Talk:Pushing the Speed Limit (5e Optimized Character Build)

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Concentrating on disciplines follows the same rules as concentrating on spells, so you can't rage while concentrating on Celerity. --Louie20x6 (talk) 17:44, 4 August 2017 (MDT)

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.

Also, the speed monk's mystic level isn't for concentrating, but for having the Celerity Psychic focus --Djinni (talk) 18:38, 4 August 2017 (MDT)


Consistent Speed Build[edit]

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)


- couldn't you add haste for an extra doubling of speed and dash action? I'm a new-ish player, and don't see why not. - asuna 3/19/2022 19:15

Draconic Champion[edit]

Put 5 levels into the draconic champion class. Your absurd speed becomes an absurd flying speed, but you fall if you end your turn in midair. AngelicBahamut (talk) 20:00, 4 September 2017 (MDT)

About the Rail Gun[edit]

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)

Quick request[edit]

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)[edit]

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)

With Tasha's Cauldron of Everything, you're now allowed to be a bladesinger for any race. So that first part of your problem is no longer an issue. --DreadY2K (talk) 12:48, 8 January 2021 (MST)

Modification to The Conclusion[edit]

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)

Couldn't you give the skeleton vulnerability, with bestow curse,contagion or wish. I'm pretty sure I read something about changing damage type, so you could do elemental bane along with the curse for a tiny bit of extra damage (2d6). So you could get to 1400k.

There is another way[edit]

Pick any small race with 30ft of movement, and go 14 levels Artificer with the Power Armorer archetype. For your infusions you pick you pick the boots of speed and Arcane Propulsion Armor. Now the math, you have your base 30ft of movement, you take Stout Nimbleness for another 5ft, Mobile for another 10ft, bringing you to 45ft, make your Arcane Armor in the Infiltrator mode for another 5ft, then Infuse it with Arcane Propulsion Armor for another 5ft, and your armor's boots as the Boots of Speed to double your speed for 10 minutes a day. Cast Longstrider for another 10ft for an hour per casting, and then Haste to double your speed again. Result is a constant 55 movement speed that can become 65 for an hour as a 1st level spell you can cast on yourself then you can click your boots to bring that to 130ft and cast Haste to bring that to 260ft with a bonus Dash action, allowing you to move, Haste action dash, action Dash for a total of 780ft each turn for 10 turns. Then of coarse now we can add 6 levels of other shenanigans and ally support, if someone else casts haste on you instead you can cast Expeditious Retreat to be able to Dash with your bonus actions letting you reach 1040ft per turn for the duration of Haste, and we still have those 6 levels to work with so for maximum speed from this point you can do the well known Elk Totem Barbarian and Fighter which I'd suggest the Eldritch knight to keep scaling your spell slots. This brings us to a base speed of 70ft, Longstrider to 80ft, boots to 160ft, Haste to 320ft, Move, Expeditious Retreat for the bonus action, Haste Dash, action Dash, Action Surge Dash for a max speed of 1600ft in one turn.

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