Talk:Pushing the Speed Limit (5e Optimized Character Build)
From D&D Wiki
There are a few more things that can be done.
One thing you can do is ditch an additional three levels in monk for three levels in the UA ranger, Deep Stalker conclave. This allows a +10 on the first turn of combat (assuming that you weren't in combat while taking the time beforehand to shapeshift, use your magic items, bladesing, and ready a movement reaction, and that you go into combat the moment you start running. For this purpose, let's assume this character's greatest enemy is really far away and you decide to initiate combat with the guy.) What this means is while you have a -5 base to your reaction as well as any kind of movement that's not on your turn, you'll have a +5 base profit to movement options on your turn. This changes the grand total from 14,080 feet in one round to 14,260 feet.
You can have a mystic ally focused on the mantle of Fury, which will be placed next to where the speed monk will be after using its reaction to move. This will grant the speed monk on its turn a +5 base movement, which grants an additional 200 feet to the grand total, regardless of the Ranger multiclass.
Additionally, having another mystic ally focusing on the mantle of command allows your tabaxi to move up to half their movement speed at the and of the mystic's turn, which can be ideally done after the tabaxi does all of the insane stuff and after the mystic has taken the turn themselves. The mystic's placement would have to be calculated so that the tabaxi ends its turn near the mystic. As long as this happens within the round, it should still count towards max speed. Because this movement is not on the Tabaxi's turn, it does not gain the benefits of the Feline Agility feature. In the end, this ally grants an additional 630 feet to the grand total (or 640 if you do not use the ranger multiclass).
To make things more ridiculous, you can have a Lv13 rogue ally with the scout archetype (Unearthed Arcana) set up an ambush right before your tabaxi starts moving. If the ambush surprises the intended target, the rogue's allies gain a +10 base bonus to speed until the end of the ally's next turn. This grants an additional 440 feet to the grand total, regardless of whether or not the Ranger multiclass is used.
In the end, the Ranger multiclass has the better speed, but at the cost of a few undesired technicalities. Without the ranger, the grand total becomes 15,360 feet in one round, or 1,745.4545 mph. With the ranger, the grand total becomes 15,530 feet in one round, or 1764.7727 mph.
Consistent Speed Build
I would also like to mention a build that does not rely too heavily on gimmicks or has a one-time use, but instead a character who can go consistently fast whenever the character pleases. By this, I mean that any feature or trait that offers a bonus to speed, or an additional action to increase the grand total, will require no specific circumstance and can be accessed anytime and all the time consecutively within a realistic standard. (for example, the tabaxi's feline agility is not eligible, for it cannot be used consecutively, whereas unarmored movement is okay within the realistic standard that the character's not wearing armor.)
Sadly, there is no reliable race comparable to the tabaxi, so we'll have to resort to the wood elf, a base speed 35 race. You'll first need two levels in rogue for the cunning action, which can be used every round without exhausting the ability, unlike the Monk's step of the wind. Having five levels in barbarian gives a +10 unarmored movement One level in mystic gives you the option of having the celerity discipline, whose focus gives a +10 to movement. Twelve levels can go to the monk, giving a +20 to unarmored movement.
The next thing to do is to take the mobile feat, giving a permanent +10
While the boots and potion of speed have a limited use, the Eye and Hand of Vecna are still viable options assuming both of their major beneficial properties land on the speed bonus. In fact, there is now room for one more attunement, so we could also use something like the Axe of Dwarven Lords, which also allows a major beneficial property. This totals a +30 bonus.
Lastly, the boon of speed grants a permanent +30 bonus.
This is a base movement of 145 feet. Using your normal movement, action, and bonus action, you get a total of 435 feet in one round, or 49.43 mph. This is definitely minuscule compared to the super speed monk, but this is, as far as I can see, the best consistent speed possible. --Djinni (talk) 16:01, 5 August 2017 (MDT)
About the Rail Gun
As much as it pained me to add that, I had to do it for the speed. Having to add this made me realize that using a cheap tactic to reach infinity is hardly satisfying at all. All it did was reduce the majority of the extensive research and extreme optimization techniques put into this down to nothing, in favor of merely one simple exploit. Nothing can exceed it, but can only merely be lesser or equal. I'm sad about it, but I have come to terms with it, for I'm doing it for the speed. --Djinni (talk) 00:17, 5 October 2017 (MDT)
To whoever posted the "Geometry time, boiz" section, would you mind setting up the Google Doc so anyone with the link could view it? I'm having trouble imagining what it looks like. --Benk207 (talk) 19:08, 19 March 2019 (MDT)
Problem with Bladesinger (and rocketboosting)
I don't think the bladesinger part of this build works at all. Tabaxi are neither elf or half-elf, and that is a requirement for the class. Well, at least without DM approval. And once DMs start approving things, who knows what you can do.
Also not sure about the rocket boosting either. Speed is just how far you can move in a turn. I don't think it's affected by the movement of other people. It can increase the base distance you can go, but it's not going to be affected by all of those multipliers, unless everyone is a tabaxi. And even then, it's just increasing the distance traveled by the maximum amount the tabaxi can move via addition, not multiplication.--Antipothis (talk) 01:16, 14 February 2020 (MST)
Modification to The Conclusion
Theoretically, if you were to have a necromancer friend reanimate a skeleton and order it to stand at the end of the track, it would take twice that grand total for damage due to the skeleton's weakness to bludgeoning damage. An average of 700k in damage, anyone? --IntellectMaster (talk) 20:50, 29 April 2020 (GMT-5)