The Speed Handbook IntroductionStrategic Speed vs Tactical SpeedStrategic speed refers to overland movement, and how fast you can move by devoting all your actions to doing so; abilities which let you run for longer periods without rest assist this. Tactical speed refers to how far you can move in a single action; abilities which let you move in crooked paths or combine movement with combat actions assist this.
For instance, take two characters. One has 40ft speed and the Run feat, the other has 50ft speed. The former has superior strategic speed, since he can move 160ft by running, the latter has superior tactical speed.
This handbook has advice on both.
Forms of SpeedClimb Speed: Land Speed: Since most PCs are land-based, this is where the majority of speed boosters apply, assuming they aren't generic to all movement modes.
Fly Speed: While you can get decent fixed fly speeds from a number of sources, the best options grant speeds equal to double your land speed. Unlike other movement modes, flight has maneuverability to take into account - while any form of permanent flight is useful strategically, decent maneuverability is essential for tactical use. Oh, and Flyby Attack is superior to all similar feats like Spring Attack.
Swim Speed: Burrow Speed: A useful movement mode to have, both strategically and tactically - as long as you have some way of detecting your opponents you can pop underground between attacks and be practically untouchable. However, burrow speeds are normally limited to soil and not very fast, and incorporeal creatures can do something similar.
MountsTeleportationThe sad truth of D&D is that for most things, there's a spell that can do it better or make the whole thing irrelevant. For grapplers this is
freedom of movement, for speedsters this is
teleport. However, these spells require knowledge of the target and may arrive some distance away; you also have the advantage in an
antimagic field or dead magic zone, as rare as those are.