By using Misty Step with Spell Mastery, can a wizard effectively increase their travel speed?
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So, one of my players has recently asked me if they could use misty step with the wizard's Spell Mastery feature to effectively increase their travel speed by 30ft/6 secconds. Effectively doubling default travel pace.
At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.
By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.
Misty step says:
You teleport up to 30 feet to an unoccupied space that you can see.
I am not asking if the spell can be used mid-combat to increase movement, only for long-distance travel. As far as I could find there are no rules anywhere saying that he could not, but it just feels wrong so I was not sure.
dnd-5e spells class-feature wizard travel
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up vote
7
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So, one of my players has recently asked me if they could use misty step with the wizard's Spell Mastery feature to effectively increase their travel speed by 30ft/6 secconds. Effectively doubling default travel pace.
At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.
By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.
Misty step says:
You teleport up to 30 feet to an unoccupied space that you can see.
I am not asking if the spell can be used mid-combat to increase movement, only for long-distance travel. As far as I could find there are no rules anywhere saying that he could not, but it just feels wrong so I was not sure.
dnd-5e spells class-feature wizard travel
New contributor
add a comment |Â
up vote
7
down vote
favorite
up vote
7
down vote
favorite
So, one of my players has recently asked me if they could use misty step with the wizard's Spell Mastery feature to effectively increase their travel speed by 30ft/6 secconds. Effectively doubling default travel pace.
At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.
By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.
Misty step says:
You teleport up to 30 feet to an unoccupied space that you can see.
I am not asking if the spell can be used mid-combat to increase movement, only for long-distance travel. As far as I could find there are no rules anywhere saying that he could not, but it just feels wrong so I was not sure.
dnd-5e spells class-feature wizard travel
New contributor
So, one of my players has recently asked me if they could use misty step with the wizard's Spell Mastery feature to effectively increase their travel speed by 30ft/6 secconds. Effectively doubling default travel pace.
At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.
By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.
Misty step says:
You teleport up to 30 feet to an unoccupied space that you can see.
I am not asking if the spell can be used mid-combat to increase movement, only for long-distance travel. As far as I could find there are no rules anywhere saying that he could not, but it just feels wrong so I was not sure.
dnd-5e spells class-feature wizard travel
dnd-5e spells class-feature wizard travel
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edited 17 mins ago
V2Blast
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asked 10 hours ago
TheAussieSlime
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4 Answers
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Yes, you can use misty step with Spell Mastery, but...
...This seems like a bizarre way to increase long-term movement speed. While the time it takes to cast a bonus action is "especially swift", as Azeranth points out, a DM might rule that constantly casting a spell in this way is sufficiently distracting that over a long period it might be a hindrance to long-distance travel (though the Misty Step spell takes so little time to cast that maybe this isn't the case).
An arguably more sensible use of a low level spell (that, using spell mastery to negate spell slot "costs") to increase overland speed might be the 1st level spell Expeditious Retreat, which lasts for 10 minutes, and does the following (emphasis mine):
This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.
While this might lose some of the "Nightcrawler" flavour of teleporting in short hops to get a bit of extra speed, a "once every ten minutes" casting of a spell might be less of a burden.
1
Or....y'know.......get a riding horse. :)
â guildsbounty
6 hours ago
1
I did realise that this wasn't necessarily a reasonable method of transport for a level 18 wizard (who has a number of forms of teleportation available to them), it was more asked out of curiosity. Also, wouldn't using expeditious retreat cause exhaustion over long distance travel as a result of dashing constantly?
â TheAussieSlime
5 hours ago
@TheAussieSlime That sounds like another good question!
â Jason_c_o
2 hours ago
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up vote
2
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No, you can't use misty step to double travel pace in this way
You can't double your travel pace by taking the Dash action every turn for 8 hours. For the same reason, you can't double it by casting a spell each turn for 8 hours. See PHB p. 181 for the details on travel pace.
You should clarify your reasoning by quoting or explaining the relevant part of the rule.
â V2Blast
15 mins ago
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up vote
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No, both rules as written and common sense says no. Long distance travel is based on the premise that you are not doing anything to constantly distract yourself. Constantly recasting a spell would require you to lose any of the long distance benefits you would gain. Essentially the effort, concentration, and exhaustion of endless recasts negates any benefits. Also, a 30 foot speed assumes your running in a crazed battle siutation, you don't sprint around like that
New contributor
1
9 meters / 6 seconds is very far from sprinting
â András
9 hours ago
Running is represented by the Dash action (at least) which is already twice as fast.
â Erik
9 hours ago
Welcome to RPG.SE. Please take the tour and visit the help center to see how this Q&A site is different from a discussion forum. I recommend that you edit your answer and better support it by referring to the rules on travel in the PHB. (ch 8, Movement). Supported answers attract more votes, and are what this site asks for.
â KorvinStarmast
5 hours ago
You mentioned rules as written, could you please state where these rules are?
â TheAussieSlime
5 hours ago
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up vote
0
down vote
There are no rules in D&D 5e that cover this.
Or to more explicit, there are overland travel rules, and there is nothing in them that change the pace at which you can travel overland based on your ability to move extra distance by taking a bonus action.
There is very little in the way of precedent however. Rogues can take a bonus action in combat to dash; this explicitly doesn't let them do it out of combat. Using your Action to Dash is presumably factored into overland movement (or trying harder and going faster).
So this ends up being left to the DM.
Why this ability to step as a bonus action might not make you move faster is that using magic might be distracting and tiring, much like using your action to dash is tiring. On the scale of combat, it isn't important (combat is presumed to be an intensive activity that wears you out), but in overland travel it might end up costing you more endurance than it gains you in speed.
On the other hand, even if it is effortful, common sense says that being able to teleport 30' in a fraction of a second every 6 seconds is going to make at least some travel much easier.
In terrain that isn't a completely flat, well maintained road, being able to "step" over stuff that might slow you down (a section of road with potholes, a stream, up a hill that would otherwise require climbing or a detour, past some brambles, etc) would speed you up.
Finally, there is the rule of cool. This character is an 18th level wizard who can teleport whenever she wants to. Being able to use this to increase your overland movement speed is both cool and creative. There isn't precedent that I am aware of that it shouldn't work, there is no huge balance impact on a wizard moving overland faster, and such an ability is well below the power scale of 18th level characters.
I'd say go for it. Maybe don't double travel speed, but grant the wizard +50% on high quality roads, and halve the penalty of rough terrain for the wizard.
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4 Answers
4
active
oldest
votes
4 Answers
4
active
oldest
votes
active
oldest
votes
active
oldest
votes
up vote
10
down vote
Yes, you can use misty step with Spell Mastery, but...
...This seems like a bizarre way to increase long-term movement speed. While the time it takes to cast a bonus action is "especially swift", as Azeranth points out, a DM might rule that constantly casting a spell in this way is sufficiently distracting that over a long period it might be a hindrance to long-distance travel (though the Misty Step spell takes so little time to cast that maybe this isn't the case).
An arguably more sensible use of a low level spell (that, using spell mastery to negate spell slot "costs") to increase overland speed might be the 1st level spell Expeditious Retreat, which lasts for 10 minutes, and does the following (emphasis mine):
This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.
While this might lose some of the "Nightcrawler" flavour of teleporting in short hops to get a bit of extra speed, a "once every ten minutes" casting of a spell might be less of a burden.
1
Or....y'know.......get a riding horse. :)
â guildsbounty
6 hours ago
1
I did realise that this wasn't necessarily a reasonable method of transport for a level 18 wizard (who has a number of forms of teleportation available to them), it was more asked out of curiosity. Also, wouldn't using expeditious retreat cause exhaustion over long distance travel as a result of dashing constantly?
â TheAussieSlime
5 hours ago
@TheAussieSlime That sounds like another good question!
â Jason_c_o
2 hours ago
add a comment |Â
up vote
10
down vote
Yes, you can use misty step with Spell Mastery, but...
...This seems like a bizarre way to increase long-term movement speed. While the time it takes to cast a bonus action is "especially swift", as Azeranth points out, a DM might rule that constantly casting a spell in this way is sufficiently distracting that over a long period it might be a hindrance to long-distance travel (though the Misty Step spell takes so little time to cast that maybe this isn't the case).
An arguably more sensible use of a low level spell (that, using spell mastery to negate spell slot "costs") to increase overland speed might be the 1st level spell Expeditious Retreat, which lasts for 10 minutes, and does the following (emphasis mine):
This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.
While this might lose some of the "Nightcrawler" flavour of teleporting in short hops to get a bit of extra speed, a "once every ten minutes" casting of a spell might be less of a burden.
1
Or....y'know.......get a riding horse. :)
â guildsbounty
6 hours ago
1
I did realise that this wasn't necessarily a reasonable method of transport for a level 18 wizard (who has a number of forms of teleportation available to them), it was more asked out of curiosity. Also, wouldn't using expeditious retreat cause exhaustion over long distance travel as a result of dashing constantly?
â TheAussieSlime
5 hours ago
@TheAussieSlime That sounds like another good question!
â Jason_c_o
2 hours ago
add a comment |Â
up vote
10
down vote
up vote
10
down vote
Yes, you can use misty step with Spell Mastery, but...
...This seems like a bizarre way to increase long-term movement speed. While the time it takes to cast a bonus action is "especially swift", as Azeranth points out, a DM might rule that constantly casting a spell in this way is sufficiently distracting that over a long period it might be a hindrance to long-distance travel (though the Misty Step spell takes so little time to cast that maybe this isn't the case).
An arguably more sensible use of a low level spell (that, using spell mastery to negate spell slot "costs") to increase overland speed might be the 1st level spell Expeditious Retreat, which lasts for 10 minutes, and does the following (emphasis mine):
This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.
While this might lose some of the "Nightcrawler" flavour of teleporting in short hops to get a bit of extra speed, a "once every ten minutes" casting of a spell might be less of a burden.
Yes, you can use misty step with Spell Mastery, but...
...This seems like a bizarre way to increase long-term movement speed. While the time it takes to cast a bonus action is "especially swift", as Azeranth points out, a DM might rule that constantly casting a spell in this way is sufficiently distracting that over a long period it might be a hindrance to long-distance travel (though the Misty Step spell takes so little time to cast that maybe this isn't the case).
An arguably more sensible use of a low level spell (that, using spell mastery to negate spell slot "costs") to increase overland speed might be the 1st level spell Expeditious Retreat, which lasts for 10 minutes, and does the following (emphasis mine):
This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.
While this might lose some of the "Nightcrawler" flavour of teleporting in short hops to get a bit of extra speed, a "once every ten minutes" casting of a spell might be less of a burden.
edited 16 mins ago
V2Blast
15.5k235101
15.5k235101
answered 9 hours ago
Dan O'Shea
2457
2457
1
Or....y'know.......get a riding horse. :)
â guildsbounty
6 hours ago
1
I did realise that this wasn't necessarily a reasonable method of transport for a level 18 wizard (who has a number of forms of teleportation available to them), it was more asked out of curiosity. Also, wouldn't using expeditious retreat cause exhaustion over long distance travel as a result of dashing constantly?
â TheAussieSlime
5 hours ago
@TheAussieSlime That sounds like another good question!
â Jason_c_o
2 hours ago
add a comment |Â
1
Or....y'know.......get a riding horse. :)
â guildsbounty
6 hours ago
1
I did realise that this wasn't necessarily a reasonable method of transport for a level 18 wizard (who has a number of forms of teleportation available to them), it was more asked out of curiosity. Also, wouldn't using expeditious retreat cause exhaustion over long distance travel as a result of dashing constantly?
â TheAussieSlime
5 hours ago
@TheAussieSlime That sounds like another good question!
â Jason_c_o
2 hours ago
1
1
Or....y'know.......get a riding horse. :)
â guildsbounty
6 hours ago
Or....y'know.......get a riding horse. :)
â guildsbounty
6 hours ago
1
1
I did realise that this wasn't necessarily a reasonable method of transport for a level 18 wizard (who has a number of forms of teleportation available to them), it was more asked out of curiosity. Also, wouldn't using expeditious retreat cause exhaustion over long distance travel as a result of dashing constantly?
â TheAussieSlime
5 hours ago
I did realise that this wasn't necessarily a reasonable method of transport for a level 18 wizard (who has a number of forms of teleportation available to them), it was more asked out of curiosity. Also, wouldn't using expeditious retreat cause exhaustion over long distance travel as a result of dashing constantly?
â TheAussieSlime
5 hours ago
@TheAussieSlime That sounds like another good question!
â Jason_c_o
2 hours ago
@TheAussieSlime That sounds like another good question!
â Jason_c_o
2 hours ago
add a comment |Â
up vote
2
down vote
No, you can't use misty step to double travel pace in this way
You can't double your travel pace by taking the Dash action every turn for 8 hours. For the same reason, you can't double it by casting a spell each turn for 8 hours. See PHB p. 181 for the details on travel pace.
You should clarify your reasoning by quoting or explaining the relevant part of the rule.
â V2Blast
15 mins ago
add a comment |Â
up vote
2
down vote
No, you can't use misty step to double travel pace in this way
You can't double your travel pace by taking the Dash action every turn for 8 hours. For the same reason, you can't double it by casting a spell each turn for 8 hours. See PHB p. 181 for the details on travel pace.
You should clarify your reasoning by quoting or explaining the relevant part of the rule.
â V2Blast
15 mins ago
add a comment |Â
up vote
2
down vote
up vote
2
down vote
No, you can't use misty step to double travel pace in this way
You can't double your travel pace by taking the Dash action every turn for 8 hours. For the same reason, you can't double it by casting a spell each turn for 8 hours. See PHB p. 181 for the details on travel pace.
No, you can't use misty step to double travel pace in this way
You can't double your travel pace by taking the Dash action every turn for 8 hours. For the same reason, you can't double it by casting a spell each turn for 8 hours. See PHB p. 181 for the details on travel pace.
edited 16 mins ago
V2Blast
15.5k235101
15.5k235101
answered 5 hours ago
Jorn
1267
1267
You should clarify your reasoning by quoting or explaining the relevant part of the rule.
â V2Blast
15 mins ago
add a comment |Â
You should clarify your reasoning by quoting or explaining the relevant part of the rule.
â V2Blast
15 mins ago
You should clarify your reasoning by quoting or explaining the relevant part of the rule.
â V2Blast
15 mins ago
You should clarify your reasoning by quoting or explaining the relevant part of the rule.
â V2Blast
15 mins ago
add a comment |Â
up vote
1
down vote
No, both rules as written and common sense says no. Long distance travel is based on the premise that you are not doing anything to constantly distract yourself. Constantly recasting a spell would require you to lose any of the long distance benefits you would gain. Essentially the effort, concentration, and exhaustion of endless recasts negates any benefits. Also, a 30 foot speed assumes your running in a crazed battle siutation, you don't sprint around like that
New contributor
1
9 meters / 6 seconds is very far from sprinting
â András
9 hours ago
Running is represented by the Dash action (at least) which is already twice as fast.
â Erik
9 hours ago
Welcome to RPG.SE. Please take the tour and visit the help center to see how this Q&A site is different from a discussion forum. I recommend that you edit your answer and better support it by referring to the rules on travel in the PHB. (ch 8, Movement). Supported answers attract more votes, and are what this site asks for.
â KorvinStarmast
5 hours ago
You mentioned rules as written, could you please state where these rules are?
â TheAussieSlime
5 hours ago
add a comment |Â
up vote
1
down vote
No, both rules as written and common sense says no. Long distance travel is based on the premise that you are not doing anything to constantly distract yourself. Constantly recasting a spell would require you to lose any of the long distance benefits you would gain. Essentially the effort, concentration, and exhaustion of endless recasts negates any benefits. Also, a 30 foot speed assumes your running in a crazed battle siutation, you don't sprint around like that
New contributor
1
9 meters / 6 seconds is very far from sprinting
â András
9 hours ago
Running is represented by the Dash action (at least) which is already twice as fast.
â Erik
9 hours ago
Welcome to RPG.SE. Please take the tour and visit the help center to see how this Q&A site is different from a discussion forum. I recommend that you edit your answer and better support it by referring to the rules on travel in the PHB. (ch 8, Movement). Supported answers attract more votes, and are what this site asks for.
â KorvinStarmast
5 hours ago
You mentioned rules as written, could you please state where these rules are?
â TheAussieSlime
5 hours ago
add a comment |Â
up vote
1
down vote
up vote
1
down vote
No, both rules as written and common sense says no. Long distance travel is based on the premise that you are not doing anything to constantly distract yourself. Constantly recasting a spell would require you to lose any of the long distance benefits you would gain. Essentially the effort, concentration, and exhaustion of endless recasts negates any benefits. Also, a 30 foot speed assumes your running in a crazed battle siutation, you don't sprint around like that
New contributor
No, both rules as written and common sense says no. Long distance travel is based on the premise that you are not doing anything to constantly distract yourself. Constantly recasting a spell would require you to lose any of the long distance benefits you would gain. Essentially the effort, concentration, and exhaustion of endless recasts negates any benefits. Also, a 30 foot speed assumes your running in a crazed battle siutation, you don't sprint around like that
New contributor
New contributor
answered 9 hours ago
Azeranth
271
271
New contributor
New contributor
1
9 meters / 6 seconds is very far from sprinting
â András
9 hours ago
Running is represented by the Dash action (at least) which is already twice as fast.
â Erik
9 hours ago
Welcome to RPG.SE. Please take the tour and visit the help center to see how this Q&A site is different from a discussion forum. I recommend that you edit your answer and better support it by referring to the rules on travel in the PHB. (ch 8, Movement). Supported answers attract more votes, and are what this site asks for.
â KorvinStarmast
5 hours ago
You mentioned rules as written, could you please state where these rules are?
â TheAussieSlime
5 hours ago
add a comment |Â
1
9 meters / 6 seconds is very far from sprinting
â András
9 hours ago
Running is represented by the Dash action (at least) which is already twice as fast.
â Erik
9 hours ago
Welcome to RPG.SE. Please take the tour and visit the help center to see how this Q&A site is different from a discussion forum. I recommend that you edit your answer and better support it by referring to the rules on travel in the PHB. (ch 8, Movement). Supported answers attract more votes, and are what this site asks for.
â KorvinStarmast
5 hours ago
You mentioned rules as written, could you please state where these rules are?
â TheAussieSlime
5 hours ago
1
1
9 meters / 6 seconds is very far from sprinting
â András
9 hours ago
9 meters / 6 seconds is very far from sprinting
â András
9 hours ago
Running is represented by the Dash action (at least) which is already twice as fast.
â Erik
9 hours ago
Running is represented by the Dash action (at least) which is already twice as fast.
â Erik
9 hours ago
Welcome to RPG.SE. Please take the tour and visit the help center to see how this Q&A site is different from a discussion forum. I recommend that you edit your answer and better support it by referring to the rules on travel in the PHB. (ch 8, Movement). Supported answers attract more votes, and are what this site asks for.
â KorvinStarmast
5 hours ago
Welcome to RPG.SE. Please take the tour and visit the help center to see how this Q&A site is different from a discussion forum. I recommend that you edit your answer and better support it by referring to the rules on travel in the PHB. (ch 8, Movement). Supported answers attract more votes, and are what this site asks for.
â KorvinStarmast
5 hours ago
You mentioned rules as written, could you please state where these rules are?
â TheAussieSlime
5 hours ago
You mentioned rules as written, could you please state where these rules are?
â TheAussieSlime
5 hours ago
add a comment |Â
up vote
0
down vote
There are no rules in D&D 5e that cover this.
Or to more explicit, there are overland travel rules, and there is nothing in them that change the pace at which you can travel overland based on your ability to move extra distance by taking a bonus action.
There is very little in the way of precedent however. Rogues can take a bonus action in combat to dash; this explicitly doesn't let them do it out of combat. Using your Action to Dash is presumably factored into overland movement (or trying harder and going faster).
So this ends up being left to the DM.
Why this ability to step as a bonus action might not make you move faster is that using magic might be distracting and tiring, much like using your action to dash is tiring. On the scale of combat, it isn't important (combat is presumed to be an intensive activity that wears you out), but in overland travel it might end up costing you more endurance than it gains you in speed.
On the other hand, even if it is effortful, common sense says that being able to teleport 30' in a fraction of a second every 6 seconds is going to make at least some travel much easier.
In terrain that isn't a completely flat, well maintained road, being able to "step" over stuff that might slow you down (a section of road with potholes, a stream, up a hill that would otherwise require climbing or a detour, past some brambles, etc) would speed you up.
Finally, there is the rule of cool. This character is an 18th level wizard who can teleport whenever she wants to. Being able to use this to increase your overland movement speed is both cool and creative. There isn't precedent that I am aware of that it shouldn't work, there is no huge balance impact on a wizard moving overland faster, and such an ability is well below the power scale of 18th level characters.
I'd say go for it. Maybe don't double travel speed, but grant the wizard +50% on high quality roads, and halve the penalty of rough terrain for the wizard.
add a comment |Â
up vote
0
down vote
There are no rules in D&D 5e that cover this.
Or to more explicit, there are overland travel rules, and there is nothing in them that change the pace at which you can travel overland based on your ability to move extra distance by taking a bonus action.
There is very little in the way of precedent however. Rogues can take a bonus action in combat to dash; this explicitly doesn't let them do it out of combat. Using your Action to Dash is presumably factored into overland movement (or trying harder and going faster).
So this ends up being left to the DM.
Why this ability to step as a bonus action might not make you move faster is that using magic might be distracting and tiring, much like using your action to dash is tiring. On the scale of combat, it isn't important (combat is presumed to be an intensive activity that wears you out), but in overland travel it might end up costing you more endurance than it gains you in speed.
On the other hand, even if it is effortful, common sense says that being able to teleport 30' in a fraction of a second every 6 seconds is going to make at least some travel much easier.
In terrain that isn't a completely flat, well maintained road, being able to "step" over stuff that might slow you down (a section of road with potholes, a stream, up a hill that would otherwise require climbing or a detour, past some brambles, etc) would speed you up.
Finally, there is the rule of cool. This character is an 18th level wizard who can teleport whenever she wants to. Being able to use this to increase your overland movement speed is both cool and creative. There isn't precedent that I am aware of that it shouldn't work, there is no huge balance impact on a wizard moving overland faster, and such an ability is well below the power scale of 18th level characters.
I'd say go for it. Maybe don't double travel speed, but grant the wizard +50% on high quality roads, and halve the penalty of rough terrain for the wizard.
add a comment |Â
up vote
0
down vote
up vote
0
down vote
There are no rules in D&D 5e that cover this.
Or to more explicit, there are overland travel rules, and there is nothing in them that change the pace at which you can travel overland based on your ability to move extra distance by taking a bonus action.
There is very little in the way of precedent however. Rogues can take a bonus action in combat to dash; this explicitly doesn't let them do it out of combat. Using your Action to Dash is presumably factored into overland movement (or trying harder and going faster).
So this ends up being left to the DM.
Why this ability to step as a bonus action might not make you move faster is that using magic might be distracting and tiring, much like using your action to dash is tiring. On the scale of combat, it isn't important (combat is presumed to be an intensive activity that wears you out), but in overland travel it might end up costing you more endurance than it gains you in speed.
On the other hand, even if it is effortful, common sense says that being able to teleport 30' in a fraction of a second every 6 seconds is going to make at least some travel much easier.
In terrain that isn't a completely flat, well maintained road, being able to "step" over stuff that might slow you down (a section of road with potholes, a stream, up a hill that would otherwise require climbing or a detour, past some brambles, etc) would speed you up.
Finally, there is the rule of cool. This character is an 18th level wizard who can teleport whenever she wants to. Being able to use this to increase your overland movement speed is both cool and creative. There isn't precedent that I am aware of that it shouldn't work, there is no huge balance impact on a wizard moving overland faster, and such an ability is well below the power scale of 18th level characters.
I'd say go for it. Maybe don't double travel speed, but grant the wizard +50% on high quality roads, and halve the penalty of rough terrain for the wizard.
There are no rules in D&D 5e that cover this.
Or to more explicit, there are overland travel rules, and there is nothing in them that change the pace at which you can travel overland based on your ability to move extra distance by taking a bonus action.
There is very little in the way of precedent however. Rogues can take a bonus action in combat to dash; this explicitly doesn't let them do it out of combat. Using your Action to Dash is presumably factored into overland movement (or trying harder and going faster).
So this ends up being left to the DM.
Why this ability to step as a bonus action might not make you move faster is that using magic might be distracting and tiring, much like using your action to dash is tiring. On the scale of combat, it isn't important (combat is presumed to be an intensive activity that wears you out), but in overland travel it might end up costing you more endurance than it gains you in speed.
On the other hand, even if it is effortful, common sense says that being able to teleport 30' in a fraction of a second every 6 seconds is going to make at least some travel much easier.
In terrain that isn't a completely flat, well maintained road, being able to "step" over stuff that might slow you down (a section of road with potholes, a stream, up a hill that would otherwise require climbing or a detour, past some brambles, etc) would speed you up.
Finally, there is the rule of cool. This character is an 18th level wizard who can teleport whenever she wants to. Being able to use this to increase your overland movement speed is both cool and creative. There isn't precedent that I am aware of that it shouldn't work, there is no huge balance impact on a wizard moving overland faster, and such an ability is well below the power scale of 18th level characters.
I'd say go for it. Maybe don't double travel speed, but grant the wizard +50% on high quality roads, and halve the penalty of rough terrain for the wizard.
answered 40 mins ago
Yakk
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