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List of sources of movement speed: Difference between revisions

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'''Movement Speed''' is a [[Resource]] that determines how far you can move each turn.
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 [[Races|racial]] or [[class]] features, [[feats]], or by using certain actions, spells or items.


Movement Speed can be affected by certain [[Action]]s, [[Character Creation#Playable Races|Races]], Class Features, [[Feats]], and [[Spells]].
Most races have a base movement speed of {{InfoBlob|9m / 30ft}}; [[Dwarf|dwarves]], [[Halfling|halflings]], and [[Gnome|gnomes]] have a base movement speed of {{InfoBlob|7.5m / 25ft}}; [[Elf#Wood elf|wood elves]] and [[Half-elf#Wood half-elves|wood half-elves]] have a base movement speed of {{InfoBlob|10.5m / 35ft}}


* Most races have a base movement speed of {{C|9 m / 30 ft}}; [[Dwarf|Dwarves]], [[Halfling|Halflings]], and [[Gnome|Gnomes]] have a base movement speed of {{C|7.5 m / 25 ft}}; [[Elf#Wood Elves|Wood Elves]] and [[Half-Elf#Wood Half-Elves|Wood Half-Elves]] have a base movement speed of {{C|10.5 m / 35 ft}}.
== Increasing your movement speed ==
* The {{SmallIcon|Action Dash Icon.png}} [[Dash]] {{action}} can double your movement speed.
===Actions and spells===
* [[Character Creation#Playable Classes|Class]] Features:
;{{SAI|Dash}} {{InfoBlob|doubles movement}}
**[[Rogue|Rogues]] receive the class feature {{SmallIcon|Cunning Action Dash Icon.png}} [[Cunning Action: Dash]] at Level 2, which can double their movement speed as a {{action|bonus}}.
:Doubles a character's movement speed at the cost of an {{action}}.
**[[Barbarian|Barbarians]] receive the class feature {{SmallIcon|Fast Movement Icon.png}} '''Fast Movement''' at Level 5, which increases their movement speed by {{C|3 m / 10 ft}} while not wearing [[Armour#Heavy Armour|Heavy Armour]].
;{{SAI|Haste}} {{InfoBlob|doubles movement}}
**[[Monk|Monks]] receive the class feature {{SmallIcon|PassiveFeature UnarmoredMovement.png}} '''Unarmoured Movement''' at level 2, which increases their movement speed by {{C|3 m / 10 ft}}. This bonus improves to {{C|4.5 m / 15 ft}} and {{C|6 m / 20 ft}} at levels 6 and 10, respectively, with {{SmallIcon|PassiveFeature UnarmoredMovement.png}} '''Improved Unarmoured 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.
* The '''Mobile''' [[Feats|Feat]] increases your movement speed by {{C|3 m / 10 ft}}.
;{{SAI|Jump}} or {{cond|Flight|}}
* The level 1 spell [[Longstrider]] increases a creature's movement speed by {{C|3 m / 10 ft}} until the next [[Long Rest]].
:Slightly increase the distance a creature can move.
* Certain items can give the [[Momentum (Condition)]] which increase your movement speed by {{C|1.5 m / 5 ft}} per remaining stack.
;{{SAI|Longstrider}} {{InfoBlob|3 m / 10 ft}}
* Movement speed is reduced by areas of [[Difficult Terrain]].
:A {{Ritual Spell}} spell which increases a creature's movement speed until the next [[long rest]].
 
===Companion features===
;[[Minthara]]
:;{{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.
 
===Class features and actions===
;{{class|Barbarian}}
:;{{SAI|Fast Movement}} {{InfoBlob|3 m / 10 ft}}
::Class feature received at Level 5, which increases their movement speed while not wearing [[Heavy Armour]].
:;{{class|Wildheart}}
::;{{SAI|Aspect of the Beast (Elk)}} {{InfoBlob|1.5 m / 5 ft}}
:::Can choose the Elk [[Wildheart#Animal Aspect|Animal Aspect]] at level 6 or 10, increasing movement speed of themselves and nearby allies.
::;{{SAI|Rage: Elk Heart|Elk Hearts}} {{InfoBlob|4.5 m / 15 ft}}
::: Increases movement speed while [[Rage|Raging]].
::;{{SAI|Rage: Wolf Heart|Wolf Hearts}} using {{SAI|Inciting Howl}} {{InfoBlob|3 m / 10 ft}}
:::Increases the movement speed of nearby allies by for 1 turn.
;{{Class|Druid}}
:;{{SAI|Wild Shape: Wolf}} using {{SAI|Inciting Howl (Wolf)}} {{InfoBlob|3 m / 10 ft}}
::Increases the movement speed of nearby allies for 1 turn.
;{{Class|Fighter}}
:;{{Class|Battle Master}}
::;{{SAI|Manoeuvring Attack (Melee)|Manoeuvring Attack}} {{InfoBlob|plus half base speed}}
:::Increases an ally's Movement Speed by half for 1 turn.
;{{class|Monk}}
:;{{SAI|Step of the Wind: Dash}} {{InfoBlob|doubles movement}}
::Class feature gained at level 2, which can double movement at the cost of {{action|bonus}} + {{Resource|ki}}.
:;{{SAI|Unarmoured Movement}} {{InfoBlob|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 {{InfoBlob|4.5 m / 15 ft}} and {{InfoBlob|6 m / 20 ft}} at levels 6 and 10, respectively, with {{SAI|Improved Unarmoured Movement}}.
;{{class|Ranger}}
:;{{Class|Gloom Stalker}}
::;{{SAI|Dread Ambusher}} {{InfoBlob|3 m / 10 ft}}
:::Class feature which increases movement speed on the first turn of combat only.
;{{class|Rogue}}
:; {{SAI|Cunning Action: Dash}} {{InfoBlob|doubles movement}}
::Class feature gained at Level 2, which can double movement speed as a {{action|bonus}}.
 
=== Conditions ===
;{{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.
;{{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.
 
=== 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}}
: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}}
:(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}}
: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|Nyrulna}} {{InfoBlob|3 m / 10 ft}}
:Grants additional movement speed while equipped.
;{{RarityItem|Springstep Boots}} {{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)
;{{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}}.
*The {{SAI|Mobile}} feat permanently increases movement speed by {{InfoBlob|3 m / 10 ft}}.
 
== 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|Pinched}}
* {{cond|Pinned Down}}
* {{cond|Ray of Frost}}
 
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|Hamstrung}}
* {{cond|Insect Plague}}
* {{cond|Muddy}}
* {{cond|Otiluke's Resilient Sphere}}
* {{cond|Selune's Blessing: Moonsnare}}
* {{cond|Slowed}}
* {{cond|Spirit Guardians}}
* {{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|Overgrown Foliage}}
* {{cond|Plant Growth}}
 
=== Preventing Movement ===
The following conditions prevent an afflicted creature from utilising their movement speed:
* All conditions in the [[SG_Restrained]] status group; except {{cond|Hamstrung}}, {{cond|Muddy}}, and {{cond|Pinned Down}}.
* All conditions in the {{Condition Type|Frightened}} status group; except {{cond|Fearful}}, {{cond|Heartform Terror: Ceremorphosis}}, and {{cond|Unnerved}}.
* {{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|Galerian Revelry}}
* {{cond|Heartform Terror: Ceremorphosis}}
* {{cond|Otto's Irresistible Dance}}
* {{cond|Shackled}}
* {{cond|Unnerved}}


{{NavGameplay}}
{{NavGameplay}}
 
[[Category:Lists]] [[Category:Lists of sources]]
[[Category:Gameplay mechanics]]
[[Category:Resources]]

Latest revision as of 12:59, 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]

Dash Dash doubles movement
Doubles a character's movement speed at the cost of an Action.
Haste Haste 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.
Jump Jump or Flight Flight
Slightly increase the distance a creature can move.
Longstrider Longstrider 3 m / 10 ft
A Ritual spell which increases a creature's movement speed until the next long rest.

Companion features[edit | edit source]

Minthara
Soul Branding Soul Branding 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]

Barbarian Barbarian
Fast Movement Fast Movement 3 m / 10 ft
Class feature received at Level 5, which increases their movement speed while not wearing Heavy Armour.
Wildheart Wildheart
Aspect of the Beast (Elk) Aspect of the Beast (Elk) 1.5 m / 5 ft
Can choose the Elk Animal Aspect at level 6 or 10, increasing movement speed of themselves and nearby allies.
Elk Hearts Elk Hearts 4.5 m / 15 ft
Increases movement speed while Raging.
Wolf Hearts Wolf Hearts using Inciting Howl Inciting Howl 3 m / 10 ft
Increases the movement speed of nearby allies by for 1 turn.
Druid Druid
Wild Shape: Wolf Wild Shape: Wolf using Inciting Howl (Wolf) Inciting Howl (Wolf) 3 m / 10 ft
Increases the movement speed of nearby allies for 1 turn.
Fighter Fighter
Battle Master Battle Master
Manoeuvring Attack Manoeuvring Attack plus half base speed
Increases an ally's Movement Speed by half for 1 turn.
Monk Monk
Step of the Wind: Dash Step of the Wind: Dash doubles movement
Class feature gained at level 2, which can double movement at the cost of Bonus action + Ki Point.
Unarmoured Movement Unarmoured Movement 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 Improved Unarmoured Movement Improved Unarmoured Movement.
Ranger Ranger
Gloom Stalker Gloom Stalker
Dread Ambusher Dread Ambusher 3 m / 10 ft
Class feature which increases movement speed on the first turn of combat only.
Rogue Rogue
Cunning Action: Dash Cunning Action: Dash doubles movement
Class feature gained at Level 2, which can double movement speed as a Bonus action.

Conditions[edit | edit source]

Hastened Hastened 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.
Momentum Momentum 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.

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)
Transmuter's Stone: Speed Transmuter's Stone: Speed 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 Mobile Mobile feat permanently increases movement speed by 3 m / 10 ft.

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 Prone Prone 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 Prone Prone.

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:


The following conditions incapacitate or otherwise skip an afflicted creature's turn, therefore preventing them from moving: