How far can a 9th level monk move along a vertical surfaces and across liquids without falling?

The monk class feature Unarmored Movement says:

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

I am looking for an answer based in the rules as written, although interpretations and opinions are welcome.

I assert the rules support a notion of turns as meta-constructs useful for examining the game world at intervals, as opposed to a game world law of nature. As an example, if a character jumps and “runs out” of jump at the end of their turn while still jumping, I view the character as ending their round in mid-air, and that the jump gets continued on the character’s next turn. I don’t actually have rules citations to support my assertion, unfortunately.

This is important because I think it affects how far the monk can move along vertical or liquid surfaces. I don’t know how, though.

As an example, let’s assume a monk with 30′ movement is 10′ away from a 30′ wide body of water. The monk moves 10′ on land and then 20′ on water and then the monk’s turn is over. Does the monk fall in the water?

A slightly different example. Let’s assume the monk has 30′ of movement and is at the edge of a 1000′ wide body of water. How far can the monk move before falling in?

One answer might be the monk can move its movement, then it is no longer able to stay above the water and gets dunked. If this is the case, can the monk get back up on the water and keep moving?

One perhaps unintuitive answer is that there is actually no limit on how far the monk can move without falling, which means the monk could move across liquid until the monk needs to stop for some reason, say exhaustion, then they fall in.

Not to be absurd, but in this case, I think the monk could “ice” skate on the water, and do swirls and tricks and stuff. Okay, yes, that’s actually absurd.

To summarize: how far can a 9th level monk move along a vertical surfaces and across liquids without falling?

  1. to the end of the monk’s turn, then the monk needs to be on solid ground or fall

  2. the monk’s movement distance, even if that leaves the monk suspended on the vertical surface or the liquid between turns

  3. as far as the monk wants, as long as the monk keeps moving

  4. something else?

If a player who is flying is made to stop when does the falling damage happen? [duplicate]

If a player is flying in DnD and then for some reason is made to stop flying.

For instance a Druid in beast form if an eagle takes enough damage to drop eagle form, or a wizard flying due to an enchantment has that enchantment ended by an enemy or trap.

Are they considered to hit the ground immediately in the instance it happens or do they get an turn to try and do something about it? Is it dependant on how high they are, or where they come in initiative order?

Can a flying character choose to fall, and then use a reaction to stop falling before hitting the ground?

As a flying character there are a few scenarios that I’d like to know are valid/RAW, invalid, or up to the DM.

Assume in these scenarios that all characters fall at 1000ft/round (this is not up for discussion (no matter how strongly you feel about it) as my DM has made this ruling.) Also assume the fall is intentional (on my turn/not done by an enemy or enemy’s turn).

  1. Fly at 1,005ft, fall (drop prone?) in 1 round (1000ft), next round recover (stand up from prone), land safely or continue to fly.

  2. Fly at 600ft, fall, to 60ft recover to fly normally.

  3. Fly at 600ft, fall, to 60ft cast feather as a reaction to falling. This scenario could also include carrying a halfling (600ft), then dropping her, and she can cast feather fall (as a reaction) 60ft before hitting the ground.

Feel free to add additional cool scenarios that could work. Or if a scenario doesnt work, what would be needed to make it work.

If possible please use citations, especially if any of the scenarios are invalid/against the rules.

When a character with no fly speed ends their turn in the air, when should they start falling?

We had a situation last session where I (sorcerer/monk) ended my turn mid air after striking a flying monster trying to flee. It was already 100 feet high so I used a quickened Thunder Step to teleport 90 feet up on the wall and step of the wind to jump from it and strike the monster with two melee attacks. It wasn’t enough to finish it and I was left mid air.

I thought that I would immediately fall down and be okay since it’s a forced movements and thus does not trigger an Opportunity Attack and thanks to the Slow Fall feat I wouldn’t take too much damages. But The DM ruled it as the monster getting to hit me before I fall since his turn was next so I was knocked unconscious and died of the fall (no Slow Fall when you’re unconscious).

I’m not mad at the DM for making this choice, I knew it was a reckless action when I took it, but it got me thinking when should a character start falling when they ends their turn in the air.

Have I really been hacked or am I falling for a phishing scam

I received an email on the 14th saying that a hacker has access to my pc it says that at the time of hacking my account (myemail@gmail.com) had this password (it was a version of my password but not one that I’ve ever used for my gmail) and it claimed to have been watching me for months and that it had infected my pc through a adult website and had video of me when I was on the site doing you know what and that it would send it to my contacts and correspondence but I don’t have any contacts on my pc and also I use a different user and email when I do that, also why didn’t it send it to that email and not any of the other emails I have saved on my pc. Am I falling for a bullshit email or do I have something to worry about? Also it said I have 48 hours to pay them in bitcoins and that it would track when I opened it and start the countdown and I just opened it last night

Grasp of Hadar: can using it while flying cause falling damage?

We got into a battle with some berserkers. I was already flying (fly spell) so decided to use eldritch blast and the Grasp of Hadar invocation.

Once on each of your turns when you hit a creature with your eldritch blast, you can move that creature in a straight line 10 feet closer to you. (XGtE, p. 57)

As I flew over one of the Berserkers, I zapped him with EB twice (at 5th level this cantrip emits two blasts) and used one of them to lay Grasp of Hadar on him. As my DM ruled it, I pulled him toward me ten feet, straight up. Once once I had pulled him up, he didn’t stay up; the DM ruled that he had to fall since the Grasp doesn’t grapple him nor hold him in place.

I recommended to the DM that he take an additional 1d6 falling damage; I rolled it and he agreed.

Is this correct, or did we misunderstand how Grasp of Hadar works?
And if he falls, is he now prone?

Imbedded question if the answer to the above is “yes, d6 was correct” –
Something that had us scratching our heads was how far offset do I need to be before the fall won’t be enough to cause damage? I can be as high as 90′ up and EB will still reach, but if I am too far offset the vertical height of the Grasped creature won’t be 10 feet (for example at a 45 degree angle they would be about 7 feet off the ground). For the time being the DM is going to wing it, but I thought I’d ask so that I have something more concrete to offer him.


A related question about thorn whip is here and I suspect that the Four Elements Monk Water Whip feature has a similar behavior.

Does falling damage by weight get limited to 20d6?

I’m trying to build a character that does damage by dropping on people. (It’s a baleen whale with grafted wings.) I was reading the SRD on falling damage and it has this very confusing line about falling objects:

For each 200 pounds of an object’s weight, the object deals 1d6 points of damage, provided it falls at least 10 feet. Distance also comes into play, adding an additional 1d6 points of damage for every 10-foot increment it falls beyond the first (to a maximum of 20d6 points of damage).

Is the total falling damage limited to 20d6 or just the falling damage from height (which would make more sense since falling damage is limited because of terminal velocity)?