Does carrying/dragging a willing/unconscious creature cause half movement as per the grapple rules?

When you carry/drag an unwilling creature that you have grappled, your movement speed is halved.

Is the same true when you carry/drag a willing or unconscious creature (ex: move your friend out of danger) ? Or in other words, a creature that does not resist against your attempt to move it ?

(This assumes that you have a good enough carrying capacity to easily carry/drag an object of the same weight as the creature you wish to move)

Does movement speed add damage or attack power to weapons?

I have a character who has managed to get herself a movement speed of 100′. She is a centaur, and as such specializes in lance based combat and charges. Now in the real world a lance moving faster would have more power behind it. With this centaur moving at 56 MPH and putting her 1473 pounds behind that lance it is striking with a force of 16,726.39 Newtons concentrated down onto the lance tip, which is something rather tiny like a hundred thousandth of an inch. This results in the lance point having 95,510,148 PSI when it strikes a target. This is enough force to pierce up to 8 inches of modern ultra-high carbon steels (assuming no loss of power by friction). In other words that lance is going into and through just about anything that gets in its path.

Now is this knowledge just a fun bit of coolness to know or does D&D reflect physics and give a damage boost for speed of a handheld piercing weapon?

Does the Witch Bolt spell end if you use a bonus action, reaction, or movement (remaining within the spell’s range)?

The obvious things are:

  • ending it voluntarily
  • losing concentration
  • breaking the tether with range or cover
  • using a normal action on your turn for something other than witch bolt

What isn’t specified is whether or not the spell ends when you use a bonus action, movement or reaction. I would assume that reactions would be fine because they are quick spells and not on your turn. Movement is generally not considered an action in 5e afaik, so it seems fine too. The description is less clear about bonus actions however, because they occur on your turn and witch bolt states

On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you.

BUT Bonus actions are fast and often without a somatic/verbal component, and most cases in the PHB refer to the normal action as "your action". Also, the action required for witch bolt is NOT casting a spell and so the "bonus spell + cantrip" rule is not applicable here. Witch bolt is presumably taking a mental effort to maintain, such that I wouldn’t be able to cast another normal action spell without losing focus on the beam, but for something like misty step, with only a verbal component and taking minimal effort (especially if it’s a wizard spell-mastery spell), it seems to me like it would be possible.

Anyone know if there’s an official ruling for this, or is it entirely up to the DM? If I were a DM I’d rule that it’s allowed, since it requires giving up your standard action, and you’re still limited to the 30ft tether AND line of sight, AND concentration, AND spell slots if you’re not a lvl 18 wizard. Compared to a high level blastlock hitting for 4d10+20+knockback with eblast each turn, with a cantrip that would allow a bonus spell on your turn and a reaction spell on someone else’s turn, witch bolt with bonus action and reaction (now that I think about the math) still seems underpowered at high levels. (especially now that I realize that subsequent turns don’t add the extra damage from a higher lvl spell slot. A lot of text for something not terrible useful. Still curious though.

TL:DR Can I maintain witch bolt on a target and move normally and use my bonus action to teleport around with misty step (provided I maintain line of sight and tether range), while using my reactions on enemy creature’s turns for counterspell or shield?

Does exploration movement rate in Basic D&D (B/X) include trap/secret-door detection?

In the Basic Rulebook for D&D, on page B19, it states that characters can move 120′ in a dungeon per turn (10 minutes). Later it states that this movement assumes players are mapping carefully, searching, and trying to be quiet.

What is meant by ‘searching’? Are characters automatically getting a detect trap and detect secret door roll (every 10′ or per trap/door) as part of this movement rate? It seems unclear what searching exactly means in this context.

Echo Knight Legion of One movement clarification

Upon reaching 18th level as an Echo Knight Fighter you gain the ability Legion of One.

You can use a bonus action to create two echoes with your Manifest Echo feature, and these echoes can coexist. If you try to create a third echo, the previous two echoes are destroyed. Anything you can do from one echo’s position can be done from the other’s instead.

Can you move both echos 30′ each or is it just a shared 30′ of movement between the two?

Are there ways to let a sufficiently high Acrobatics(Jump) roll exceed ones Max movement?

I’m building a L9 Tier 3 mythic character in a Pathfinder game (with a DM who accepts a lot of 3pp, including Drop Dead Games / Spheres of Power & Might, which I’m using heavily).

Between abilities and items, I could easily have a 200+ foot jump…except that jump is limited to my max walking speed.

Do you know of any items / feats / abilities (1st or 3rd party) that allow one to jump further than their speed, in a single Move action? (Spheres of Might has the absurd Dragoon leap, but it’s only as a Full Round action.)

When during movement does Guardian Of Faith deal damage?

The Guardian of Faith spell states something like…

A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity.

Any creature hostile to you that moves to a space within 10 feet of the guardian must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage.

Is this assumed that as soon as a creature stops in one of the squares around the guardian, it instantly takes the damage (less the saving throw)? E.g. in some combat situations…

  • Creature ends its movement within range, will take damage.
  • Creature moves through the Guardian’s range but does not stop, no damage

Am I understanding this spell properly? Seems like it would only really be useful to place in difficult terrain, or at some sort of objective point where the party actually has to stop for a moment (e.g. to unlock a door, climb, etc).

Can movement spells that don’t specify they are teleportation bypass Forcecage?

Forcecage states:

A creature inside the cage can’t leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave the cage, it must first make a Charisma saving throw.

Despite external opinions about how the spell should work, is it correct to read the RAW interpretation that magical effects such as Tree Stride or Transport via Plants are capable of bypassing the saving throw as they don’t specify they are teleportation?