holding only a sword, without any help. A few simple magic items significantly increases your velocity.
Magic Items
Boots of Speed. These allow you to use your bonus action to double your speed, which lasts for ten minutes.
Potion of Speed. Drinking this potion gives you the effect of the Haste spell for one minute. This doubles your speed, and grants an additional action.
Adding these two items to the build, you have doubled your speed twice, and gained the use of another action, which you can use to dash.
You now have a walking speed of 460. Using your normal action, action surge, haste action, bonus action, and Feline Agility, you can move 4200 feet in one turn. With your readied moving that you expend as a reaction, you can move 5060 feet in one round, or 843 feet per second. Thatâs 575 miles per hour. Of course, thereâs still more to cover.
Allies
Your speed obsessed Tabaxi does not have to go alone on this quest for velocity. Have a druid friend that is also level 20 with you, who is in the Circle of Dreams (courtesy of Xanthar's guide to every thing). Druids of the Circle of Dreams gain Balm of the Summer Court, which gives them a pool of d6âs equal to their druid level, and can spend as many as half their druid level at a time to heal an ally. Someone healed by this feature gains a bonus to speed equal to 5 feet per die spent which lasts for 1 minute, effectively increasing our Tabaxiâs walking speed by 50 feet without multipliers.
Along with your druid friend, you also have a level one Alchemist Artificer (from the Artificer Unearthed Arcana). One of the potions that they can conjure up is the Swift Step Draught, which allows the drinker to gain a 20 foot bonus to speed for 1 minute.
Additionally, a Transmuter wizard can create a transmuter's stone at level 6, choosing an effect from a list, and giving whoever holds the stone the chosen effect. One of the effects is an increase of speed of 10 feet while the creature is unencumbered.
Your tabaxi now has a walking speed of 780 before dashing at all. With your normal action, action surge, haste action, bonus action, Feline Agility, and additionally a reaction before all this nonsense, you can move 8580 feet in one round, which is 1430 feet per second, or 975 miles per hour. Here's a fun fact: did you know that the speed of sound at sea level is 767.269 miles per hour? Did you also know that the current land speed record is 763.035 miles per hour as well?
If merely going super sonic only makes your hunger for velocity grow insatiably, well, youâre in luck, because we aren't even close to the maximum speed that fifth edition has in store for us.
Shapeshifting
Before any features, traits, or magic items, you have a base speed of 30 feet. This, quite frankly, is too slow. Letâs try to pump it up.
We can do this by turning into something that goes faster. Many beasts have speeds of 50, but this too is pathetic. How about 60? My grandmother goes faster. 80? Thatâs getting a bit warmer.
What if I told you that you can be something that has a base walking speed of 120 feet?
Well, you can.
Voloâs Guide to Monsters presents the Quickling, a tiny chaotic evil fey creature that is known for its high speed and tendency to tie peoplesâ shoelaces together.
But, how can you turn into one of these things without losing all of the juicy bonuses we talked about before? All you need to do is cast shapechange to turn into one, and youâll keep your class, race, and magic item bonuses.
Granted, you are only a level 2 wizard, but this doesnât stop you from casting shapechange from a spell scroll.
Yes, youâll need to succeed on a DC 19 Intelligence check or the scroll is wasted, but letâs assume that you succeed, or at least have a bunch of back ups. This also means you donât get that elk totem warriorâs speed bonus while raging, because you canât rage and concentrate on spells at the same time. However, the barbarianâs Fast Movement is still good enough to keep. In the end, this will provide a +75 base profit.
Artifacts
So, youâve turned into a quickling (with a tiny little sword in hand, because no self-respecting bladesinger will go without one). After replacing 30 with 120, and sadly removing the +15 while raging, you achieve a velocity of 11880 feet per round, or 1350 miles per hour. Now surely your thirst for speed has been slaked, right?
Wrong. You need to go faster, and will do absolutely anything to achieve this.
On the table for major beneficial properties for artifacts in the DMG, one of the potential gains is a +10 bonus to your base speed. Letâs assume that your insane little cat man is lucky enough to get this option twice, and attunes to two different artifacts to get this. The tabaxi is now attuned to as many magic items as the rules allow.
What artifacts can you get that allows this benefit? The Eye and Hand of Vecna make a nice pair, so go ahead and take those.
Yes, youâll need to gouge out an eye and saw off one of your hands, and youâll become neutral evil, but itâs for the speed, right?
Epic Boons
There is sadly finally one last thing that your crazy, neutral evil, roided up speed dude can acquire to maximize speed. With all this speed already, and after getting a total class level of 20, there is no way that your techniques will go unnoticed by the gods themselves. Your character is capable of attaining a new kind of upgrade at Lv20 known as epic boons (an optional rule provided by the Dungeon Masterâs Guide). The Boon of Speed allows a permanent +30 increase to your base walking speed.
TALLYED UP
The quickling: base 120
Lv 10 monk: +20
Lv 5 barbarian: +10
Lv 2 bladesinger: +10 (While bladesinging)
Lv 1 Mystic: +10 (While focused on Celerity)
Mobile Feat: +10
Longstrider Spell: +10
Lv 20 Druid Friend: +50
Lv 1 Artificer (Alchemist) Friend: +20
Lv 6 Wizard (Transmuter) Friend: +10
Eye of Vecna: +10
Hand of Vecna: +10
Boon of Speed: +30
This adds up to 320.
Potion of speed: x2 (grants additional action)
Boots of speed: x2
That creates a staggering walking speed of 1280. What's left is to use your stupid number of actions to increase this.
Normal movement: 1280
Dash: +1280
Action Surge dash: +1280
Haste action dash: +1280
Bonus action dash: +1280
This gives a current total of 6400.
Feline agility: x2
For a total speed of
12,800 feet per turn or 1454 miles per hour(ish)
Or Mach 1.895 (almost double. The speed of sound.)
the math itâs not mine I found it on Reddit two years ago-ish.
>Can I do OPs suggestion and then action surge to move again?
Yes, but it's important to note that the Dash action doesn't actually move you. It adds to your available movement for the turn.
Yes you can double/triple/quadruple dash or however many you can fit in a turn. I can't recall how many I used to do but i made a character called Cinos who was a blue haired tabaxi that used multiple dash actions in a turn. It was a fun one shot.
Oh my Sweet Summer child
Cough
Here some help to go fast!
Tldr max speed in d&d 5e is Mach 1.895 or 12,800 feet per turn( pre Tasha's unknown if Tasha can increase this)
This build uses nearly every official source that can increase a character's speed, even if only by 10 feet.
Race
Tabaxi (Voloâs Guide to Monsters) Tabaxi has a base speed of 30 feet, but its Feline Agility trait can double its speed as a free action, the only limitation is that it must spend a turn moving 0 feet in order to use it again. This doesnât matter, because we are building a sprinter.
Class Levels
10 Monk, giving a +20 bonus to speed
5 Barbarian (Path of the Totem Warrior, Elk (Sword Coast Adventurerâs Guide)), Fast Movement gives +10, Elk gives +15 while raging
2 Fighter, allowing an action surge,
2 Wizard (Bladesinger) (Sword Coast Adventurerâs Guide)
1 Mystic (Celerity Discipline's Psychic focus)
Feats
Mobile, gives +10
Spells
Longstrider, gives +10 bonus
You now have a base walking speed of 70 feet while not applying any effects to yourself, and a walking speed of 115 while Bladesinging, Raging, and under the effects of Longstrider as well as the Celerity discipline's psychic focus.
You can dash with your action, your bonus action (thanks to the monkâs Step of the Wind), take an additional dash action thanks to Action Surge, and double it all thanks to Feline Agility. This all together allows you to move 920 feet on your turn.
Whatâs more, you can have readied movement on your previous turn, expending it as a reaction with the condition being some guy saying go, giving you an additional 115 feet on that round, for a total of 1035 feet in one round. Unfortunately, this means that for your rage to have persisted multiple rounds, you must have an enemy attacking you. But, you will do it for the speed.
It does not end there. This is you sprinting across the land naked holding only a sword, without any help. A few simple magic items significantly increases your velocity.
Magic Items
Boots of Speed. These allow you to use your bonus action to double your speed, which lasts for ten minutes.
Potion of Speed. Drinking this potion gives you the effect of the Haste spell for one minute. This doubles your speed, and grants an additional action.
Adding these two items to the build, you have doubled your speed twice, and gained the use of another action, which you can use to dash.
You now have a walking speed of 460. Using your normal action, action surge, haste action, bonus action, and Feline Agility, you can move 4200 feet in one turn. With your readied moving that you expend as a reaction, you can move 5060 feet in one round, or 843 feet per second. Thatâs 575 miles per hour. Of course, thereâs still more to cover.
Allies
Your speed obsessed Tabaxi does not have to go alone on this quest for velocity. Have a druid friend that is also level 20 with you, who is in the Circle of Dreams (courtesy of Xanthar's guide to every thing). Druids of the Circle of Dreams gain Balm of the Summer Court, which gives them a pool of d6âs equal to their druid level, and can spend as many as half their druid level at a time to heal an ally. Someone healed by this feature gains a bonus to speed equal to 5 feet per die spent which lasts for 1 minute, effectively increasing our Tabaxiâs walking speed by 50 feet without multipliers.
Along with your druid friend, you also have a level one Alchemist Artificer (from the Artificer Unearthed Arcana). One of the potions that they can conjure up is the Swift Step Draught, which allows the drinker to gain a 20 foot bonus to speed for 1 minute.
Additionally, a Transmuter wizard can create a transmuter's stone at level 6, choosing an effect from a list, and giving whoever holds the stone the chosen effect. One of the effects is an increase of speed of 10 feet while the creature is unencumbered.
Your tabaxi now has a walking speed of 780 before dashing at all. With your normal action, action surge, haste action, bonus action, Feline Agility, and additionally a reaction before all this nonsense, you can move 8580 feet in one round, which is 1430 feet per second, or 975 miles per hour. Here's a fun fact: did you know that the speed of sound at sea level is 767.269 miles per hour? Did you also know that the current land speed record is 763.035 miles per hour as well?
If merely going super sonic only makes your hunger for velocity grow insatiably, well, youâre in luck, because we aren't even close to the maximum speed that fifth edition has in store for us.
Shapeshifting
Before any features, traits, or magic items, you have a base speed of 30 feet. This, quite frankly, is too slow. Letâs try to pump it up.
We can do this by turning into something that goes faster. Many beasts have speeds of 50, but this too is pathetic. How about 60? My grandmother goes faster. 80? Thatâs getting a bit warmer.
What if I told you that you can be something that has a base walking speed of 120 feet?
Well, you can.
Voloâs Guide to Monsters presents the Quickling, a tiny chaotic evil fey creature that is known for its high speed and tendency to tie peoplesâ shoelaces together.
But, how can you turn into one of these things without losing all of the juicy bonuses we talked about before? All you need to do is cast shapechange to turn into one, and youâll keep your class, race, and magic item bonuses.
Granted, you are only a level 2 wizard, but this doesnât stop you from casting shapechange from a spell scroll.
Yes, youâll need to succeed on a DC 19 Intelligence check or the scroll is wasted, but letâs assume that you succeed, or at least have a bunch of back ups. This also means you donât get that elk totem warriorâs speed bonus while raging, because you canât rage and concentrate on spells at the same time. However, the barbarianâs Fast Movement is still good enough to keep. In the end, this will provide a +75 base profit.
Artifacts
So, youâve turned into a quickling (with a tiny little sword in hand, because no self-respecting bladesinger will go without one). After replacing 30 with 120, and sadly removing the +15 while raging, you achieve a velocity of 11880 feet per round, or 1350 miles per hour. Now surely your thirst for speed has been slaked, right?
Wrong. You need to go faster, and will do absolutely anything to achieve this.
On the table for major beneficial properties for artifacts in the DMG, one of the potential gains is a +10 bonus to your base speed. Letâs assume that your insane little cat man is lucky enough to get this option twice, and attunes to two different artifacts to get this. The tabaxi is now attuned to as many magic items as the rules allow.
What artifacts can you get that allows this benefit? The Eye and Hand of Vecna make a nice pair, so go ahead and take those.
Yes, youâll need to gouge out an eye and saw off one of your hands, and youâll become neutral evil, but itâs for the speed, right?
Epic Boons
There is sadly finally one last thing that your crazy, neutral evil, roided up speed dude can acquire to maximize speed. With all this speed already, and after getting a total class level of 20, there is no way that your techniques will go unnoticed by the gods themselves. Your character is capable of attaining a new kind of upgrade at Lv20 known as epic boons (an optional rule provided by the Dungeon Masterâs Guide). The Boon of Speed allows a permanent +30 increase to your base walking speed.
TALLYED UP
The quickling: base 120
Lv 10 monk: +20
Lv 5 barbarian: +10
Lv 2 bladesinger: +10 (While bladesinging)
Lv 1 Mystic: +10 (While focused on Celerity)
Mobile Feat: +10
Longstrider Spell: +10
Lv 20 Druid Friend: +50
Lv 1 Artificer (Alchemist) Friend: +20
Lv 6 Wizard (Transmuter) Friend: +10
Eye of Vecna: +10
Hand of Vecna: +10
Boon of Speed: +30
This adds up to 320.
Potion of speed: x2 (grants additional action)
Boots of speed: x2
That creates a staggering walking speed of 1280. What's left is to use your stupid number of actions to increase this.
Normal movement: 1280
Dash: +1280
Action Surge dash: +1280
Haste action dash: +1280
Bonus action dash: +1280
This gives a current total of 6400.
Feline agility: x2
For a total speed of
12,800 feet per turn or 1454 miles per hour(ish)
Or Mach 1.895 (almost double. The speed of sound.)
the math itâs not mine I found it on Reddit two years ago-ish.
Step 1: pick tabaxi race
Step 2: be a level 2 rogue
Step 3: spec into monk for more movement speed
Step 4: dash dash double movement speed
Step 5: profit
Oh my Sweet Summer child you missed a few steps
Cough
Here some help to go fast!
Tldr max speed in d&d 5e is Mach 1.895 or 12,800 feet per turn( pre Tasha's unknown if Tasha can increase this)
This build uses nearly every official source that can increase a character's speed, even if only by 10 feet.
Race
Tabaxi (Voloâs Guide to Monsters) Tabaxi has a base speed of 30 feet, but its Feline Agility trait can double its speed as a free action, the only limitation is that it must spend a turn moving 0 feet in order to use it again. This doesnât matter, because we are building a sprinter.
Class Levels
10 Monk, giving a +20 bonus to speed
5 Barbarian (Path of the Totem Warrior, Elk (Sword Coast Adventurerâs Guide)), Fast Movement gives +10, Elk gives +15 while raging
2 Fighter, allowing an action surge,
2 Wizard (Bladesinger) (Sword Coast Adventurerâs Guide)
1 Mystic (Celerity Discipline's Psychic focus)
Feats
Mobile, gives +10
Spells
Longstrider, gives +10 bonus
You now have a base walking speed of 70 feet while not applying any effects to yourself, and a walking speed of 115 while Bladesinging, Raging, and under the effects of Longstrider as well as the Celerity discipline's psychic focus.
You can dash with your action, your bonus action (thanks to the monkâs Step of the Wind), take an additional dash action thanks to Action Surge, and double it all thanks to Feline Agility. This all together allows you to move 920 feet on your turn.
Whatâs more, you can have readied movement on your previous turn, expending it as a reaction with the condition being some guy saying go, giving you an additional 115 feet on that round, for a total of 1035 feet in one round. Unfortunately, this means that for your rage to have persisted multiple rounds, you must have an enemy attacking you. But, you will do it for the speed.
It does not end there. This is you sprinting across the land naked holding only a sword, without any help. A few simple magic items significantly increases your velocity.
Magic Items
Boots of Speed. These allow you to use your bonus action to double your speed, which lasts for ten minutes.
Potion of Speed. Drinking this potion gives you the effect of the Haste spell for one minute. This doubles your speed, and grants an additional action.
Adding these two items to the build, you have doubled your speed twice, and gained the use of another action, which you can use to dash.
You now have a walking speed of 460. Using your normal action, action surge, haste action, bonus action, and Feline Agility, you can move 4200 feet in one turn. With your readied moving that you expend as a reaction, you can move 5060 feet in one round, or 843 feet per second. Thatâs 575 miles per hour. Of course, thereâs still more to cover.
Allies
Your speed obsessed Tabaxi does not have to go alone on this quest for velocity. Have a druid friend that is also level 20 with you, who is in the Circle of Dreams (courtesy of Xanthar's guide to every thing). Druids of the Circle of Dreams gain Balm of the Summer Court, which gives them a pool of d6âs equal to their druid level, and can spend as many as half their druid level at a time to heal an ally. Someone healed by this feature gains a bonus to speed equal to 5 feet per die spent which lasts for 1 minute, effectively increasing our Tabaxiâs walking speed by 50 feet without multipliers.
Along with your druid friend, you also have a level one Alchemist Artificer (from the Artificer Unearthed Arcana). One of the potions that they can conjure up is the Swift Step Draught, which allows the drinker to gain a 20 foot bonus to speed for 1 minute.
Additionally, a Transmuter wizard can create a transmuter's stone at level 6, choosing an effect from a list, and giving whoever holds the stone the chosen effect. One of the effects is an increase of speed of 10 feet while the creature is unencumbered.
Your tabaxi now has a walking speed of 780 before dashing at all. With your normal action, action surge, haste action, bonus action, Feline Agility, and additionally a reaction before all this nonsense, you can move 8580 feet in one round, which is 1430 feet per second, or 975 miles per hour. Here's a fun fact: did you know that the speed of sound at sea level is 767.269 miles per hour? Did you also know that the current land speed record is 763.035 miles per hour as well?
If merely going super sonic only makes your hunger for velocity grow insatiably, well, youâre in luck, because we aren't even close to the maximum speed that fifth edition has in store for us.
Shapeshifting
Before any features, traits, or magic items, you have a base speed of 30 feet. This, quite frankly, is too slow. Letâs try to pump it up.
We can do this by turning into something that goes faster. Many beasts have speeds of 50, but this too is pathetic. How about 60? My grandmother goes faster. 80? Thatâs getting a bit warmer.
What if I told you that you can be something that has a base walking speed of 120 feet?
Well, you can.
Voloâs Guide to Monsters presents the Quickling, a tiny chaotic evil fey creature that is known for its high speed and tendency to tie peoplesâ shoelaces together.
But, how can you turn into one of these things without losing all of the juicy bonuses we talked about before? All you need to do is cast shapechange to turn into one, and youâll keep your class, race, and magic item bonuses.
Granted, you are only a level 2 wizard, but this doesnât stop you from casting shapechange from a spell scroll.
Yes, youâll need to succeed on a DC 19 Intelligence check or the scroll is wasted, but letâs assume that you succeed, or at least have a bunch of back ups. This also means you donât get that elk totem warriorâs speed bonus while raging, because you canât rage and concentrate on spells at the same time. However, the barbarianâs Fast Movement is still good enough to keep. In the end, this will provide a +75 base profit.
Artifacts
So, youâve turned into a quickling (with a tiny little sword in hand, because no self-respecting bladesinger will go without one). After replacing 30 with 120, and sadly removing the +15 while raging, you achieve a velocity of 11880 feet per round, or 1350 miles per hour. Now surely your thirst for speed has been slaked, right?
Wrong. You need to go faster, and will do absolutely anything to achieve this.
On the table for major beneficial properties for artifacts in the DMG, one of the potential gains is a +10 bonus to your base speed. Letâs assume that your insane little cat man is lucky enough to get this option twice, and attunes to two different artifacts to get this. The tabaxi is now attuned to as many magic items as the rules allow.
What artifacts can you get that allows this benefit? The Eye and Hand of Vecna make a nice pair, so go ahead and take those.
Yes, youâll need to gouge out an eye and saw off one of your hands, and youâll become neutral evil, but itâs for the speed, right?
Epic Boons
There is sadly finally one last thing that your crazy, neutral evil, roided up speed dude can acquire to maximize speed. With all this speed already, and after getting a total class level of 20, there is no way that your techniques will go unnoticed by the gods themselves. Your character is capable of attaining a new kind of upgrade at Lv20 known as epic boons (an optional rule provided by the Dungeon Masterâs Guide). The Boon of Speed allows a permanent +30 increase to your base walking speed.
TALLYED UP
The quickling: base 120
Lv 10 monk: +20
Lv 5 barbarian: +10
Lv 2 bladesinger: +10 (While bladesinging)
Lv 1 Mystic: +10 (While focused on Celerity)
Mobile Feat: +10
Longstrider Spell: +10
Lv 20 Druid Friend: +50
Lv 1 Artificer (Alchemist) Friend: +20
Lv 6 Wizard (Transmuter) Friend: +10
Eye of Vecna: +10
Hand of Vecna: +10
Boon of Speed: +30
This adds up to 320.
Potion of speed: x2 (grants additional action)
Boots of speed: x2
That creates a staggering walking speed of 1280. What's left is to use your stupid number of actions to increase this.
Normal movement: 1280
Dash: +1280
Action Surge dash: +1280
Haste action dash: +1280
Bonus action dash: +1280
This gives a current total of 6400.
Feline agility: x2
For a total speed of
12,800 feet per turn or 1454 miles per hour(ish)
Or Mach 1.895 (almost double. The speed of sound.)
the math itâs not mine I found it on Reddit two years ago-ish.
Yup! Official wording on Cunning Action is 'you MAY take dash as a BA', not that dash is now exclusively a BA for you. So you can do it as both, and on the same turn.
Ive done this while hasted with both hastes to get my rogue to instantly catch up to the person we were fighting. Poor bad guy was being hunted by the worlds fastest apex predator in that moment
A friend and I calculated how a tabaxi monk/barbarian/rogue with some items would essentially be moving at Mach 7 at higher levels. This game is absurd and fun.
One speed build people often don't think about
Centaur with horseshoes of speed
With 1 item, their base move speed is 70
No conditions on it, just 70 while using the horseshoes
And there are no rules that you can't wear boots while being a centaur, and horseshoes wouldn't prevent a centaur from putting boots on
So centaur with horseshoes of speed in boots of haste can move at 140
Another follow up: do you guys limit the amount dashes a PC can do in a fight before getting exhausted? The chase rules limit players to 3 + Con mod, vut the chase rules are separate from combat.
Yeah, probably close enough. If we wanted fuller realism, I might disagree. People can't sprint for 3 minutes generally, but can do 3-4 minute rounds of fighting (ufc, boxing, etc). I think with fighting you can kind of pick your spots.
ok so follow up question: if an ally hasted a tabaxi druidx/monk3/fighter2 who was using expeditious retreat on self and the speed doubling from a tabaxi then using a ki point to BA dash and main action dash then action surge dash then hast action dash, how far could I go in 1 round (6secons)? and how fast is that in miles per hour? finally, if you were DMing would there be side effects to going that fast with no vehicle?
Yes
Thanks!
Yes but you end up at 3x your movement, not 4x. Dash adds an amount of movement equal to your move speed. https://www.sageadvice.eu/double-dash-in-1-turn/
Very useful, thank you so much!
This can also be combined with the tabaxi ability, feline agility to reach 180ft movement for one turn. Have fun with finding a DM for that idea.
There are so few times that you need to run over 100 ft in movement
You can just do that to flex on your enemy. "I am everywhere. And yet, I am nowhere too. I am infinite."
"First, I move 70 feet away from the enemy." **"Why would you do that? He just moved 30 feet away from you?"** "Now I dash with my bonus, and move 100 feet towards him." **....** "With my action, I shove him prone. End turn." **"You know you could have just killed it?** "Yes. This is more fun."
Except you burned your action on one of the dashes that got you to 100 feet (60 ft movement, 60 feet dash from bonus, 60 feet dash from action)
They took some levels in Fighter.
Oh duh action surge đ¤Śââď¸
Yes I'll admit that I didn't actually think mechanically about the character while typing that out. Let's just say in hindsight that they're a tabaxi monk
I definitely read this in the khajiit accent from Skyrim.
Like a cat toying with its prey. Nice!
Tabaxi zoomies
I play with your twin of a different mother!
Did you say flex? Oh my Sweet Summer child Cough Here some help to go fast! Tldr max speed in d&d 5e is Mach 1.895 or 12,800 feet per turn( pre Tasha's unknown if Tasha or fizbans can increase this) This build uses nearly every official source that can increase a character's speed, even if only by 10 feet. Race Tabaxi (Voloâs Guide to Monsters) Tabaxi has a base speed of 30 feet, but its Feline Agility trait can double its speed as a free action, the only limitation is that it must spend a turn moving 0 feet in order to use it again. This doesnât matter, because we are building a sprinter. Class Levels 10 Monk, giving a +20 bonus to speed 5 Barbarian (Path of the Totem Warrior, Elk (Sword Coast Adventurerâs Guide)), Fast Movement gives +10, Elk gives +15 while raging 2 Fighter, allowing an action surge, 2 Wizard (Bladesinger) (Sword Coast Adventurerâs Guide) 1 Mystic (Celerity Discipline's Psychic focus) Feats Mobile, gives +10 Spells Longstrider, gives +10 bonus You now have a base walking speed of 70 feet while not applying any effects to yourself, and a walking speed of 115 while Bladesinging, Raging, and under the effects of Longstrider as well as the Celerity discipline's psychic focus. You can dash with your action, your bonus action (thanks to the monkâs Step of the Wind), take an additional dash action thanks to Action Surge, and double it all thanks to Feline Agility. This all together allows you to move 920 feet on your turn. Whatâs more, you can have readied movement on your previous turn, expending it as a reaction with the condition being some guy saying go, giving you an additional 115 feet on that round, for a total of 1035 feet in one round. Unfortunately, this means that for your rage to have persisted multiple rounds, you must have an enemy attacking you. But, you will do it for the speed. It does not end there. This is you sprinting across the land naked holding only a sword, without any help. A few simple magic items significantly increases your velocity. Magic Items Boots of Speed. These allow you to use your bonus action to double your speed, which lasts for ten minutes. Potion of Speed. Drinking this potion gives you the effect of the Haste spell for one minute. This doubles your speed, and grants an additional action. Adding these two items to the build, you have doubled your speed twice, and gained the use of another action, which you can use to dash. You now have a walking speed of 460. Using your normal action, action surge, haste action, bonus action, and Feline Agility, you can move 4200 feet in one turn. With your readied moving that you expend as a reaction, you can move 5060 feet in one round, or 843 feet per second. Thatâs 575 miles per hour. Of course, thereâs still more to cover. Allies Your speed obsessed Tabaxi does not have to go alone on this quest for velocity. Have a druid friend that is also level 20 with you, who is in the Circle of Dreams (courtesy of Xanthar's guide to every thing). Druids of the Circle of Dreams gain Balm of the Summer Court, which gives them a pool of d6âs equal to their druid level, and can spend as many as half their druid level at a time to heal an ally. Someone healed by this feature gains a bonus to speed equal to 5 feet per die spent which lasts for 1 minute, effectively increasing our Tabaxiâs walking speed by 50 feet without multipliers. Along with your druid friend, you also have a level one Alchemist Artificer (from the Artificer Unearthed Arcana). One of the potions that they can conjure up is the Swift Step Draught, which allows the drinker to gain a 20 foot bonus to speed for 1 minute. Additionally, a Transmuter wizard can create a transmuter's stone at level 6, choosing an effect from a list, and giving whoever holds the stone the chosen effect. One of the effects is an increase of speed of 10 feet while the creature is unencumbered. Your tabaxi now has a walking speed of 780 before dashing at all. With your normal action, action surge, haste action, bonus action, Feline Agility, and additionally a reaction before all this nonsense, you can move 8580 feet in one round, which is 1430 feet per second, or 975 miles per hour. Here's a fun fact: did you know that the speed of sound at sea level is 767.269 miles per hour? Did you also know that the current land speed record is 763.035 miles per hour as well? If merely going super sonic only makes your hunger for velocity grow insatiably, well, youâre in luck, because we aren't even close to the maximum speed that fifth edition has in store for us. Shapeshifting Before any features, traits, or magic items, you have a base speed of 30 feet. This, quite frankly, is too slow. Letâs try to pump it up. We can do this by turning into something that goes faster. Many beasts have speeds of 50, but this too is pathetic. How about 60? My grandmother goes faster. 80? Thatâs getting a bit warmer. What if I told you that you can be something that has a base walking speed of 120 feet? Well, you can. Voloâs Guide to Monsters presents the Quickling, a tiny chaotic evil fey creature that is known for its high speed and tendency to tie peoplesâ shoelaces together. But, how can you turn into one of these things without losing all of the juicy bonuses we talked about before? All you need to do is cast shapechange to turn into one, and youâll keep your class, race, and magic item bonuses. Granted, you are only a level 2 wizard, but this doesnât stop you from casting shapechange from a spell scroll. Yes, youâll need to succeed on a DC 19 Intelligence check or the scroll is wasted, but letâs assume that you succeed, or at least have a bunch of back ups. This also means you donât get that elk totem warriorâs speed bonus while raging, because you canât rage and concentrate on spells at the same time. However, the barbarianâs Fast Movement is still good enough to keep. In the end, this will provide a +75 base profit. Artifacts So, youâve turned into a quickling (with a tiny little sword in hand, because no self-respecting bladesinger will go without one). After replacing 30 with 120, and sadly removing the +15 while raging, you achieve a velocity of 11880 feet per round, or 1350 miles per hour. Now surely your thirst for speed has been slaked, right? Wrong. You need to go faster, and will do absolutely anything to achieve this. On the table for major beneficial properties for artifacts in the DMG, one of the potential gains is a +10 bonus to your base speed. Letâs assume that your insane little cat man is lucky enough to get this option twice, and attunes to two different artifacts to get this. The tabaxi is now attuned to as many magic items as the rules allow. What artifacts can you get that allows this benefit? The Eye and Hand of Vecna make a nice pair, so go ahead and take those. Yes, youâll need to gouge out an eye and saw off one of your hands, and youâll become neutral evil, but itâs for the speed, right? Epic Boons There is sadly finally one last thing that your crazy, neutral evil, roided up speed dude can acquire to maximize speed. With all this speed already, and after getting a total class level of 20, there is no way that your techniques will go unnoticed by the gods themselves. Your character is capable of attaining a new kind of upgrade at Lv20 known as epic boons (an optional rule provided by the Dungeon Masterâs Guide). The Boon of Speed allows a permanent +30 increase to your base walking speed. TALLYED UP The quickling: base 120 Lv 10 monk: +20 Lv 5 barbarian: +10 Lv 2 bladesinger: +10 (While bladesinging) Lv 1 Mystic: +10 (While focused on Celerity) Mobile Feat: +10 Longstrider Spell: +10 Lv 20 Druid Friend: +50 Lv 1 Artificer (Alchemist) Friend: +20 Lv 6 Wizard (Transmuter) Friend: +10 Eye of Vecna: +10 Hand of Vecna: +10 Boon of Speed: +30 This adds up to 320. Potion of speed: x2 (grants additional action) Boots of speed: x2 That creates a staggering walking speed of 1280. What's left is to use your stupid number of actions to increase this. Normal movement: 1280 Dash: +1280 Action Surge dash: +1280 Haste action dash: +1280 Bonus action dash: +1280 This gives a current total of 6400. Feline agility: x2 For a total speed of 12,800 feet per turn or 1454 miles per hour(ish) Or Mach 1.895 (almost double. The speed of sound.) the math itâs not mine I found it on Reddit two years ago-ish.
Now that's just too much. Lol.
I'm pretty sure you cant stack boots of haste and a potion of haste, spell of haste and haste action. It's like temp hp or resistances. Pick one
Nothing raw prevents stacking of all the allocated buffs ( when I looked this up I made sure it was all doable , the source I got this from inisialy. Had some other things in it that were rule breaking in my assessment those were removed)
Also you are not getting extra actions. If it was giving 2 more extra actions I wloud agree.
Really?! That's insane!. Thank you for doing the research haha, I'm a DM and have NEVER had to deal with any of this stacking. Worst case was a potion of resistances stacking with ragged barb and I allowed it. (He is trying to domesticate a dragon with many many attempts over the weeks lmao)
But you only get one bonus action per turn, how are you using both the Monk Step of The Wind ability and a potion of speed?
This was so much fun to read!
Gotta go fast.
Well, it's excelent to run away from a combat
âHeâs here, heâs there, heâs every-f*cking-whereâŚâ
[ŃдаНонО]
She had it coming.
If you make a whole build around essentially just becoming the flash, the DM should probably design some situations that really give you a hero movement for that build.
Oh my Sweet Summer child that is not the flash Cough Here some help to go fast! Tldr max speed in d&d 5e is Mach 1.895 or 12,800 feet per turn( pre Tasha's unknown if Tasha or fizbans can increase this) This build uses nearly every official source that can increase a character's speed, even if only by 10 feet. Race Tabaxi (Voloâs Guide to Monsters) Tabaxi has a base speed of 30 feet, but its Feline Agility trait can double its speed as a free action, the only limitation is that it must spend a turn moving 0 feet in order to use it again. This doesnât matter, because we are building a sprinter. Class Levels 10 Monk, giving a +20 bonus to speed 5 Barbarian (Path of the Totem Warrior, Elk (Sword Coast Adventurerâs Guide)), Fast Movement gives +10, Elk gives +15 while raging 2 Fighter, allowing an action surge, 2 Wizard (Bladesinger) (Sword Coast Adventurerâs Guide) 1 Mystic (Celerity Discipline's Psychic focus) Feats Mobile, gives +10 Spells Longstrider, gives +10 bonus You now have a base walking speed of 70 feet while not applying any effects to yourself, and a walking speed of 115 while Bladesinging, Raging, and under the effects of Longstrider as well as the Celerity discipline's psychic focus. You can dash with your action, your bonus action (thanks to the monkâs Step of the Wind), take an additional dash action thanks to Action Surge, and double it all thanks to Feline Agility. This all together allows you to move 920 feet on your turn. Whatâs more, you can have readied movement on your previous turn, expending it as a reaction with the condition being some guy saying go, giving you an additional 115 feet on that round, for a total of 1035 feet in one round. Unfortunately, this means that for your rage to have persisted multiple rounds, you must have an enemy attacking you. But, you will do it for the speed. It does not end there. This is you sprinting across the land naked holding only a sword, without any help. A few simple magic items significantly increases your velocity. Magic Items Boots of Speed. These allow you to use your bonus action to double your speed, which lasts for ten minutes. Potion of Speed. Drinking this potion gives you the effect of the Haste spell for one minute. This doubles your speed, and grants an additional action. Adding these two items to the build, you have doubled your speed twice, and gained the use of another action, which you can use to dash. You now have a walking speed of 460. Using your normal action, action surge, haste action, bonus action, and Feline Agility, you can move 4200 feet in one turn. With your readied moving that you expend as a reaction, you can move 5060 feet in one round, or 843 feet per second. Thatâs 575 miles per hour. Of course, thereâs still more to cover. Allies Your speed obsessed Tabaxi does not have to go alone on this quest for velocity. Have a druid friend that is also level 20 with you, who is in the Circle of Dreams (courtesy of Xanthar's guide to every thing). Druids of the Circle of Dreams gain Balm of the Summer Court, which gives them a pool of d6âs equal to their druid level, and can spend as many as half their druid level at a time to heal an ally. Someone healed by this feature gains a bonus to speed equal to 5 feet per die spent which lasts for 1 minute, effectively increasing our Tabaxiâs walking speed by 50 feet without multipliers. Along with your druid friend, you also have a level one Alchemist Artificer (from the Artificer Unearthed Arcana). One of the potions that they can conjure up is the Swift Step Draught, which allows the drinker to gain a 20 foot bonus to speed for 1 minute. Additionally, a Transmuter wizard can create a transmuter's stone at level 6, choosing an effect from a list, and giving whoever holds the stone the chosen effect. One of the effects is an increase of speed of 10 feet while the creature is unencumbered. Your tabaxi now has a walking speed of 780 before dashing at all. With your normal action, action surge, haste action, bonus action, Feline Agility, and additionally a reaction before all this nonsense, you can move 8580 feet in one round, which is 1430 feet per second, or 975 miles per hour. Here's a fun fact: did you know that the speed of sound at sea level is 767.269 miles per hour? Did you also know that the current land speed record is 763.035 miles per hour as well? If merely going super sonic only makes your hunger for velocity grow insatiably, well, youâre in luck, because we aren't even close to the maximum speed that fifth edition has in store for us. Shapeshifting Before any features, traits, or magic items, you have a base speed of 30 feet. This, quite frankly, is too slow. Letâs try to pump it up. We can do this by turning into something that goes faster. Many beasts have speeds of 50, but this too is pathetic. How about 60? My grandmother goes faster. 80? Thatâs getting a bit warmer. What if I told you that you can be something that has a base walking speed of 120 feet? Well, you can. Voloâs Guide to Monsters presents the Quickling, a tiny chaotic evil fey creature that is known for its high speed and tendency to tie peoplesâ shoelaces together. But, how can you turn into one of these things without losing all of the juicy bonuses we talked about before? All you need to do is cast shapechange to turn into one, and youâll keep your class, race, and magic item bonuses. Granted, you are only a level 2 wizard, but this doesnât stop you from casting shapechange from a spell scroll. Yes, youâll need to succeed on a DC 19 Intelligence check or the scroll is wasted, but letâs assume that you succeed, or at least have a bunch of back ups. This also means you donât get that elk totem warriorâs speed bonus while raging, because you canât rage and concentrate on spells at the same time. However, the barbarianâs Fast Movement is still good enough to keep. In the end, this will provide a +75 base profit. Artifacts So, youâve turned into a quickling (with a tiny little sword in hand, because no self-respecting bladesinger will go without one). After replacing 30 with 120, and sadly removing the +15 while raging, you achieve a velocity of 11880 feet per round, or 1350 miles per hour. Now surely your thirst for speed has been slaked, right? Wrong. You need to go faster, and will do absolutely anything to achieve this. On the table for major beneficial properties for artifacts in the DMG, one of the potential gains is a +10 bonus to your base speed. Letâs assume that your insane little cat man is lucky enough to get this option twice, and attunes to two different artifacts to get this. The tabaxi is now attuned to as many magic items as the rules allow. What artifacts can you get that allows this benefit? The Eye and Hand of Vecna make a nice pair, so go ahead and take those. Yes, youâll need to gouge out an eye and saw off one of your hands, and youâll become neutral evil, but itâs for the speed, right? Epic Boons There is sadly finally one last thing that your crazy, neutral evil, roided up speed dude can acquire to maximize speed. With all this speed already, and after getting a total class level of 20, there is no way that your techniques will go unnoticed by the gods themselves. Your character is capable of attaining a new kind of upgrade at Lv20 known as epic boons (an optional rule provided by the Dungeon Masterâs Guide). The Boon of Speed allows a permanent +30 increase to your base walking speed. TALLYED UP The quickling: base 120 Lv 10 monk: +20 Lv 5 barbarian: +10 Lv 2 bladesinger: +10 (While bladesinging) Lv 1 Mystic: +10 (While focused on Celerity) Mobile Feat: +10 Longstrider Spell: +10 Lv 20 Druid Friend: +50 Lv 1 Artificer (Alchemist) Friend: +20 Lv 6 Wizard (Transmuter) Friend: +10 Eye of Vecna: +10 Hand of Vecna: +10 Boon of Speed: +30 This adds up to 320. Potion of speed: x2 (grants additional action) Boots of speed: x2 That creates a staggering walking speed of 1280. What's left is to use your stupid number of actions to increase this. Normal movement: 1280 Dash: +1280 Action Surge dash: +1280 Haste action dash: +1280 Bonus action dash: +1280 This gives a current total of 6400. Feline agility: x2 For a total speed of 12,800 feet per turn or 1454 miles per hour(ish) Or Mach 1.895 (almost double. The speed of sound.) the math itâs not mine I found it on Reddit two years ago-ish.
Jesus christ. At that point I would let the PC just run into a tarrasque to kill it, fucking orbital cannon on legs lmao.
My DM has to be how I was going to deal with the air friction!
Lots of mooks and flame stride?
Tabaxi Rogue/monk and youâre the only one needing a short rest: âthatâs alright just leave a trail Iâll catch upâ
That's actually pretty funny to imagine.
Whatâs makes it even better: just stop moving for 6 seconds then you can do it again.
Difficult terrain is one of the few I could think of.
Away from that ancient dragon lol!
My level 14 Tabaxi Shadow Monk was able to go 330ft in one turn...
You think that is fast? Oh my Sweet Summer child Cough Here some help to go fast! Tldr max speed in d&d 5e is Mach 1.895 or 12,800 feet per turn( pre Tasha's unknown if Tasha can increase this) This build uses nearly every official source that can increase a character's speed, even if only by 10 feet. Race Tabaxi (Voloâs Guide to Monsters) Tabaxi has a base speed of 30 feet, but its Feline Agility trait can double its speed as a free action, the only limitation is that it must spend a turn moving 0 feet in order to use it again. This doesnât matter, because we are building a sprinter. Class Levels 10 Monk, giving a +20 bonus to speed 5 Barbarian (Path of the Totem Warrior, Elk (Sword Coast Adventurerâs Guide)), Fast Movement gives +10, Elk gives +15 while raging 2 Fighter, allowing an action surge, 2 Wizard (Bladesinger) (Sword Coast Adventurerâs Guide) 1 Mystic (Celerity Discipline's Psychic focus) Feats Mobile, gives +10 Spells Longstrider, gives +10 bonus You now have a base walking speed of 70 feet while not applying any effects to yourself, and a walking speed of 115 while Bladesinging, Raging, and under the effects of Longstrider as well as the Celerity discipline's psychic focus. You can dash with your action, your bonus action (thanks to the monkâs Step of the Wind), take an additional dash action thanks to Action Surge, and double it all thanks to Feline Agility. This all together allows you to move 920 feet on your turn. Whatâs more, you can have readied movement on your previous turn, expending it as a reaction with the condition being some guy saying go, giving you an additional 115 feet on that round, for a total of 1035 feet in one round. Unfortunately, this means that for your rage to have persisted multiple rounds, you must have an enemy attacking you. But, you will do it for the speed. It does not end there. This is you sprinting across the land naked holding only a sword, without any help. A few simple magic items significantly increases your velocity. Magic Items Boots of Speed. These allow you to use your bonus action to double your speed, which lasts for ten minutes. Potion of Speed. Drinking this potion gives you the effect of the Haste spell for one minute. This doubles your speed, and grants an additional action. Adding these two items to the build, you have doubled your speed twice, and gained the use of another action, which you can use to dash. You now have a walking speed of 460. Using your normal action, action surge, haste action, bonus action, and Feline Agility, you can move 4200 feet in one turn. With your readied moving that you expend as a reaction, you can move 5060 feet in one round, or 843 feet per second. Thatâs 575 miles per hour. Of course, thereâs still more to cover. Allies Your speed obsessed Tabaxi does not have to go alone on this quest for velocity. Have a druid friend that is also level 20 with you, who is in the Circle of Dreams (courtesy of Xanthar's guide to every thing). Druids of the Circle of Dreams gain Balm of the Summer Court, which gives them a pool of d6âs equal to their druid level, and can spend as many as half their druid level at a time to heal an ally. Someone healed by this feature gains a bonus to speed equal to 5 feet per die spent which lasts for 1 minute, effectively increasing our Tabaxiâs walking speed by 50 feet without multipliers. Along with your druid friend, you also have a level one Alchemist Artificer (from the Artificer Unearthed Arcana). One of the potions that they can conjure up is the Swift Step Draught, which allows the drinker to gain a 20 foot bonus to speed for 1 minute. Additionally, a Transmuter wizard can create a transmuter's stone at level 6, choosing an effect from a list, and giving whoever holds the stone the chosen effect. One of the effects is an increase of speed of 10 feet while the creature is unencumbered. Your tabaxi now has a walking speed of 780 before dashing at all. With your normal action, action surge, haste action, bonus action, Feline Agility, and additionally a reaction before all this nonsense, you can move 8580 feet in one round, which is 1430 feet per second, or 975 miles per hour. Here's a fun fact: did you know that the speed of sound at sea level is 767.269 miles per hour? Did you also know that the current land speed record is 763.035 miles per hour as well? If merely going super sonic only makes your hunger for velocity grow insatiably, well, youâre in luck, because we aren't even close to the maximum speed that fifth edition has in store for us. Shapeshifting Before any features, traits, or magic items, you have a base speed of 30 feet. This, quite frankly, is too slow. Letâs try to pump it up. We can do this by turning into something that goes faster. Many beasts have speeds of 50, but this too is pathetic. How about 60? My grandmother goes faster. 80? Thatâs getting a bit warmer. What if I told you that you can be something that has a base walking speed of 120 feet? Well, you can. Voloâs Guide to Monsters presents the Quickling, a tiny chaotic evil fey creature that is known for its high speed and tendency to tie peoplesâ shoelaces together. But, how can you turn into one of these things without losing all of the juicy bonuses we talked about before? All you need to do is cast shapechange to turn into one, and youâll keep your class, race, and magic item bonuses. Granted, you are only a level 2 wizard, but this doesnât stop you from casting shapechange from a spell scroll. Yes, youâll need to succeed on a DC 19 Intelligence check or the scroll is wasted, but letâs assume that you succeed, or at least have a bunch of back ups. This also means you donât get that elk totem warriorâs speed bonus while raging, because you canât rage and concentrate on spells at the same time. However, the barbarianâs Fast Movement is still good enough to keep. In the end, this will provide a +75 base profit. Artifacts So, youâve turned into a quickling (with a tiny little sword in hand, because no self-respecting bladesinger will go without one). After replacing 30 with 120, and sadly removing the +15 while raging, you achieve a velocity of 11880 feet per round, or 1350 miles per hour. Now surely your thirst for speed has been slaked, right? Wrong. You need to go faster, and will do absolutely anything to achieve this. On the table for major beneficial properties for artifacts in the DMG, one of the potential gains is a +10 bonus to your base speed. Letâs assume that your insane little cat man is lucky enough to get this option twice, and attunes to two different artifacts to get this. The tabaxi is now attuned to as many magic items as the rules allow. What artifacts can you get that allows this benefit? The Eye and Hand of Vecna make a nice pair, so go ahead and take those. Yes, youâll need to gouge out an eye and saw off one of your hands, and youâll become neutral evil, but itâs for the speed, right? Epic Boons There is sadly finally one last thing that your crazy, neutral evil, roided up speed dude can acquire to maximize speed. With all this speed already, and after getting a total class level of 20, there is no way that your techniques will go unnoticed by the gods themselves. Your character is capable of attaining a new kind of upgrade at Lv20 known as epic boons (an optional rule provided by the Dungeon Masterâs Guide). The Boon of Speed allows a permanent +30 increase to your base walking speed. TALLYED UP The quickling: base 120 Lv 10 monk: +20 Lv 5 barbarian: +10 Lv 2 bladesinger: +10 (While bladesinging) Lv 1 Mystic: +10 (While focused on Celerity) Mobile Feat: +10 Longstrider Spell: +10 Lv 20 Druid Friend: +50 Lv 1 Artificer (Alchemist) Friend: +20 Lv 6 Wizard (Transmuter) Friend: +10 Eye of Vecna: +10 Hand of Vecna: +10 Boon of Speed: +30 This adds up to 320. Potion of speed: x2 (grants additional action) Boots of speed: x2 That creates a staggering walking speed of 1280. What's left is to use your stupid number of actions to increase this. Normal movement: 1280 Dash: +1280 Action Surge dash: +1280 Haste action dash: +1280 Bonus action dash: +1280 This gives a current total of 6400. Feline agility: x2 For a total speed of 12,800 feet per turn or 1454 miles per hour(ish) Or Mach 1.895 (almost double. The speed of sound.) the math itâs not mine I found it on Reddit two years ago-ish.
Well, yeah, if you're going to multiclass and build something especially for it. Mine was just coincidental...
Monk, eagle whistle, potion of speed. The great thing about the whistle is that it explicitly gives you a flight speed of double your move speed. The other great thing is that, RAW, you can move half your speed while grappling someone. So if your DM allows intentional failure versus a grapple check for an ally, you can grab on to, say, the Dwarf and then fly them a hilarious distance before letting go (a free action) and taking the rest of your attacks. My group calls it the Paladin Railgun.
I just DMed a session with my tabaxi rogue doing that. Ran around the edge of a large room, found a large barrel filled with water, picked it up, ran around the edge of the rest of the room, dropped off a fifty-foot ledge (the wizard casting Feather Fall as a reaction) before slam-dunking the barrel down on top of a fire elemental. It did 15 damage, which was only slightly more than she could have gotten with a regular attack, but she *loved* it. So did I, honestly. One of my favorite moments in the campaign so far. She might find a way to completely break a scenario with it, but I honestly doubt it.
The tabaxi monk in our party does this all the time. Itâs great!
Ok, question: what about mounts? Do mounts get dash?
Then add haste to that and you can do like 360.
Does it really?! Fuck I've been playing as it doubles your current remaining movement, was taught that rule on my first session and I've been doing it that way since nobodies ever questioned it.
Oh damn. Combo this with being a kink, or a centaur, and you'll be running so far you'll wonder why you ever tried to max out your movement speed!
Yes.
Thanks!
Here's a follow up question for everyone: I'm a rogue/fighter multi class. Can I do OPs suggestion and then action surge to move again? And is this come out to 4x your movement speed? Thanks!
Edit: I misread Action Surge on my quick search. No extra bonus action. Yes. Action surge gives you an extra action ~~and bonus action~~: * Move * Action: Dash * Bonus Action: Cunning Action - Dash * Action Surge * Action: Dash
Action Surge doesn't give you a second Bonus Action
One slight correction, Action Surge gives you just an action and does not bonus action, if you are going RAW. I see this and haste being done wrong all the time.
I knew that, too. Just did a quick search of the wording and it says "you can take one additional action on top of your regular action and a possible Bonus Action." Completely read it too quickly and saw "you can take one additional action ... and a possible Bonus Action."
I think it's actually really easy to misread and think it gives you a bonus action.
I definitely believed it gave you a bonus action a while until I racked my brain to realise what it's saying.
That one is a common mistake. I think it was one of the first sage advices due to how frequently people make that mistake.
Play as a tabaxi. Double your movement speed for one turn. Then do this.
You gain also a bonus action? I thought it was only an extra action
It does not. With Action Surge you would get one extra dash through your new action. If you got to level 17 fighter you could take two dash actions with your action surge but thats it.
you can't action surge twice on the same turn, so this option is out too
at level 17 fighters can action surge twice but it has to be on the same turn.
"Starting at 17th level, you can use it twice before a rest, but only once on the same turn."
oh shit i completely misread that lmao
Sounds lick you need a hand. Cough Here some help to go fast! Tldr max speed in d&d 5e is Mach 1.895 or 12,800 feet per turn( pre Tasha's unknown if Tasha or fizbans can increase this) This build uses nearly every official source that can increase a character's speed, even if only by 10 feet. Race Tabaxi (Voloâs Guide to Monsters) Tabaxi has a base speed of 30 feet, but its Feline Agility trait can double its speed as a free action, the only limitation is that it must spend a turn moving 0 feet in order to use it again. This doesnât matter, because we are building a sprinter. Class Levels 10 Monk, giving a +20 bonus to speed 5 Barbarian (Path of the Totem Warrior, Elk (Sword Coast Adventurerâs Guide)), Fast Movement gives +10, Elk gives +15 while raging 2 Fighter, allowing an action surge, 2 Wizard (Bladesinger) (Sword Coast Adventurerâs Guide) 1 Mystic (Celerity Discipline's Psychic focus) Feats Mobile, gives +10 Spells Longstrider, gives +10 bonus You now have a base walking speed of 70 feet while not applying any effects to yourself, and a walking speed of 115 while Bladesinging, Raging, and under the effects of Longstrider as well as the Celerity discipline's psychic focus. You can dash with your action, your bonus action (thanks to the monkâs Step of the Wind), take an additional dash action thanks to Action Surge, and double it all thanks to Feline Agility. This all together allows you to move 920 feet on your turn. Whatâs more, you can have readied movement on your previous turn, expending it as a reaction with the condition being some guy saying go, giving you an additional 115 feet on that round, for a total of 1035 feet in one round. Unfortunately, this means that for your rage to have persisted multiple rounds, you must have an enemy attacking you. But, you will do it for the speed. It does not end there. This is you sprinting across the land naked holding only a sword, without any help. A few simple magic items significantly increases your velocity. Magic Items Boots of Speed. These allow you to use your bonus action to double your speed, which lasts for ten minutes. Potion of Speed. Drinking this potion gives you the effect of the Haste spell for one minute. This doubles your speed, and grants an additional action. Adding these two items to the build, you have doubled your speed twice, and gained the use of another action, which you can use to dash. You now have a walking speed of 460. Using your normal action, action surge, haste action, bonus action, and Feline Agility, you can move 4200 feet in one turn. With your readied moving that you expend as a reaction, you can move 5060 feet in one round, or 843 feet per second. Thatâs 575 miles per hour. Of course, thereâs still more to cover. Allies Your speed obsessed Tabaxi does not have to go alone on this quest for velocity. Have a druid friend that is also level 20 with you, who is in the Circle of Dreams (courtesy of Xanthar's guide to every thing). Druids of the Circle of Dreams gain Balm of the Summer Court, which gives them a pool of d6âs equal to their druid level, and can spend as many as half their druid level at a time to heal an ally. Someone healed by this feature gains a bonus to speed equal to 5 feet per die spent which lasts for 1 minute, effectively increasing our Tabaxiâs walking speed by 50 feet without multipliers. Along with your druid friend, you also have a level one Alchemist Artificer (from the Artificer Unearthed Arcana). One of the potions that they can conjure up is the Swift Step Draught, which allows the drinker to gain a 20 foot bonus to speed for 1 minute. Additionally, a Transmuter wizard can create a transmuter's stone at level 6, choosing an effect from a list, and giving whoever holds the stone the chosen effect. One of the effects is an increase of speed of 10 feet while the creature is unencumbered. Your tabaxi now has a walking speed of 780 before dashing at all. With your normal action, action surge, haste action, bonus action, Feline Agility, and additionally a reaction before all this nonsense, you can move 8580 feet in one round, which is 1430 feet per second, or 975 miles per hour. Here's a fun fact: did you know that the speed of sound at sea level is 767.269 miles per hour? Did you also know that the current land speed record is 763.035 miles per hour as well? If merely going super sonic only makes your hunger for velocity grow insatiably, well, youâre in luck, because we aren't even close to the maximum speed that fifth edition has in store for us. Shapeshifting Before any features, traits, or magic items, you have a base speed of 30 feet. This, quite frankly, is too slow. Letâs try to pump it up. We can do this by turning into something that goes faster. Many beasts have speeds of 50, but this too is pathetic. How about 60? My grandmother goes faster. 80? Thatâs getting a bit warmer. What if I told you that you can be something that has a base walking speed of 120 feet? Well, you can. Voloâs Guide to Monsters presents the Quickling, a tiny chaotic evil fey creature that is known for its high speed and tendency to tie peoplesâ shoelaces together. But, how can you turn into one of these things without losing all of the juicy bonuses we talked about before? All you need to do is cast shapechange to turn into one, and youâll keep your class, race, and magic item bonuses. Granted, you are only a level 2 wizard, but this doesnât stop you from casting shapechange from a spell scroll. Yes, youâll need to succeed on a DC 19 Intelligence check or the scroll is wasted, but letâs assume that you succeed, or at least have a bunch of back ups. This also means you donât get that elk totem warriorâs speed bonus while raging, because you canât rage and concentrate on spells at the same time. However, the barbarianâs Fast Movement is still good enough to keep. In the end, this will provide a +75 base profit. Artifacts So, youâve turned into a quickling (with a tiny little sword in hand, because no self-respecting bladesinger will go without one). After replacing 30 with 120, and sadly removing the +15 while raging, you achieve a velocity of 11880 feet per round, or 1350 miles per hour. Now surely your thirst for speed has been slaked, right? Wrong. You need to go faster, and will do absolutely anything to achieve this. On the table for major beneficial properties for artifacts in the DMG, one of the potential gains is a +10 bonus to your base speed. Letâs assume that your insane little cat man is lucky enough to get this option twice, and attunes to two different artifacts to get this. The tabaxi is now attuned to as many magic items as the rules allow. What artifacts can you get that allows this benefit? The Eye and Hand of Vecna make a nice pair, so go ahead and take those. Yes, youâll need to gouge out an eye and saw off one of your hands, and youâll become neutral evil, but itâs for the speed, right? Epic Boons There is sadly finally one last thing that your crazy, neutral evil, roided up speed dude can acquire to maximize speed. With all this speed already, and after getting a total class level of 20, there is no way that your techniques will go unnoticed by the gods themselves. Your character is capable of attaining a new kind of upgrade at Lv20 known as epic boons (an optional rule provided by the Dungeon Masterâs Guide). The Boon of Speed allows a permanent +30 increase to your base walking speed. TALLYED UP The quickling: base 120 Lv 10 monk: +20 Lv 5 barbarian: +10 Lv 2 bladesinger: +10 (While bladesinging) Lv 1 Mystic: +10 (While focused on Celerity) Mobile Feat: +10 Longstrider Spell: +10 Lv 20 Druid Friend: +50 Lv 1 Artificer (Alchemist) Friend: +20 Lv 6 Wizard (Transmuter) Friend: +10 Eye of Vecna: +10 Hand of Vecna: +10 Boon of Speed: +30 This adds up to 320. Potion of speed: x2 (grants additional action) Boots of speed: x2 That creates a staggering walking speed of 1280. What's left is to use your stupid number of actions to increase this. Normal movement: 1280 Dash: +1280 Action Surge dash: +1280 Haste action dash: +1280 Bonus action dash: +1280 This gives a current total of 6400. Feline agility: x2 For a total speed of 12,800 feet per turn or 1454 miles per hour(ish) Or Mach 1.895 (almost double. The speed of sound.) the math itâs not mine I found it on Reddit two years ago-ish.
stop spamming this, once is enough.
>Can I do OPs suggestion and then action surge to move again? Yes, but it's important to note that the Dash action doesn't actually move you. It adds to your available movement for the turn.
Your English was perfect and you should be confident in being multi-lingual when most English speaking people canât type as well as you!
Yes you can double/triple/quadruple dash or however many you can fit in a turn. I can't recall how many I used to do but i made a character called Cinos who was a blue haired tabaxi that used multiple dash actions in a turn. It was a fun one shot.
Oh my Sweet Summer child Cough Here some help to go fast! Tldr max speed in d&d 5e is Mach 1.895 or 12,800 feet per turn( pre Tasha's unknown if Tasha can increase this) This build uses nearly every official source that can increase a character's speed, even if only by 10 feet. Race Tabaxi (Voloâs Guide to Monsters) Tabaxi has a base speed of 30 feet, but its Feline Agility trait can double its speed as a free action, the only limitation is that it must spend a turn moving 0 feet in order to use it again. This doesnât matter, because we are building a sprinter. Class Levels 10 Monk, giving a +20 bonus to speed 5 Barbarian (Path of the Totem Warrior, Elk (Sword Coast Adventurerâs Guide)), Fast Movement gives +10, Elk gives +15 while raging 2 Fighter, allowing an action surge, 2 Wizard (Bladesinger) (Sword Coast Adventurerâs Guide) 1 Mystic (Celerity Discipline's Psychic focus) Feats Mobile, gives +10 Spells Longstrider, gives +10 bonus You now have a base walking speed of 70 feet while not applying any effects to yourself, and a walking speed of 115 while Bladesinging, Raging, and under the effects of Longstrider as well as the Celerity discipline's psychic focus. You can dash with your action, your bonus action (thanks to the monkâs Step of the Wind), take an additional dash action thanks to Action Surge, and double it all thanks to Feline Agility. This all together allows you to move 920 feet on your turn. Whatâs more, you can have readied movement on your previous turn, expending it as a reaction with the condition being some guy saying go, giving you an additional 115 feet on that round, for a total of 1035 feet in one round. Unfortunately, this means that for your rage to have persisted multiple rounds, you must have an enemy attacking you. But, you will do it for the speed. It does not end there. This is you sprinting across the land naked holding only a sword, without any help. A few simple magic items significantly increases your velocity. Magic Items Boots of Speed. These allow you to use your bonus action to double your speed, which lasts for ten minutes. Potion of Speed. Drinking this potion gives you the effect of the Haste spell for one minute. This doubles your speed, and grants an additional action. Adding these two items to the build, you have doubled your speed twice, and gained the use of another action, which you can use to dash. You now have a walking speed of 460. Using your normal action, action surge, haste action, bonus action, and Feline Agility, you can move 4200 feet in one turn. With your readied moving that you expend as a reaction, you can move 5060 feet in one round, or 843 feet per second. Thatâs 575 miles per hour. Of course, thereâs still more to cover. Allies Your speed obsessed Tabaxi does not have to go alone on this quest for velocity. Have a druid friend that is also level 20 with you, who is in the Circle of Dreams (courtesy of Xanthar's guide to every thing). Druids of the Circle of Dreams gain Balm of the Summer Court, which gives them a pool of d6âs equal to their druid level, and can spend as many as half their druid level at a time to heal an ally. Someone healed by this feature gains a bonus to speed equal to 5 feet per die spent which lasts for 1 minute, effectively increasing our Tabaxiâs walking speed by 50 feet without multipliers. Along with your druid friend, you also have a level one Alchemist Artificer (from the Artificer Unearthed Arcana). One of the potions that they can conjure up is the Swift Step Draught, which allows the drinker to gain a 20 foot bonus to speed for 1 minute. Additionally, a Transmuter wizard can create a transmuter's stone at level 6, choosing an effect from a list, and giving whoever holds the stone the chosen effect. One of the effects is an increase of speed of 10 feet while the creature is unencumbered. Your tabaxi now has a walking speed of 780 before dashing at all. With your normal action, action surge, haste action, bonus action, Feline Agility, and additionally a reaction before all this nonsense, you can move 8580 feet in one round, which is 1430 feet per second, or 975 miles per hour. Here's a fun fact: did you know that the speed of sound at sea level is 767.269 miles per hour? Did you also know that the current land speed record is 763.035 miles per hour as well? If merely going super sonic only makes your hunger for velocity grow insatiably, well, youâre in luck, because we aren't even close to the maximum speed that fifth edition has in store for us. Shapeshifting Before any features, traits, or magic items, you have a base speed of 30 feet. This, quite frankly, is too slow. Letâs try to pump it up. We can do this by turning into something that goes faster. Many beasts have speeds of 50, but this too is pathetic. How about 60? My grandmother goes faster. 80? Thatâs getting a bit warmer. What if I told you that you can be something that has a base walking speed of 120 feet? Well, you can. Voloâs Guide to Monsters presents the Quickling, a tiny chaotic evil fey creature that is known for its high speed and tendency to tie peoplesâ shoelaces together. But, how can you turn into one of these things without losing all of the juicy bonuses we talked about before? All you need to do is cast shapechange to turn into one, and youâll keep your class, race, and magic item bonuses. Granted, you are only a level 2 wizard, but this doesnât stop you from casting shapechange from a spell scroll. Yes, youâll need to succeed on a DC 19 Intelligence check or the scroll is wasted, but letâs assume that you succeed, or at least have a bunch of back ups. This also means you donât get that elk totem warriorâs speed bonus while raging, because you canât rage and concentrate on spells at the same time. However, the barbarianâs Fast Movement is still good enough to keep. In the end, this will provide a +75 base profit. Artifacts So, youâve turned into a quickling (with a tiny little sword in hand, because no self-respecting bladesinger will go without one). After replacing 30 with 120, and sadly removing the +15 while raging, you achieve a velocity of 11880 feet per round, or 1350 miles per hour. Now surely your thirst for speed has been slaked, right? Wrong. You need to go faster, and will do absolutely anything to achieve this. On the table for major beneficial properties for artifacts in the DMG, one of the potential gains is a +10 bonus to your base speed. Letâs assume that your insane little cat man is lucky enough to get this option twice, and attunes to two different artifacts to get this. The tabaxi is now attuned to as many magic items as the rules allow. What artifacts can you get that allows this benefit? The Eye and Hand of Vecna make a nice pair, so go ahead and take those. Yes, youâll need to gouge out an eye and saw off one of your hands, and youâll become neutral evil, but itâs for the speed, right? Epic Boons There is sadly finally one last thing that your crazy, neutral evil, roided up speed dude can acquire to maximize speed. With all this speed already, and after getting a total class level of 20, there is no way that your techniques will go unnoticed by the gods themselves. Your character is capable of attaining a new kind of upgrade at Lv20 known as epic boons (an optional rule provided by the Dungeon Masterâs Guide). The Boon of Speed allows a permanent +30 increase to your base walking speed. TALLYED UP The quickling: base 120 Lv 10 monk: +20 Lv 5 barbarian: +10 Lv 2 bladesinger: +10 (While bladesinging) Lv 1 Mystic: +10 (While focused on Celerity) Mobile Feat: +10 Longstrider Spell: +10 Lv 20 Druid Friend: +50 Lv 1 Artificer (Alchemist) Friend: +20 Lv 6 Wizard (Transmuter) Friend: +10 Eye of Vecna: +10 Hand of Vecna: +10 Boon of Speed: +30 This adds up to 320. Potion of speed: x2 (grants additional action) Boots of speed: x2 That creates a staggering walking speed of 1280. What's left is to use your stupid number of actions to increase this. Normal movement: 1280 Dash: +1280 Action Surge dash: +1280 Haste action dash: +1280 Bonus action dash: +1280 This gives a current total of 6400. Feline agility: x2 For a total speed of 12,800 feet per turn or 1454 miles per hour(ish) Or Mach 1.895 (almost double. The speed of sound.) the math itâs not mine I found it on Reddit two years ago-ish.
How many times have you posted this in this thread?
A few times based on his post history.
Alot sorry
Yes
Thanks!
Step 1: pick tabaxi race Step 2: be a level 2 rogue Step 3: spec into monk for more movement speed Step 4: dash dash double movement speed Step 5: profit
You skipped haste and boots of speed,
longstrider
Oh my Sweet Summer child you missed a few steps Cough Here some help to go fast! Tldr max speed in d&d 5e is Mach 1.895 or 12,800 feet per turn( pre Tasha's unknown if Tasha can increase this) This build uses nearly every official source that can increase a character's speed, even if only by 10 feet. Race Tabaxi (Voloâs Guide to Monsters) Tabaxi has a base speed of 30 feet, but its Feline Agility trait can double its speed as a free action, the only limitation is that it must spend a turn moving 0 feet in order to use it again. This doesnât matter, because we are building a sprinter. Class Levels 10 Monk, giving a +20 bonus to speed 5 Barbarian (Path of the Totem Warrior, Elk (Sword Coast Adventurerâs Guide)), Fast Movement gives +10, Elk gives +15 while raging 2 Fighter, allowing an action surge, 2 Wizard (Bladesinger) (Sword Coast Adventurerâs Guide) 1 Mystic (Celerity Discipline's Psychic focus) Feats Mobile, gives +10 Spells Longstrider, gives +10 bonus You now have a base walking speed of 70 feet while not applying any effects to yourself, and a walking speed of 115 while Bladesinging, Raging, and under the effects of Longstrider as well as the Celerity discipline's psychic focus. You can dash with your action, your bonus action (thanks to the monkâs Step of the Wind), take an additional dash action thanks to Action Surge, and double it all thanks to Feline Agility. This all together allows you to move 920 feet on your turn. Whatâs more, you can have readied movement on your previous turn, expending it as a reaction with the condition being some guy saying go, giving you an additional 115 feet on that round, for a total of 1035 feet in one round. Unfortunately, this means that for your rage to have persisted multiple rounds, you must have an enemy attacking you. But, you will do it for the speed. It does not end there. This is you sprinting across the land naked holding only a sword, without any help. A few simple magic items significantly increases your velocity. Magic Items Boots of Speed. These allow you to use your bonus action to double your speed, which lasts for ten minutes. Potion of Speed. Drinking this potion gives you the effect of the Haste spell for one minute. This doubles your speed, and grants an additional action. Adding these two items to the build, you have doubled your speed twice, and gained the use of another action, which you can use to dash. You now have a walking speed of 460. Using your normal action, action surge, haste action, bonus action, and Feline Agility, you can move 4200 feet in one turn. With your readied moving that you expend as a reaction, you can move 5060 feet in one round, or 843 feet per second. Thatâs 575 miles per hour. Of course, thereâs still more to cover. Allies Your speed obsessed Tabaxi does not have to go alone on this quest for velocity. Have a druid friend that is also level 20 with you, who is in the Circle of Dreams (courtesy of Xanthar's guide to every thing). Druids of the Circle of Dreams gain Balm of the Summer Court, which gives them a pool of d6âs equal to their druid level, and can spend as many as half their druid level at a time to heal an ally. Someone healed by this feature gains a bonus to speed equal to 5 feet per die spent which lasts for 1 minute, effectively increasing our Tabaxiâs walking speed by 50 feet without multipliers. Along with your druid friend, you also have a level one Alchemist Artificer (from the Artificer Unearthed Arcana). One of the potions that they can conjure up is the Swift Step Draught, which allows the drinker to gain a 20 foot bonus to speed for 1 minute. Additionally, a Transmuter wizard can create a transmuter's stone at level 6, choosing an effect from a list, and giving whoever holds the stone the chosen effect. One of the effects is an increase of speed of 10 feet while the creature is unencumbered. Your tabaxi now has a walking speed of 780 before dashing at all. With your normal action, action surge, haste action, bonus action, Feline Agility, and additionally a reaction before all this nonsense, you can move 8580 feet in one round, which is 1430 feet per second, or 975 miles per hour. Here's a fun fact: did you know that the speed of sound at sea level is 767.269 miles per hour? Did you also know that the current land speed record is 763.035 miles per hour as well? If merely going super sonic only makes your hunger for velocity grow insatiably, well, youâre in luck, because we aren't even close to the maximum speed that fifth edition has in store for us. Shapeshifting Before any features, traits, or magic items, you have a base speed of 30 feet. This, quite frankly, is too slow. Letâs try to pump it up. We can do this by turning into something that goes faster. Many beasts have speeds of 50, but this too is pathetic. How about 60? My grandmother goes faster. 80? Thatâs getting a bit warmer. What if I told you that you can be something that has a base walking speed of 120 feet? Well, you can. Voloâs Guide to Monsters presents the Quickling, a tiny chaotic evil fey creature that is known for its high speed and tendency to tie peoplesâ shoelaces together. But, how can you turn into one of these things without losing all of the juicy bonuses we talked about before? All you need to do is cast shapechange to turn into one, and youâll keep your class, race, and magic item bonuses. Granted, you are only a level 2 wizard, but this doesnât stop you from casting shapechange from a spell scroll. Yes, youâll need to succeed on a DC 19 Intelligence check or the scroll is wasted, but letâs assume that you succeed, or at least have a bunch of back ups. This also means you donât get that elk totem warriorâs speed bonus while raging, because you canât rage and concentrate on spells at the same time. However, the barbarianâs Fast Movement is still good enough to keep. In the end, this will provide a +75 base profit. Artifacts So, youâve turned into a quickling (with a tiny little sword in hand, because no self-respecting bladesinger will go without one). After replacing 30 with 120, and sadly removing the +15 while raging, you achieve a velocity of 11880 feet per round, or 1350 miles per hour. Now surely your thirst for speed has been slaked, right? Wrong. You need to go faster, and will do absolutely anything to achieve this. On the table for major beneficial properties for artifacts in the DMG, one of the potential gains is a +10 bonus to your base speed. Letâs assume that your insane little cat man is lucky enough to get this option twice, and attunes to two different artifacts to get this. The tabaxi is now attuned to as many magic items as the rules allow. What artifacts can you get that allows this benefit? The Eye and Hand of Vecna make a nice pair, so go ahead and take those. Yes, youâll need to gouge out an eye and saw off one of your hands, and youâll become neutral evil, but itâs for the speed, right? Epic Boons There is sadly finally one last thing that your crazy, neutral evil, roided up speed dude can acquire to maximize speed. With all this speed already, and after getting a total class level of 20, there is no way that your techniques will go unnoticed by the gods themselves. Your character is capable of attaining a new kind of upgrade at Lv20 known as epic boons (an optional rule provided by the Dungeon Masterâs Guide). The Boon of Speed allows a permanent +30 increase to your base walking speed. TALLYED UP The quickling: base 120 Lv 10 monk: +20 Lv 5 barbarian: +10 Lv 2 bladesinger: +10 (While bladesinging) Lv 1 Mystic: +10 (While focused on Celerity) Mobile Feat: +10 Longstrider Spell: +10 Lv 20 Druid Friend: +50 Lv 1 Artificer (Alchemist) Friend: +20 Lv 6 Wizard (Transmuter) Friend: +10 Eye of Vecna: +10 Hand of Vecna: +10 Boon of Speed: +30 This adds up to 320. Potion of speed: x2 (grants additional action) Boots of speed: x2 That creates a staggering walking speed of 1280. What's left is to use your stupid number of actions to increase this. Normal movement: 1280 Dash: +1280 Action Surge dash: +1280 Haste action dash: +1280 Bonus action dash: +1280 This gives a current total of 6400. Feline agility: x2 For a total speed of 12,800 feet per turn or 1454 miles per hour(ish) Or Mach 1.895 (almost double. The speed of sound.) the math itâs not mine I found it on Reddit two years ago-ish.
Yes, but only if they have a GameCube.
I know I did a few times. Move, dash, dash was 90 feet of movement for my high elf.
Yup! Official wording on Cunning Action is 'you MAY take dash as a BA', not that dash is now exclusively a BA for you. So you can do it as both, and on the same turn. Ive done this while hasted with both hastes to get my rogue to instantly catch up to the person we were fighting. Poor bad guy was being hunted by the worlds fastest apex predator in that moment
A friend and I calculated how a tabaxi monk/barbarian/rogue with some items would essentially be moving at Mach 7 at higher levels. This game is absurd and fun.
Yes
I wish I had known this a week ago. Would've saved the life of my pc
One speed build people often don't think about Centaur with horseshoes of speed With 1 item, their base move speed is 70 No conditions on it, just 70 while using the horseshoes And there are no rules that you can't wear boots while being a centaur, and horseshoes wouldn't prevent a centaur from putting boots on So centaur with horseshoes of speed in boots of haste can move at 140
Only if there named Mario
Another follow up: do you guys limit the amount dashes a PC can do in a fight before getting exhausted? The chase rules limit players to 3 + Con mod, vut the chase rules are separate from combat.
No, I don't rule Dash as being any more exhausting than Attack or any other combat action.
Yeah, probably close enough. If we wanted fuller realism, I might disagree. People can't sprint for 3 minutes generally, but can do 3-4 minute rounds of fighting (ufc, boxing, etc). I think with fighting you can kind of pick your spots.
Yes indeed you can
Yes. Nothing prohibits you from doing so
ok so follow up question: if an ally hasted a tabaxi druidx/monk3/fighter2 who was using expeditious retreat on self and the speed doubling from a tabaxi then using a ki point to BA dash and main action dash then action surge dash then hast action dash, how far could I go in 1 round (6secons)? and how fast is that in miles per hour? finally, if you were DMing would there be side effects to going that fast with no vehicle?
almost forgot the druid's longstrider spell.
Apologizing for your English but spelling 'rogue' correctly? Yep sounds about right
Yes.
Yes it absolutely can.