Is there Vehicle Speed Errata for the DMG?

Recently, I have have been preparing the times for journeys over land and by sea for an upcoming session. When I told my players about my calculations, one of them said that my info in the DMG under the sailing ships speed has been Errata’d in the WotC Sage Advice blog. After hours of combing the website and google, I can find no errata specifically about vehicle speeds. Is there such errata?

My google searches in regards to sailing speeds gave me the target range of 5-8 knots on average (5 knots comes in close to 6mph vs DMG saying 2mph) So if there is Errata for this I’d like to know about it so I dont unfairly slow the estimated sea voyage travel time. I know I could house rule this, but I’d prefer seeing the supposed errata this player saw a reference to on reddit. Given that it’s reddit, I already doubt its legitimacy, but I’d be a terrible DM if I didn’t do my due diligence and ask around for official Rulings on this stuff.

Rotate object always at same speed on screen, no matter camera distance?

I am rotating a globe like XCOM’s hologlobe,

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I rotate it using Quaternion.RotateTowards(Quaternion from, Quaternion to, float maxDegreesDelta).

I found a good value for maxDegreesDelta, in my case it is 5.0f.

There is a limit on how close or far the camera can be, let’s assume clos is 1.0f and far is 2.0f.

I want to be able to zoom into the globe, but obviously when I do, it rotates a bit too fast then.

When zoomed out, rotation speed is satisfying:

enter image description here

When zoomed in, rotation is too fast, making it more difficult to manipulate:

enter image description here

And the problem is even more evident as game view size gets bigger, i.e. fullscreen.

Using Mathf.Lerp and Mathf.InverseLerp, I’ve tried to make maxDegreesDelta and mouse delta proportional to the distance the camera is but it’s hardly convincing.

Note: I rotate the globe, not the camera.


How can I ensure object rotates at same speed on screen, no matter how close or far camera is ?

How does ‘Mirage Arcane’ interact with damage types, speed, and Concentration?

Reading over different questions about ‘Mirage Arcane’, I’ve come to what I believe is a fair understanding of what the spell can do, but I’m left with a few questions. So far, my understanding of the spell is this:

  1. The spell can create formations that can be interacted with as if they are real (See:

  2. The spell cannot create deformations that can be interacted with as if they are real (See: Can I get creatures stuck in the ground with Mirage Arcane + Illusory Reality?)

  3. Under the right circumstances, illusions created by ‘Mirage Arcane’ can cause harm (See:

Now, to quote the spell:

The illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into difficult terrain (or vice versa) or otherwise impede movement through the area.

I am assuming that this means that with regards to speed, ‘Mirage Arcane’ would be able to create normal terrain from difficult terrain and vice versa such that the original terrain is not accounted for with regards to speed, only the illusory terrain. Is there any RAW or RAI that conflicts with that interpretation?

But more to the point: What damage type is damage caused by interacting with the terrain, if damage is caused by some means?

For example: I have before me an empty, flat field. I create an illusory hill that rises up 100 feet and ends in a cliff. I push my friend off the cliff. Given we are actually 100 feet in the air, supported by the illusion, he should take bludgeoning damage from the fall as per normal, correct?

Now lets suppose I have the same field, but this time I create an illusory cliff at the same level as the field that drops 100 feet down. I push my friend again. In reality I just pushed him from one spot in the field to another a few feet over, but for him he “fell”, so does he take damage? If so, should the damage type be bludgeoning or psychic, similar to ‘Phantasmal Force’?

Similarly: If I burn my friend with illusory lava in that same field, does he take damage? If so, fire or psychic? If it does not cause damage, but instead causes phantom, illusory pain as if one were taking damage, would this call for a concentration check against casters concentrating on a spell?

I don’t want to shunt the power of a 7th level spell, but being able to move as if a valley/mountain wasn’t present (within the spells bounds of course) or potentially devastate an entire army with illusory lava/water seems a bit much for illusion magic, even 7th level.

How Should Speed and Range Affect Hit Probability?

If one were to go for an increased degree of realism, and try to build a probability curve that produces most sensible results (but simplified, of course, since there is no such thing as a perfect simulation), then approximately what sort of correlation should there be between distance to the target, speed of the target, and the chance to hit the target (under otherwise similar circumstances, i.e. same aiming time, weapon, character/skill etc.)?

Examples: There are systems which reduce the chance to hit by the same percent per range fixed increment added to the range of the target. There are systems which stack range penalties by a logarithmic function of range (e.g. a stacking penalty per doubling until reaching some cutoff range). There are systems which provide a constant speed penalty entirely separately from range, and systems which add speed and range when calculating the penalty. Some of these systems’ probability effects are complicated by the fact that they use non-linear dice curves. Some argue that the function of probability reduction should be a quadratic relation to range, since for each doubling of range, the target’s projection becomes ΒΌ of its previous observed value (percent of FoV taken up), but I don’t recall any systems that explicitly and deliberately implemented anything like that.

After asking elsewhere, I’ve been pointed to Steering law and Fitt’s law, but seem to be meant for fixed accuracy and variable time, while in RPGs, fixed aim time and variable chance to hit are much more workable.

Note that I’m not asking about which dice mechanics to use for modelling those probability adjustments, as I’m assuming that there are multiple ways of fitting dice to a desired probability function, but first I’d like to learn what probability functions are most fitting (simplified and generalised, of course) representation of real life shooting situations.

What’s the flying speed of someone under the Fly spell with two levels of exhaustion?

Recently, our party barbarian gained two levels of Exhaustion. As per the rules of that condition (PHB, p. 291), the effect of level 2 Exhaustion is:

Speed halved

The fly spell (PHB, p. 243) has the following effect:

You touch a willing creature. The target gains a flying speed of 60 feet for the duration.

We wondered what the barbarian’s speed would have been if fly was cast on him. Which of the above rules would be considered more specific? Would the barbarian be able to fly for 60 feet, or only 30 feet, per turn?

How much movement does it take to stand up from prone when my speed is modified?

Suppose my speed is normally 30 feet. I get hit with a Slow spell, reducing my speed to 15 feet, and then I get knocked prone. How many feet of movement do I need to spend in order to stand back up from prone? How many feet of movement do I have left over once I’ve stood up?

What if I am also hit with a Ray of Frost spell while slowed, reducing my speed to 5 feet for 1 round? Am I able to stand up at all?

Can you change to a fly speed if you suddenly find yourself in mid-air?

I am aware of the following related question, which establishes that you can change to a fly speed at least when you teleport yourself into the air, but there are other times where I am unsure what would happen:

  • Can I Misty Step into Midair?

The section on “Using Different Speeds” states:

If you have more than one speed, such as your walking speed and a flying speed, you can switch back and forth between your speeds during your move […]

So what if you suddenly want to use a different speed; how exactly does this shift from one speed to another work? For example, what happens if a creature, who has a fly speed, but is currently standing on the ground, gets launched into the air? Or, similarly, what happens if the floor falls out from under them? Do they fall or can they begin flying? Does it matter whether or not it is currently their turn?

Is this a circumstance where a creature can change their speed, similar to teleporting yourself, or is this somehow different?

Can a Tabaxi’s Feline Agility be used with the Haste spells doubled speed?

A friend of mine played a one-shot and they were all told to make 20th level characters. He made an 18th level monk tabaxi with 2 levels in Rogue. He tried to make his character as fast as possible. My biggest concern was Feline Agility being paired with Haste (Cast by his gfs sorcerer).

Let’s start by breaking this down a bit.

The tabaxi is an 18th monk, so he gets a +30 to his speed, making his walking speed 60.

Then he took the mobile feat- making his walking speed 70.

If this tabaxi was affected by the Haste spell (see below) his walking speed would double, so now it is 140.

Haste (Pg. 250 PHB)

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.

Cunning Action

You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

So far no problem… but now he wants to dash… three times.

140 (Current base walking speed) + 140 (Action used to dash) + 140 (Hasted action) + 140 (Bonus action dash from the rogue’s Cunning action) = 560 feet.

And now he wants to use feline agility to make his total movement for the round 1120 feet.

Feline Agility (Volo’s Guide to Monsters, p. 115)

When you move on your turn in combat, you can double your speed until the end of the turn.

This feels extremely excessive (Because I think that speed would be over 150 miles per hour), but usually, I care more about everyone having fun than being a rules lawyer. But I am curious, Can Feline Agility and Haste’s doubling of speed stack?

Does Freedom of Movement allow one to use their Fly speed Underwater?

Our party is about to have a water battle next session and we plan to cast Fly and Freedom of Movement on a few of our party members to deal with a Blue Dragon attacking the ship.

My question is whether someone affected by both spells is able to use their Fly speed Underwater since the effects of Freedom of Movement states that swimming imposes no penalties to movement and attacks while benefiting from the spell.

I can’t find anything that says I can or can’t so I’m wondering which way to lean on this. Any advice is appreciated.