
What Does Slow Do in D&D? A Comprehensive Guide
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The Slow spell in Dungeons & Dragons 5th Edition (5e) is a potent control spell that can dramatically shift the tide of battle. Essentially, it debilitates enemies, hindering their movement, defenses, and ability to react. When a creature is affected by Slow, they become significantly less effective in combat, providing a substantial advantage to the caster’s party.
Understanding the Core Effects of Slow
The Slow spell targets up to six creatures within a 40-foot cube and requires each target to make a Wisdom saving throw. Those who fail the saving throw are affected for the spell’s duration (usually one minute, concentrating). The specific debilitating effects are as follows:
- Reduced Speed: The affected creature’s speed is halved. This drastically reduces their ability to close distances, escape danger, or reposition effectively during a fight.
- AC and Dexterity Save Penalties: Creatures affected by Slow suffer a -2 penalty to AC and Dexterity saving throws. This makes them easier to hit and more vulnerable to area-of-effect attacks and certain spells.
- Reaction Denial: Slowed creatures cannot use reactions. This disables abilities like opportunity attacks, spells that are cast as reactions, and other tactical maneuvers that rely on reacting to the battlefield.
- Multiattack Limitation: Perhaps one of the most significant effects against high-damage opponents, the spell explicitly limits affected creatures to only one melee or ranged attack per turn, regardless of abilities, extra attack features, or magic items. This can drastically reduce the damage output of many creatures.
In short, Slow turns fast and dangerous opponents into lumbering, vulnerable targets. It is a key control spell for casters looking to gain an advantage in combat through battlefield manipulation.
Slow vs Other Movement Impairments
It is important to distinguish between Slow and other effects that impede movement, such as the Slowed condition. The Slowed condition, often applied by spells or creature abilities, has the following effects:
- Limited Movement: You must spend 1 extra foot of movement for every foot you move using your Speed. This means each square of movement costs two feet of movement.
- Attacks Against You Affected: Attack rolls against you have Advantage.
- Dexterity Save Disadvantage: You have Disadvantage on Dexterity saving throws.
While similar in name, the Slow spell is generally more impactful because it imposes a specific reduction to movement speed rather than a cost, also includes AC penalties, Reaction denial, and limits the number of attacks.
Frequently Asked Questions (FAQs) about Slow in D&D
1. Is Slow a good spell in 5e?
Absolutely! Slow is considered a very good control spell in 5e. Its combination of area of effect, multiple debuffs (including movement, AC, save penalties, reaction denial, and limited attacks) and the ability to target up to six creatures makes it a powerful tool for any caster. Its versatility and effectiveness against various types of enemies make it a worthwhile addition to any spellcaster’s arsenal.
2. How does speed work in D&D?
A creature’s speed in D&D represents the distance it can move in feet during one round of combat. It assumes short bursts of energetic movement under dangerous conditions. For example, a creature with a speed of 30 feet can move up to 30 feet each round. This is usually their walking speed. Various factors, like armor, feats, and spells, can increase or decrease this.
3. Is Slow better than Haste?
It depends on the situation. Haste is generally used on a single powerful ally to boost their offensive capabilities and mobility. However, it only targets one creature, and the benefit ends if you break concentration. Slow, on the other hand, can impact multiple enemies and is particularly useful when facing groups of melee opponents by reducing their output, which will be better than Haste in many group encounters. Slow is often considered better against multiple enemies, while Haste is better for a single ally against a single foe.
4. Does Slow cancel Haste?
No, Slow does not outright cancel Haste. If a creature is under the effects of both Slow and Haste, both spells’ effects apply. This is where the limitation of 1 attack imposed by the Slow spell takes precedence, even though Haste grants an extra action. This effectively neuters the extra attack granted by Haste if the target is also slowed.
5. How does Slow affect multiattack?
A creature affected by Slow can make only one melee or ranged attack per turn, regardless of its Multiattack feature or any other abilities that grant multiple attacks. This limitation is a core component of the spell and makes it especially effective against monsters with powerful multiattack options.
6. What is the fastest race in D&D?
Some of the fastest races in D&D include the Tabaxi (with a climb speed), Centaur, and Shifter (Swiftstride), with some races also having naturally higher movement speed (35 ft rather than the average 30 ft). The Wood Elf has a base movement of 35ft.
7. What is the fastest character in D&D?
The fastest character build, without considering magic, would likely be a Monk with the Mobile feat, along with other feats and racial traits designed to enhance speed. Monks gain a bonus to their movement up to 30ft. Wood Elves have the fastest move speed on the ground with 35, so that is already a 65 ft per turn. With the mobile feat, it becomes 75 feet.
8. What items increase speed in D&D?
Several magic items can increase speed, with the most famous being the Boots of Speed. These boots allow you to double your walking speed as a bonus action, and provide disadvantage to opportunity attacks when this benefit is activated. Other items may grant similar but less drastic benefits.
9. Does heavy armor slow you down in 5e?
Yes, heavy armor can reduce your speed. If the Strength requirement is not met (Str 13 or 15), the armor reduces the wearer’s speed by 10 feet, making them slower and less agile. Strength is a key requirement to wear heavy armor effectively.
10. How does Slow interact with extra movement granted by classes?
The reduced speed effect from the Slow spell affects all forms of speed, including extra movement granted by class features or racial traits. Therefore, a monk’s unarmored movement, for example, would still be halved. This means that Slow is particularly effective at negating some classes designed to quickly reposition themselves.
11. Can you jump further with increased speed?
You can jump further if you have a run-up of at least 10 feet, up to your strength score in feet. Increased speed only affects the distance you move during your turn, not the distance of your jump. Your jump distance is tied to your Strength score.
12. How does Slow affect ranged attackers?
Slow significantly impacts ranged attackers by halving their speed, making it harder for them to reposition and maintain optimal firing angles. Additionally, the reduction in AC and Dexterity saving throws makes them more vulnerable to enemy fire. The restriction to a single attack means that even classes built around making multiple attacks with ranged weapons are affected.
13. Can a creature make a saving throw against Slow multiple times?
Affected creatures can attempt a new Wisdom saving throw at the end of each of their turns to try to break free from the spell’s effects. If they succeed, the spell’s effects end for them. This adds a bit of randomness and allows the DM to play with strategy with enemies, some staying slowed, and some not.
14. What are some good spells to use in conjunction with Slow?
Slow works well with other control spells that further hinder enemy movement or abilities, such as Web, Entangle, or Plant Growth. Additionally, any spells that target vulnerable, slowed targets, such as area-of-effect damage spells, will be effective. Any ability that causes the Prone or Restrained condition will synergize with Slow.
15. Is it better to play fast or slow in D&D?
That depends on your playstyle and the situation. Sometimes, a rapid assault is required; other times, calculated, slow tactical thinking and movement is better. Playing with speed often relies on offensive power, while playing slowly focuses on battlefield control, making sure you get the jump on your enemies. Ultimately, the best method depends on your goals and the composition of the party.
In conclusion, Slow is a highly valuable control spell in 5e D&D. Its ability to drastically reduce enemy effectiveness by impacting speed, defenses, and actions makes it a cornerstone of any spellcaster’s arsenal. Mastering its usage is key to controlling the flow of combat and ensuring victory in challenging encounters.