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List of sources of movement speed: Difference between revisions
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== Increasing your movement speed == | == Increasing your movement speed == | ||
===Actions and spells=== | |||
;{{SAI|Dash}} {{InfoBlob|doubles movement}} | ;{{SAI|Dash}} {{InfoBlob|doubles movement}} | ||
:Doubles a character's movement speed at the cost of an {{action}}. | :Doubles a character's movement speed at the cost of an {{action}}. | ||
Line 15: | Line 14: | ||
:Slightly increase the distance a creature can move. | :Slightly increase the distance a creature can move. | ||
===Companion features=== | |||
;[[Minthara]] | ;[[Minthara]] | ||
:;{{SAI|Soul Branding}} {{InfoBlob|5 m / 17 ft}} | :;{{SAI|Soul Branding}} {{InfoBlob|5 m / 17 ft}} | ||
::Companion feature which increases movement speed and grants adittional weapon damage as a {{action|bonus}}. This condition ends upon landing a successful weapon attack or after 3 turns. | ::Companion feature which increases movement speed and grants adittional weapon damage as a {{action|bonus}}. This condition ends upon landing a successful weapon attack or after 3 turns. | ||
===Class features and actions=== | |||
;{{class|Barbarian}} | ;{{class|Barbarian}} | ||
:;{{SAI|Fast Movement}} {{InfoBlob|3 m / 10 ft}} | :;{{SAI|Fast Movement}} {{InfoBlob|3 m / 10 ft}} | ||
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:; {{SAI|Cunning Action: Dash}} {{InfoBlob|doubles movement}} | :; {{SAI|Cunning Action: Dash}} {{InfoBlob|doubles movement}} | ||
:: Class feature gained at Level 2, which can double movement speed as a {{action|bonus}}. | :: Class feature gained at Level 2, which can double movement speed as a {{action|bonus}}. | ||
=== Conditions === | |||
=== | |||
;{{Cond|Momentum}} {{InfoBlob|1.5 m / 5 ft}} | ;{{Cond|Momentum}} {{InfoBlob|1.5 m / 5 ft}} | ||
:A condition granted by certain items, increases movement speed by 1.5m / 5ft per remaining stack. See the condition page for sources of Momentum. | :A condition granted by certain items, increases movement speed by 1.5m / 5ft per remaining stack. See the condition page for sources of Momentum. | ||
;{{Cond|Hastened}} {{InfoBlob|doubles movement}} | ;{{Cond|Hastened}} {{InfoBlob|doubles movement}} | ||
:A condition granted by certain items, which doubles movement speed, also giving a second action which can be used to Dash twice. See the condition page for sources of Haste. | :A condition granted by certain items, which doubles movement speed, also giving a second action which can be used to Dash twice. See the condition page for sources of Haste. | ||
;{{ | === Item-based === | ||
: | ;{{RarityItem|Boots of Speed}} {{InfoBlob|Improved Dash}} | ||
:Grants the bonus action '''Click Heels''', doubling movement speed and inflicting Disadvantage on Opportunity Attacks against its wearer | |||
;{{RarityItem|Crusher's Ring}} {{InfoBlob|3 m / 10 ft}} | |||
:Grants additional movement speed while equipped. | |||
;{{RarityItem|Elixir of Elven Elegance}} {{InfoBlob|10 m / 33 ft}} | ;{{RarityItem|Elixir of Elven Elegance}} {{InfoBlob|10 m / 33 ft}} | ||
:Grants additional movement speed when consumed. This effect lasts until the next long rest, but will be overridden if another [[elixir]] is consumed. | :Grants additional movement speed when consumed. This effect lasts until the next long rest, but will be overridden if another [[elixir]] is consumed. | ||
;{{RarityItem|Featherlight Boots}} {{InfoBlob|3 m / 10 ft}} | ;{{RarityItem|Featherlight Boots}} {{InfoBlob|3 m / 10 ft}} | ||
:(Early Access only) Grants additional movement speed while equipped, if its wearer has 50% Hit Points or less. | :(Early Access only) Grants additional movement speed while equipped, if its wearer has 50% Hit Points or less. | ||
;{{RarityItem|Martial Exertion Gloves}} {{InfoBlob|doubles movement}} | ;{{RarityItem|Martial Exertion Gloves}} {{InfoBlob|doubles movement}} | ||
:Grants the free action '''Martial Exertion''', doubling movement speed and gaining an additional action at the cost of taking significant damage. This action can only be used once per [[Short Rest]]. | :Grants the free action '''Martial Exertion''', doubling movement speed and gaining an additional action at the cost of taking significant damage. This action can only be used once per [[Short Rest]]. | ||
;{{RarityItem| | ;{{RarityItem|Nyrulna}} {{InfoBlob|3 m / 10 ft}} | ||
:Grants | :Grants additional movement speed while equipped. | ||
;{{RarityItem|Springstep Boots|override_icon=Springstep_Boots_Icon.png}} {{InfoBlob|Improved Dash: [[Momentum]]}} | ;{{RarityItem|Springstep Boots|override_icon=Springstep_Boots_Icon.png}} {{InfoBlob|Improved Dash: [[Momentum]]}} | ||
:When the wearer [[Dash|Dashes]] or takes a similar action during combat, they gain [[Momentum (Condition)|Momentum]] for 3 turns. (Note: Momentum gear mostly triggers while in combat) | :When the wearer [[Dash|Dashes]] or takes a similar action during combat, they gain [[Momentum (Condition)|Momentum]] for 3 turns. (Note: Momentum gear mostly triggers while in combat) | ||
;{{SAI|Transmuter's Stone: Speed}} {{InfoBlob|3 m / 10 ft}} | |||
:Created by a {{Class|Transmutation}} increases movement speed while in a character's inventory. The stone lasts until the Wizard who created it makes another stone, or until the next Long Rest. | |||
===Other=== | |||
*Wood elves and wood half-elves have an increased base speed of {{InfoBlob|1.5 m / 5 ft}}. | *Wood elves and wood half-elves have an increased base speed of {{InfoBlob|1.5 m / 5 ft}}. | ||
*The {{SAI|Mobile}} feat permanently increases movement speed by {{InfoBlob|3 m / 10 ft}}. | *The {{SAI|Mobile}} feat permanently increases movement speed by {{InfoBlob|3 m / 10 ft}}. | ||
== Reducing movement speed == | == Reducing movement speed == | ||
'' | === Reduced Base Movement Speed === | ||
[[Gnome]]s, [[Halfling]]s, and [[Dwarf|Dwarves]] have reduced base movement speed at {{InfoBlob|7.5 m / 25 ft}}. | |||
=== Subtracting from the Base Movement Speed === | |||
The following conditions reduce an afflicted creature's movement speed by {{InfoBlob|3 m / 10 ft}}: | |||
* {{cond|Encumbered}} | |||
* {{cond|Ray of Frost}} | |||
* {{cond|Pinched}} | |||
* {{cond|Pinned Down}} | |||
Standing up from the {{cond|Prone}} condition spends an amount equal to half the afflicted creature's base movement speed (or {{InfoBlob|1.5 m / 5 ft}} with [[Athlete]]). In effect, this subtracts from the creature's movement speed on the turn that they stand up on. | |||
=== Multiplying Movement Cost === | |||
Certain conditions increase the cost of movement, reducing the distance a creature can actually travel using its movement speed. For example, when its movement cost is doubled, a creature can only cover {{InfoBlob|4.5 m / 15 ft}} of ground, despite using its full {{InfoBlob|9 m / 30 ft}} of movement speed. This increased movement cost applies after any subtractions or additions. | |||
This multiplication also applies to anything that costs movement, such as [[Jump]]ing and standing up from {{cond|Prone}}. | |||
The following conditions double an afflicted creature's movement cost: | |||
* {{cond|Difficult Terrain}} | |||
* {{cond|Difficult Terrain: Vines}} | |||
* {{cond|Selune's Blessing: Moonsnare}} | |||
* {{cond|Hamstrung}} | |||
* {{cond|Slowed}} | |||
* {{cond|Muddy}} | |||
* {{cond|Spirit Guardians}} | |||
* {{cond|Insect Plague}} | |||
* {{cond|Otiluke's Resilient Sphere}} | |||
* {{cond|Vitality Drain}} | |||
The following condition triples an afflicted creature's movement cost: | |||
* {{cond|Heavily Encumbered}} | |||
The following conditions quadruple an afflicted creature's movement cost: | |||
* {{cond|Plant Growth}} | |||
* {{cond|Overgrown Foliage}} | |||
=== Preventing Movement === | |||
The following conditions prevent an afflicted creature from utilising their movement speed: | |||
* All conditions in the [[SG_Restrained]] status group; except {{cond|Pinned Down}}, {{cond|Muddy}}, and {{cond|Hamstrung}}. | |||
* All conditions in the {{Condition Type|Frightened}} status group; except {{cond|Fearful}}, {{cond|Unnerved}}, and {{cond|Heartform Terror: Ceremorphosis}}. | |||
* {{cond|Blinked to the Ethereal Plane}} | |||
* {{cond|Mystic Carrion's Restraining Curse}} | |||
{{ | The following conditions incapacitate or otherwise skip an afflicted creature's turn, therefore preventing them from moving: | ||
* All conditions in the {{Condition Type|Incapacitated}} and {{Condition Type|Unconscious}} status groups. | |||
* All conditions in the [[SG_Stunned]] status group; except {{cond|Befuddled}}. | |||
* {{cond|Cursed: Dread}} | |||
* {{cond|Otto's Irresistible Dance}} | |||
* {{cond|Shackled}} | |||
* {{cond|Unnerved}} | |||
* {{cond|Heartform Terror: Ceremorphosis}} | |||
* {{cond|Galerian Revelry}} | |||
{{NavGameplay}} | {{NavGameplay}} | ||
[[Category:Lists]] [[Category:Lists of sources]] | [[Category:Lists]] [[Category:Lists of sources]] |
Latest revision as of 11:03, 30 August 2024
This is a list of sources of movement speed in Baldur's Gate 3. Movement speed is a resource that determines the distance a creature can move on its turn. It can be affected by racial or class features, feats, or by using certain actions, spells or items.
Most races have a base movement speed of 9m / 30ft; dwarves, halflings, and gnomes have a base movement speed of 7.5m / 25ft; wood elves and wood half-elves have a base movement speed of 10.5m / 35ft
Increasing your movement speed[edit | edit source]
Actions and spells[edit | edit source]
- doubles movement
- Doubles a character's movement speed at the cost of an Action.
- 3 m / 10 ft
- A Ritual spell which increases a creature's movement speed until the next long rest.
- doubles movement
- A spell which doubles a creature's movement speed. Also grants a second action, which can be used to Dash a second time for even further mobility.
- or
- Slightly increase the distance a creature can move.
Companion features[edit | edit source]
- Minthara
-
- 5 m / 17 ft
- Companion feature which increases movement speed and grants adittional weapon damage as a Bonus action. This condition ends upon landing a successful weapon attack or after 3 turns.
Class features and actions[edit | edit source]
-
- 3 m / 10 ft
- Class feature received at Level 5, which increases their movement speed while not wearing Heavy Armour.
-
- 1.5 m / 5 ft
- Can choose the Elk Animal Aspect at level 6 or 10, increasing movement speed of themselves and nearby allies.
- 4.5 m / 15 ft
- Increases movement speed while Raging.
- 3 m / 10 ft using
- Increases the movement speed of nearby allies by for 1 turn.
-
- 3 m / 10 ft using
- Increases the movement speed of nearby allies for 1 turn.
-
- plus half base speed
- Increases an ally's Movement Speed by half for 1 turn.
-
- doubles movement
- Class feature gained at level 2, which can double movement at the cost of Bonus action + Ki Point.
- 3 m / 10 ft
- Class feature received at level 2, which increases movement speed while not wearing armour or using a shield. This bonus improves to 4.5 m / 15 ft and 6 m / 20 ft at levels 6 and 10, respectively, with .
-
- 3 m / 10 ft
- Class feature which increases movement speed on the first turn of combat only.
-
- doubles movement
- Class feature gained at Level 2, which can double movement speed as a Bonus action.
Conditions[edit | edit source]
- 1.5 m / 5 ft
- A condition granted by certain items, increases movement speed by 1.5m / 5ft per remaining stack. See the condition page for sources of Momentum.
- doubles movement
- A condition granted by certain items, which doubles movement speed, also giving a second action which can be used to Dash twice. See the condition page for sources of Haste.
Item-based[edit | edit source]
- Boots of Speed Improved Dash
- Grants the bonus action Click Heels, doubling movement speed and inflicting Disadvantage on Opportunity Attacks against its wearer
- Crusher's Ring 3 m / 10 ft
- Grants additional movement speed while equipped.
- Elixir of Elven Elegance 10 m / 33 ft
- Grants additional movement speed when consumed. This effect lasts until the next long rest, but will be overridden if another elixir is consumed.
- Featherlight Boots 3 m / 10 ft
- (Early Access only) Grants additional movement speed while equipped, if its wearer has 50% Hit Points or less.
- Martial Exertion Gloves doubles movement
- Grants the free action Martial Exertion, doubling movement speed and gaining an additional action at the cost of taking significant damage. This action can only be used once per Short Rest.
- Nyrulna 3 m / 10 ft
- Grants additional movement speed while equipped.
- Springstep Boots Improved Dash: Momentum
- When the wearer Dashes or takes a similar action during combat, they gain Momentum for 3 turns. (Note: Momentum gear mostly triggers while in combat)
- 3 m / 10 ft
- Created by a Transmutation increases movement speed while in a character's inventory. The stone lasts until the Wizard who created it makes another stone, or until the next Long Rest.
Other[edit | edit source]
- Wood elves and wood half-elves have an increased base speed of 1.5 m / 5 ft.
- The 3 m / 10 ft. feat permanently increases movement speed by
Reducing movement speed[edit | edit source]
Reduced Base Movement Speed[edit | edit source]
Gnomes, Halflings, and Dwarves have reduced base movement speed at 7.5 m / 25 ft.
Subtracting from the Base Movement Speed[edit | edit source]
The following conditions reduce an afflicted creature's movement speed by 3 m / 10 ft:
Standing up from the condition spends an amount equal to half the afflicted creature's base movement speed (or 1.5 m / 5 ft with Athlete). In effect, this subtracts from the creature's movement speed on the turn that they stand up on.
Multiplying Movement Cost[edit | edit source]
Certain conditions increase the cost of movement, reducing the distance a creature can actually travel using its movement speed. For example, when its movement cost is doubled, a creature can only cover 4.5 m / 15 ft of ground, despite using its full 9 m / 30 ft of movement speed. This increased movement cost applies after any subtractions or additions.
This multiplication also applies to anything that costs movement, such as Jumping and standing up from .
The following conditions double an afflicted creature's movement cost:
The following condition triples an afflicted creature's movement cost:
The following conditions quadruple an afflicted creature's movement cost:
Preventing Movement[edit | edit source]
The following conditions prevent an afflicted creature from utilising their movement speed:
- All conditions in the SG_Restrained status group; except , , and .
- All conditions in the Frightened status group; except , , and .
The following conditions incapacitate or otherwise skip an afflicted creature's turn, therefore preventing them from moving:
- All conditions in the Incapacitated and Unconscious status groups.
- All conditions in the SG_Stunned status group; except .