D&D 5E STR modified Speed

DND_Reborn

The High Aldwin
@FrogReaver

Here is a modification that is a bit more limited in scope (and perhaps better connected to established fiction), but could still prove situationally useful.

If you move in a straight line on your turn, you can add 5’ times your Str modifier to your speed for that turn (min 0 feet)

This allows armored nights to charge a hill or fortified enemy position, climb a ladder or cliff faster, or out swim weaker opponents.

This isn't bad really, but I would add a cost to it--like a bonus action.

We already have house-rules for Running and Sprinting, and both require your bonus action. Sprinting even denies you reactions. MWAHAHAHA! :)
 

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I would suggest that you add your Str(Athletics) score to your speed - But only while taking the Dash action. (And Run actions if you have such a thing.)

That fits the 5e mechanics of Str being about athleticism and power, while also taking into account that the "combat move" is more a careful jog or swift pace rather than an outright run.

Incorporating Athletics also allows Rogues to stay fast movers in combat if they choose to invest in being so. (Cunning action to Dash and even Expertise in Athletics and investing in Strength all become options.)
 

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