monk subclass Dungeons And Dragons Classes, Dungeons And Dragons


Gust of Wind 5e D&D Guide [2023]

The Mobile feat (PHB, p. 168) says:. When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn. The monk's Step of the Wind feature says:. You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn.


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The description of Step of the Wind in the monk's Ki feature says: You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn. My DM said that I have to take a bonus action before getting the jump bonus.


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The Step of the Wind feature is designed to help monks keep up with the jump distance of other classes rather than exceed it, and that is what it is doing for your monk. He can keep up with strength 12 creatures. A Strength 10 monk could jump 20 feet, and a Strength 20 monk could jump 40 feet, but it would come up short in many other aspects of.


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With Step of the Wind active his long jump is 20 or 10, and his his high jump is 6 or 3. He only needs 5 feet of move to get a full jump. With a 5-foot step after taking a Step of the WInd disengage bonus action, he can then comfortably jump 20 feet, and indeed, jump 20 more feet after landing. With a DC 10 Athletics check, during those jumps.


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Question 1: On the Monk turn Action: Takes the Dash action to 80 feet movement. Bonus Action: Spend's 1 Ki point for 'Step of the Wind' to Dash for an additional 80 feet of movement. Total Move Distance 160 feet.


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Ultimate Gust of Wind 5e guide uses, working and expert advice

Long jump = (Strength score) feet = 12 feet. High jump = (3 + Strength modifier) feet = 4 feet. With the ring and Step of the Wind both activated, this becomes: Long jump = 12 * 2 * 3 = 72 feet. High jump = 4 * 2 * 3 = 24 feet. If you can't make a 10-foot approach before the jump, the distance is halved, regardless of Step of the Wind or the ring.


Ultimate Gust of Wind 5e guide uses, working and expert advice

D&D 5e Since WBtWL just came out, the harengon has been the object of my absolute attention.. Initiative for burst and the jump is basically a free misty step in a lot of ways.. Idk, that seems better on a barb or cleric to me than a rogue or monk who already have cunning action/step of the wind for competing bonus actions


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Step of the Wind 5e is a 2nd level Monk class feature that lets Monks spend a ki point to Dash or Disengage as a bonus action. It also doubles the Monk's jumping distance for a turn. Usually Dashing or Disengage is a main action, so Step of the Wind offers some flexibility to the Monk's battle options.


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Normal high jump = 8 ft and uses 18ft of movement. Step of the wind high jump = 16ft and uses 26ft of movement. Step of the Wind + Jump Spell high jump = 48ft and uses 58ft of movement. Also since Step of the Wind includes a dash you'd have enough movement to cover the whole jump and some to spare with a base movement of 45 feet.


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Monk Monks are united in their ability to magically harness the energy that flows in their bodies. Whether channeled as a striking display of combat prowess or a subtler focus of defensive ability and speed, this energy infuses all that a monk does.


monk subclass Dungeons And Dragons Classes, Dungeons And Dragons

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