You know that feeling you get when there’s a holiday coming up? You can’t wait to go away. Enjoy the sunshine on your back, a cold drink in your hand, and a smile on your face. Freedom of movement 5e is all about that. It’s about traveling, getting away from the hustle and bustle of everyday life. It’s also about exploring new places, having fun, and getting the most out of life.
The Basic Freedom of Movement spell grants a creature temporary immunity to a forced movement. Besides, this is a good effect for both spell casters and martial characters alike. The update adds some more options for scaling the effects of the spell.
Freedom of Movement 5e Attribute
- Casting Time: 1 action
- Range: Touch
- Components: V S M (A leather strap, bound around the arm or a similar appendage)
- Duration: 1 hour
- Target: A willing creature
- Classes: Bard, Cleric, Druid, Ranger
The creature you touch is willing to be touched. For the duration, Difficult Terrain has no effect on the target’s movement, and neither Spells nor other magical effects can cause the target to become paralyzed or restrained.
In addition, the target can spend 5 feet of Movement to automatically get away from non-magical restraints like manacles or creatures that have it grasped. The target’s movement and attacks are not affected by being underwater.
However, during, you’ll need a willing creature. No movement of the target affects the difficult terrain, other magical effects, or spells. They will not slow the target speed down, and they cannot justify the paralysis or restraint.
There are no penalties for track movements or attacks, as the only limitation imposed by the underwater environment is that it is impossible to flee automatically from non-magical restraints like manacles. The creature with it grappled can spend 5 feet of movement to escape automatically from the non-magical restraints mentioned above.
For the duration of this spell, you or any creature you touch can move and normally attack, even when affected by magic that may impede the movement of a foot, such as paralysis, slow, solid fog, and web. Any grapple check made by a topic to resist a grapple attempt will succeed. Similarly, grapple checks or Escape Artist checks made by the topic to escape a grapple or pin will succeed.
In addition, to maneuvering and fighting underwater normally, the topic can also use bludgeoning weapons such as flails, maces, hammers, as long as they are wielded within their hands instead of being hurled. Water breathing isn’t allowed during the liberty of movement spell.
By the principles as written, it is not easier to provide Freedom of Movement in overgrown vegetation from Plant Growth than to provide Freedom of Movement underwater or while climbing. In almost every case, you have to spend quite a lot of speed to move a foot.
In addition, this means that tricky terrain won’t stack with it, which is reasonable, in my opinion. Who cares anymore about uneven ground if you are already battling through dense jungle vegetation? It doesn’t matter if you are moving slowly.
What does freedom of movement do in D&D?
You touch a willing creature. Difficult terrain does not affect the target’s movement. The spells or other magical effects cannot reduce the target’s speed or make it paralyzed or restrained.
Does freedom of movement cancel paralyzed?
Conditions and being paralyzed remain even when you have freedom of movement. In that case, it would read like Lesser Restoration, a 2nd level spell that states: By touching a creature, you can end one disease or one condition that afflicts it. The movement will not cure the paralyzed condition.
Is freedom of movement good DND 5e?
That’s not possible. What freedom of movement does is very clear. The creature of the Freedom of Movement 5e is willing to move. During this period, the target is not affected by difficult terrain, nor can spells or magical effects slow or impede the target’s movement.