Talk:Time Stride (5e Spell)

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I can't understand what exactly this spell is trying to do. "This allows you to move while all other creatures are frozen in time as if you teleported"? If it's a teleporation spell, how far can you move? If it just increases your movement, then by how much is your movement increased? Is this just taking the disengage action? How is this affecting other creatures? - Guy (talk) 06:58, 28 July 2017 (MDT)


Please Review this Spell again. --Bigdad881 (talk) 01:26, 4 September 2018 (MDT)

I'd say this spell would serve better as a feature, or a feat, considering it has limited use. It is quite different to limit a cantrip. ~ BigShotFancyMan (talk) 10:55, 19 October 2018 (MDT)
This cantrip just stops time long enough to move around. You can't do anything else, other than move, with this cantrip. There does not need to be a limit for something like that. Demongo (talk) 23:40, 17 November 2018 (MST)
It doesn't just only allow you to move. With this cantrip you can avoid opportunity attacks, and move up to your speed. I still think this would be better as a feature because I think it is a stronger utility cantrip but not worthy of a spell slot. ~ BigShotFancyMan (talk) 19:41, 19 November 2018 (MST)
I also agree on BigShotFancyMan's stance here. From what I read, aside from all the fancy flavors and fluffs, what this "cantrip" allows you to do is almost equal to the misty step spell, which is a 2nd-level spell. Of course it does not allow you to move through large cracks, but considering a monk or a tabaxi (or even both) uses this cantrip via Magic Initiate feat or the like, the potential is even greater than the misty step spell. (I know I am taking a more extreme case, but from what I see, an obvious loophole must be filled before a determined munchkin decides to exploit it.)
For further comparison: expeditious retreat allows you to take the Dash action as a bonus action, and longstrider increases the movement by 10 feet for 1 hour. Both spells are 1st-level spell. --WeirdoWhoever (talk) 06:53, 20 November 2018 (MST)
I am sorry, but I do not understand. This cantrip still needs an action. Disengage needs an action as well and it prevents opportunity attacks. Disengage also lasts for the entire turn rather than when you stop moving. I would also like some clarification on the usage of this cantrip with monk and tabaxi. Demongo (talk) 18:16, 21 November 2018 (MST)
You have a great point that this and Disengage are identically, except for the utility to walk on water and perhaps anything else we may not be thinking of that makes this better. That's at least what I am trying to do. How can I make abuse this :p ~ BigShotFancyMan (talk) 20:33, 21 November 2018 (MST)
You seem fairly concerned about it letting casters walk on water for a moment, so I removed that part; it wasn't intended to be the focus anyway. I still fail to see how it can be exploited any further than what a normal game allows, so I would appreciate it if someone can give an example. Demongo (talk) 00:53, 25 November 2018 (MST)
Sorry about the mess I wrote beforehand. The point I tried to bring up was how this cantrip allows you to take what is equivalent of Dash and Disengage action at the same time, as follows:
  • Dash action: Takes an action; doubles your speed until the end of the turn.
  • Disengage action: Takes an action; prevents opportunity attacks against you until the end of the turn.
  • Time stride cantrip: Takes an action; apart from the fancy flavor and all, it allows you to move up to your walking speed (without explicitly stating that this uses up your movement, so I will presume that the movement from this cantrip counts separate) without provoking opportunity attacks.
I presented tabaxi monk because it is infamous for so-called "racecar" build. Technically a tabaxi monk can move up to 60 feet per turn (Unarmored Movement), can take the Dash action as a bonus action (Step of the Wind), and with Feline Agility (tabaxi), that speed is doubled. Combine that with time stride, perhaps gained from Magic Initiate feat or something, and you gain a monk who can literally zap up to like 240 feet without provoking an opportunity attack.
I know I am making a very extreme case for comparison, but even a lighter version can easily occur. Already I have presented expeditious retreat spell, which allows a wizard to take the Dash action as a bonus action; combine the two spells and your speed is literally quadrupled.
Now, here are my suggestions for this cantrip:
  • If you want to keep the effect as of now, I would suggest it should be cranked up to like 1st- or 2nd-level spell. Already I have mentioned misty step spell is a 2nd-level spell, and considering that misty step has fixed distance while time stride can fluctuate according to your spell, this can easily be like 3rd-level spell.
  • If you want to keep it as a cantrip, try lowering the movement speed. I would suggest only 10 feet at 1st level, and increase it by like 5 feet at 5th level (15 feet), 11th level (20 feet), and 17th level (25 feet). It's already good enough by that much.
I hope I have made my points clear this time. Thank you for your time. --WeirdoWhoever (talk) 20:23, 25 November 2018 (MST)
I see your concern and I would like to clarify. This cantrip does not grant more movement speed. My last edit to it removed the water walk effect and also fixed the wording so that it clearly states that it uses your movement speed. I see that you have a suggestion for this cantrip, but this was designed with using your own movement speed for the duration. I assume your suggestion for this, as a cantrip, grants a slight bonus temporary movement speed for the duration that increases as you level, which does sound nice, but granting movement speed is not, and should not be, what this cantrip does. Demongo (talk) 22:58, 25 November 2018 (MST)
The spell doesn't say what the actual mechanical effects of stopped time are.
I have changed the effect to "Until the end of your turn, you are invisible and do not provoke reactions." because:
  • It has the desired effect of not granting additional movement (in fact, we don't need to mention movement at all)
  • It has the implied effect of moving around without creatures being able to react to you (this includes opportunity attacks). The way the combat rules work, time effectively "stops" while you take your turn anyway: no-one else is doing anything while you take your movement and actions. The only exception is if someone reacts to you, so all we need to do is prevent that.
Some caveats may be required for having the effect end early, but I want you to see it in its simplest form first. Marasmusine (talk) 06:58, 3 June 2019 (MDT)

Fixed it...?[edit]

Hey there! I looked over it, and decided to change it up a bit. Basically what I did was I changed it to a first level spell, then basically allowed you to take the Dash and Disengage action as a single action. It also boosted your movement a bit as well. Is this too powerful for a first level spell? I thought it fit the spell thematically a bit more. If the original poster sees this and wants to change it back, feel free to. I just thought this would be better. I'm sorry that I changed it without your permission, and I'll be happy to change it back if you don't like it. Please let me know if you like it or not. Thanks! --MarshDASavage (talk) 16:26, 30 November 2020 (MST)

The reworked spell looks pretty good. Compared to the similar spell misty step, this spell is weaker as it requires your action and bonus action to get the most use out of the spell, but it you can get theoretically get more movement out of it than misty step. It also functions differently as you don't blink, you just get more movement. Overall, I am a fan of the rework gj.--Blobby383b (talk) 16:39, 30 November 2020 (MST)
Hey, Blobby383b! Thank you for responding! I tried my best to make it as balanced as possible. I saw you edited the Magi page earlier today. IS it your post? If so, I left you a comment on that page about its balance and clarity. Hopefully, you look over my comment and try to fix it. I think it's a good concept, it's just the abilities are not balanced at all. If it's not your post, then I'll leave you alone. Thank you for commenting on my edit! --18:20, 30 November 2020 (MST)
I did edit the magi class, but no it isn't my page. You can take a look at the history tab to see the history of a page and who has edited it. I am not going to do a deep dive into your response, but from a glance you bring up several valid balance issues while also pointing out the unclear wording. From there, you can choose to just add maintenance templates to the page with a shorter description outlining the pages issues. Otherwise, since this is a wiki, users are free to edit pages and you could take up work on the class yourself(or some other users can as well). Besides that, I also wanted to let you know that you are always free to fix minor mistakes on pages whenever you see them. If you have any more questions feel free to contact me on my talk page or if you are interested by joining the wiki's Discord Server.--Blobby383b (talk) 20:17, 1 December 2020 (MST)
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