Will a target being apatic after broken haste still remain apatic after beeing downed? [closed]

We had a strange situation in a fight,

and I really side with my DM here who denied it, but the question still remains:

  1. a character is hasted
  2. the concentration breaks, character is in an lethargic state
  3. character gets knocked down before his next turn
  4. the target is no longer a willing creature (?), also it’s status alignments should end when knocked unconscious
  5. the character receives healing and gets back up on his feet -> will he still be lethargic?

I should note that we assume a character would not remain unconscious even after beeing healed / stabilized for simplicity reasons. ( I heard some groups play it this way, unsure about the correct rulings here )

Does a clay golem’s haste action actually give it more attacks?

A clay golem has an action called Haste that is thematically similar to the spell of the same name but mechanically rather different:

Haste (Recharge 5–6). Until the end of its next turn, the golem magically gains a +2 bonus to its AC, has advantage on Dexterity saving throws, and can use its slam attack as a bonus action.

At first glance, this appears to grant the golem one additional attack (as a bonus action). However, using the ability costs the golem its action, with which it could otherwise make 2 slam attacks. Since the ability lasts until the end of the golem’s next turn, it can attack with its bonus action on both the turn it uses the ability and the following turn, yielding a total of… 2 additional attacks. Thus, it seems that over the course of these 2 turns, the golem will get 4 attacks, regardless of whether it uses its Haste ability or not. The only difference is that with Haste, one of those attacks comes 1 turn later.

So, am I correct in finding that the net effect of the golem’s Haste action is to delay one of its attacks by one turn in return for improved defenses for 1 round, as opposed to actually granting additional attacks? Obviously there are cases where this is unambiguously a benefit, e.g. when the golem can’t get into melee on the current turn, but I suppose I find it a bit surprising that, if anything, the golem’s Haste action causes it to attack more slowly.

Is this houserule for upcasting Haste balanced?

Haste is a great spell. I want to make it better at the cost of higher spell slots. Additions to the spell description will be added in italics (except 3rd-level transmutation since the book puts that part in italics).

HASTE
3rd-level transmutation

Casting time: 1 Action
Range: 30 ft
Components: V, S, M (a twizzler)
Duration: Concentration, up to 1 minute

Choose a willing creature that you can see within range. Until the spell ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

When the spell ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can choose one of these additional effects for each slot level above 3rd (each option can be chosen only once):

  • The target’s speed is tripled, instead of doubled, for the duration.
  • The target gains a +3 bonus to AC, instead of +2, for the duration.
  • If the target has a feature, such as Extra Attack, that allows it to make more than one weapon attack with a single Attack action, it may make up to two weapon attacks, instead of the usual one weapon attack, with the additional action granted by this spell.

For each additional effect chosen, the target cannot move or take actions for an additional turn after the spell ends.

Obviously this makes haste better. But I’m not sure how much better. The +3 to AC could start to push bounded accuracy off the table when combo’d with spells like shield of faith or a build that already optimizes for AC. Basically, there are obvious combos where upcasting in this way can amplify the already brokenness of those combos, but I don’t think it should be much of an issue for most normal use. But just in case, I added the clause at the end to increase the risk of upcasting this. For each additional effect chosen, the wave of lethargy effect increases by a turn. So casting this at 6th level and choosing all three effects means the target is out for four turns when the spell ends.

Some other options to consider for balancing would be to require two extra levels of spell slot for each effect, so getting an extra effect at 5th, 7th, and 9th levels, or having the extra effects kick in when cast at 5th level or higher and requiring 1 extra level per effect, so getting an extra effect at 5th, 6th, and 7th levels. Reviewers that deem this unbalanced as written should consider these changes to slot level for balancing.

Is this addition balanced?

What happens with lethargy when Haste is cast again on a creature before first cast runs out?

Haste states

When the spell ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.

However, let’s say Character A cast Haste on Character B. In the 10th round (final round of haste if concentration not broken), Character B casts Haste on himself.

What happens during the next round?

  1. Do they lose a round of the “new” haste while they are lethargic and lose movement and actions?
  2. Does the new haste override the lethargy until it ends?
  3. Is it some combination? Retain AC/Dex modifications but lose actions/movement?
  4. None of the above?

What happens with boots of striding and springing and haste?

So I am currently playing a vine leshy ninja am taking the acceleration of form ninja trick and boots of striding and springing Important information that you need to know before I ask the question: The race’s speed is listed as 20 feet The boots are a +10 bonus to base speed this is an enhancement bonus Haste increases all forms of movement by 30 feet to a maximum of twice the subject’s normal speed using that form of movement this is an enhancement bonus

So my question at hand is: how do these interact so far me and my gm have come up with three possible answers 1: haste doubles race move speed, replaces boots as they are both enhancement (Total 40 feet) 2: haste doubles your move speed, replaces boots as both are enhancement (Total 50 feet) 3: haste doubles your move speed- but the enhancement bonus to base speed is different than bonus to total speed as a result they stack (total 60 feet)

Does anyone happen to know the answer?

Would the Haste Spell allow you to cast a second, singular weapon attack effecting cantrip (such as Greenflame Blade)?

So the Haste spell in 5e says that the targeted creature

gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

This means I technically have a second action, so would that allow me to use the Greenflame Blade cantrip a second time in the same turn (once with the actual action, once with this action) as the cantrip applies to one weapon attack in a similar fashion as a Paladin with Haste could apply Divine Smite onto the Haste-given attack?

How does haste interact with the heavy armor penalty?

For a character that is wearing heavy armor, but does not have the prerequisite strength, there is a 10ft speed penalty.

If the Armor table shows “Str 13” or “Str 15” in the Strength column for an armor type, the armor reduces the wearer’s speed by 10 feet unless the wearer has a Strength score equal to or higher than the listed score.

Haste doubles the speed of the person it was cast on.

Until the spell ends, the target’s speed is doubled

Since the movement speed of heavy armor is a fixed amount, does the doubling apply to the base speed or the current speed? ie. A human with a base speed of 30. They put on heavy armor and have their speed reduced to 20. Haste is cast on them, does their speed become 30*2 – 10 = 50 or (30-10)*2=40?

Can I use the haste action to break free of vines or similar things?

Haste states:

Choose a willing creature that you can see within range. Until the spell ends, […] it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

This obviously does not allow to use any other actions that you can usually use, like casting a spell, as the more specific rule beats the general rule of what actions can be used. But what if some other specific effect grants additional option to use an action for? For example say an Assassin Vine has entangled me, that grants me the additional action option of breaking free from the vines:

A creature restrained by the plants can use its action to make a DC 13 Strength (Athletics) check, freeing itself on a successful check.

Can I use my haste action to try to break free?

As far as I can tell, I have two specific rules contradicting each other. If there is no official ruling on this, does anyone know what be ruled in AL?

How does Mythic Haste interact with 1 round spells?

Mythic Haste states:

Affected creatures gain an additional move action each round.

The rules for casting spells state:

A spell that takes 1 round to cast is a full-round action. It comes into effect just before the beginning of your turn in the round after you began casting the spell. You then act normally after the spell is completed.

If I cast a 1 round spell before using my move action, does the spell finish early?