We’ve gotten a few questions about the mechanics of Haste as of late, so rather than trying to answer them individually, we’ve opted to make a post about it.
Haste is a condition in D&D 5e that affords the player “an additional action that can be used to Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.” Additionally, the player’s AC is increased by 2, their speed is doubled, and they have advantage on Dexterity saving throws (PHB 250). In the battle against Thordak, Vax drank a potion of Haste, while Vex attuned to the Boots of Haste. Vex also used the Boots of Haste in Episode 54 against Umbrasyl. Both twins made good and creative use of the benefits of Haste, including:
- Attacking an extra attack per round (Dagger Dagger Dagger, anyone?)
- Casting a spell that takes an action and still attacking as a hasted action
- Drinking the potion of haste (action), activating wings (hasted action), and casting a bonus action spell like Hunter’s Mark
We were also asked if the Boots of Haste have changed in function since the start of the show, considering the item comes from Pathfinder (which does not have the attunement mechanic). While Vax has used them the same manner from the beginning as Vex and he do now, the Boots have picked up the attunement requirement.
There’s one potential caveat to Haste that we’ve never seen in Critical Role, mainly because there’s never been an opportunity to see if it’s implemented: When Haste wears off, the character “can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it” (PHB 250). The only opportunity where we could have seen this effect was during the second Battle Royale, but that’s enough of a special circumstance that we aren’t taking it under consideration for this.
We’ll talk later this week about where Vox Machina stands at the beginning of Episode 80, but needless to say, that would be a very unfortunate side effect to deal with in the middle of a battle with, say, an ancient green dragon.