Does a monk’s Unarmored Movement speed increase apply to the fly speed gained from a Fly spell?

A monk’s Unarmored Movement class feature increases the monks speed by 10 feet at level 2, and further at higher levels. According to this Sage Advice, this stacks with an Aarakocra monk’s fly speed, because that fly speed is innate to the race.

However, how does this interact with fly speeds gained from other sources, such as the Fly spell? That spell specifically states that “the target gains a flying speed of 60 feet for the duration.” Can this gained flying speed then be improved by a monk’s Unarmored Movement, giving a level 2 monk a flying speed of 70 feet with the Fly spell cast on them?

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CLS score in Page Speed vs Search Console

Google Search Console said my website has some pages with CLS and FLP issues. After fixing them, they are ok in Page Speed: Page Speed score

After the revalidation in Google Search Console and waiting for several weeks, Google said those page failed again – CLS is still over 0.25s.

I don’t know what else can be done to fix them. Page Speed Lab Data is fine but Google Search Console still said it’s over 0.25s.

Does it mean if someone with a very slow connection visiting my website and have a poor CLS or LCP score, Google Search Console will count this as field data and fail my website? How can I possibly fix this?

Can a creature who is exhausted benefit from bonuses to speed?

In D&D 5th Edition, there is a status effect called Exhaustion, which is measured in six levels. Level 5 Exhaustion reduces the speed of a creature to 0.

$ $ \begin{array}{|c|c|} \hline \textbf{Level} & \textbf{Effect} \ \hline \text{1} & \text{Disadvantage on ability checks} \ \hline \text{2} & \text{Speed halved} \ \hline \text{3} & \text{Disadvantage on attack rolls and saving throws} \ \hline \text{4} & \text{Hit point maximum halved} \ \hline \text{5} & \text{Speed reduced to 0} \ \hline \text{6} & \text{Death} \ \hline \end{array} $ $

– PHB 291

There are two other conditions that have a similar effect to this, Grappled and Restrained.

A grappled creature’s speed becomes 0, and it can’t benefit from any bonus to its speed. – (PHB, p. 290)

A restrained creature’s speed becomes 0, and it can’t benefit from any bonus to its speed. – (PHBl, p. 292)

In addition, there are spells such as Longstrider, which increase movement speed by a fixed amount (10 feet for Longstrider).

Are bonuses to speed negated by having level 5 exhaustion or can that creature freely move when under an effect that increases its speed?

Clipping speed when turning without using aggressive drag

I have an Unity project in which i want to control a player in a similar way to Source games, and so far i am clipping each input to the speed in the player’s coordinates, by using

transform.InverseTransformDirection( GetComponent<Rigidbody>().velocity ) 

after which i pass each of the player input vector direction through this function :

private float FLSMF ( float aInputVelocity, float aMaximumVelocityOnAxis, float aSpeedOnAxis ) {     if ( Mod( aSpeedOnAxis ) >= aMaximumVelocityOnAxis ) {         if( Sign( aSpeedOnAxis ) != Sign ( aInputVelocity ) ) {             if ( Mod( aSpeedOnAxis + aInputVelocity ) > aMaximumVelocityOnAxis ) {                 return Sign ( aInputVelocity ) * ( aMaximumVelocityOnAxis + Mod( aSpeedOnAxis ) );             }             return aInputVelocity;         }         return 0;     }     if( Mod( aSpeedOnAxis + aInputVelocity ) > aMaximumVelocityOnAxis ) {         return Sign( aInputVelocity ) * ( aMaximumVelocityOnAxis - Mod( aSpeedOnAxis ) );     }     return aInputVelocity; } 

There is only one problem : whenever i turn and strafe and walk forwards or backwards, the speed increases dramatically. I tried solving it by comparing each processed velocity axis to the velocity rotated by the difference in the rotations between the last 2 FixedUpdate’s. So far nothing worked, aside from driving the drag factor through the roof.

My best guess is that when turning, the unclipped X axis of the vector bleeds into the Z axis when turning, which can’t add anything, but cant stop the X axis from interfering because the forward key is pressed.

There is no issue when only one of the input axis are used, the speed remaining consistent when turning.

I tried to implement this function especially so i dont have to use any drag, to allow the player to be flung by other things, like grapples and explosions ( this issues is present irrespective of said external factors )

If you want to, i will share the entire code, but its messy and i dont think it would help.

Any ideeas how to solve it?

Edit : yes, i have normalized the input vector. The speed increases to more than triple of the maximum, in as few as 2 turns.

Max possible speed in pathfinder?

So a friend and I were discussing speeds in pathfinder. He thought the max speed was about 600 ft per round. I thought there might be more buffs for this though. So how fast could a character built exclusively for speed go?

Limits

  • Speed must be reached using only feats, abilities, and racial traits. No spells allowed and it must be done by a playable race in the core books.
  • Any level
  • The character may not use items to enhance speed.
  • Core Rulebook only

Is your movement penalized underwater if you have a swimming speed but choose not to use it?

Here are the rules on underwater movement:

While climbing or swimming, each foot of movement costs 1 extra foot (2 extra feet in difficult terrain), unless a creature has a climbing or swimming speed.

I have a question related to the highlighted passage: if a creature has a swimming speed, but chooses not to use it, would their movement be penalized as per the above rules, or would they get the same benefit [no speed reduction] that creatures using their swimming speed have?

One case where this would be useful is if a character has a walking speed of 50 feet and a swim speed of 30 feet. Since the character has a swim speed, can it use its walking speed to move faster (since it no longer has to spend extra movement)?

Can the half-dragon template have a negative impact on fly speed?

First example: A half-dragon astral deva. Astral devas normally have wings, but they’re Medium, and the Half-Dragon template states that Medium half-dragons don’t have wings. Does the Astral deva lose its wings due to the template?

Second example: A half-dragon solar. Solars have a land speed of 50 ft., and a fly speed of 150 ft. The Half-Dragon template states that a creature of this size can fly at twice its base land speed, with a maximum of 120 ft. Does the solar have its fly speed reduced to double its land speed (100 ft.), or to the Half-Dragon template’s maximum fly speed (120 ft.), or does it keep its base fly speed (150 ft.)? Similarly, what (if anything) happens to its maneuverability?

Third example, based on the maneuverability part of the previous point: a half-dragon great wyrm (or any creature with a fly speed greater than 120 ft. but worse than the average maneuverability given by the Half-Dragon template). Does it keep the best aspects of its flight sources, or the worst aspects, or does it take one source for its wings in its entirety?