Freedom Of Movement 5e

You touch a willing creature. For the duration, the target’s movement is unaffected by Difficult Terrain, and Spells and other magical effects can neither reduce the target’s speed nor cause the target to be Paralyzed or Restrained.

The target also can spend 5 feet of Movement to automatically get away nonmagical restraints, like manacles or a creature that has it Grappled. Finally, being Underwater imposes no penalties on the target’s movement or attacks.

Freedom Of Movement 5e

Freedom Of Movement 5e

  • Casting Time: 1 action
  • Range: Touch
  • Components: V S M (A leather strap, bound around the arm or a similar appendage)
  • Duration: 1 hour
  • Classes: Bard, Cleric, Druid, Ranger

For a selected duration, you’ve got to touch a willing creature. The difficult terrain, other magical effects, and spells are unaffected by the target movements. Those won’t reduce the target speed and can not become an explanation for the paralyzed or restrained.

To escape from the non-magical restraints like manacles, the creature which has it grappled then the target can spend 5 feet movement this may help to flee automatically from the non-magical restraints like the above mentioned There are not any penalties on track movements or attacks it occurs only being the underwater imposes.

This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that sometimes impedes movement, like paralysis, solid fog, slow, and web. The topic automatically succeeds on any grapple check made to resist a grapple attempt, also as on grapple checks or Escape Artist checks made to escape a grapple or a pin.

The spell also allows the topic to maneuver and attack normally while underwater, even with slashing weapons like axes and swords or with bludgeoning weapons like flails, hammers, and maces, as long as the weapon is wielded within the hand instead of hurled. the liberty of movement spell doesn’t, however, allow water breathing.

Material Component: A leather thong bound around the arm or an identical appendage.

Freedom of Movement is not any simpler, by the principles as written, at letting you progress at full velocity in overgrown vegetation from Plant Growth than it’s at letting you progress at full velocity underwater or while climbing. Altogether cases, you’ve got to spend quite one foot of speed to get one foot of movement.

Arguably this is often a deficiency within the RAW. Per Principle of Least Surprise, we feel I’d ignore the RAW here and treat it as super-difficult terrain, so Freedom of Movement would work. that is what a player would reasonably expect to happen if they weren’t a rules lawyer, and it’s what should happen.

This also means it wouldn’t stack with normal difficult terrain, which IMO is sort of reasonable. If you’re fighting through dense jungle vegetation already, who cares any longer if the footing is uneven? you are not going fast enough for that to matter.

Or, conversely, Plant Growth specifically doesn’t use the difficult terrain tag for the express purpose of excluding it from Freedom of Movement. as long as the designers seem to be quite happy to talk about almost anything except ‘is this specific rules convergence deliberate, or did it just find yourself that way?’ it really comes right down to your own guess. Of course, they need to be been doll upfront about wanting DMs to form their own rulings in corner cases.

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