Does Heavy Armor reduce your speed?

I noticed in the PHB, page 20, under Speed for Dwarves:

Speed. Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.

However, I cannot find anywhere in PHB that mentions that wearing Heavy Armor imposes any speed reduction.

Does anyone know if I’ve missed something, or if this is actually some inconsistency in the book and Heavy Armor in fact doesn’t impose any speed reduction?

Can I use Zephyr Strike outside of combat to increase my running speed?

The spell Zephyr Strike, from XGE, has the following text:

You move like the wind. Until the spell ends, your movement doesn’t provoke opportunity attacks. Once before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.

Clearly this spell was written with combat in mind. I’m curious what support, if any, exists for using it outside of combat for the purpose of increasing a character’s movement speed, for instance in a foot chase.

What I would like to happen: I cast Zephyr Strike, waive the attack, and immediately trigger the bonus 30 feet of speed (say, to 60 ft). Since Zephyr Strike’s casting time is a bonus action, I then take the dash action, doubling my speed to 120 feet. I have this speed for 6 seconds.

My interpretation of the spell as written: The bonus to speed requires the player to take the attack action. The extra speed only lasts until the end of the turn. So to gain the speed benefit, a player must attack something, which uses their action and prevents the use of the dash action while under the effect of the spell.

Obviously the DM can rule however they want, but I’m curious what support the rules might have for my preferred outcome.

how to embed Pdf and Video Without effecting page speed?

I have a WordPress site and I upload a lot of pdf and videos use embedding techniques but now my website speed is very low. so i want to increase the page speed now, I am going to delete all the iframe from my website and want to replace them with responsive iframe, but I don’t know how to use embedding. currently, i embedded all pdf using google drive embedding. should I stop embedding??

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.