At 2nd level, monks can spend a ki point to use Step of the Wind:
Step of the Wind
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.
What is meant by “jump distance”, exactly?
The rules on Jumping state:
Long Jump. When you make a long jump, you cover a number of feet up to your Strength score if you move at least 10 feet on foot immediately before the jump. When you make a standing long jump, you can leap only half that distance. Either way, each foot you clear on the jump costs a foot of movement. […]
High Jump. When you make a high jump, you leap into the air a number of feet equal to 3 + your Strength modifier (minimum of 0 feet) if you move at least 10 feet on foot immediately before the jump. When you make a standing high jump, you can jump only half that distance. Either way, each foot you clear on the jump costs a foot of movement. […]
You can extend your arms half your height above yourself during the jump. Thus, you can reach above you a distance equal to the height of the jump plus 1 1/2 times your height.
Both Long Jump and High Jump mention distance, so does that mean a monk who uses Step of the Wind can jump twice as high? I ask because my DM and other players in the group who spoke up are under the impression it only affects the Long Jump, and that a High Jump is unaffected by Step of the Wind…
In Pathfinder, there is an item called the Monk’s Robe. I like the idea, and have tried to bring it to 5e, but I don’t know if it is balanced. Thoughts?
Monk’s Robe Wondrous item, rare (requires attunement) 1 lb.
When worn, this simple brown robe confers great ability in unarmed combat. If the wearer has levels in monk, their Unarmored Movement speed bonus and Martial Arts die are treated as a monk of 5 levels higher. If the wearer is not a monk, they gain the Unarmored Movement speed bonus and Martial Arts die of a level 5 monk.
If the wearer is a monk of 16th level or higher, their Unarmored Movement speed bonus is 35 feet and their Martial Arts die is a d12.
Looking at the wording of Flurry of Blows, I may be overthinking it, but the description of the feature (PHB, p. 78) says:
Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
Does this imply that a 5th-level (or higher) monk must finish the Attack action (initial attack + extra attack) and only afterward can optionally use the Flurry of Blows bonus action immediately?
Or does “take” mean that a monk must start/commit to doing an Attack action, and before finishing the Attack action (or even make any attack rolls), they can initiate Flurry of Blows to make two more unarmed strikes? Can the Flurry of Blows attacks be before (or be interspersed in any order with) the two attacks from the Attack action?
Somewhat relevant is Mike Mearls’ October 2014 tweet that movement can occur in-between/during Flurry of Blows attacks.
My thought is to gain the benefits of the Open Hand monk’s knockdown ability tied to Flurry of Blows, and benefit from the prone status on the two attacks from the Attack action.
- First Flurry of Blows attack; target fails Dex save and is knocked prone
- First attack from the Attack action – target dies
- Move to new target and use second Flurry of Blows attack; target fails Dex save and becomes prone
- Second attack from the Attack action
(Alternatively using the Flurry benefits to remove reactions, etc.)
My curiosity continues after asking When did Rangers make their first appearance in D&D, and how do they differ between editions? Also, see about Druids and Artificers. This series of question is based on the initial question regarding Warlocks by aaron9eee:
A quality answer would have more than just a release date, and would ideally cover what makes each edition’s version different from other editions.
When did Monks make their first appearance in D&D, and how do they differ between editions?
I’ve been trying to find out whether I add the proficiency bonus to my monk’s unarmed strike attack, ie 1d4 + DEX + PROFICIENCY vs 1d4 + DEX. I’ve found some sources that say yes but most only seem to add the ability modifier. Any sources you could reference along with your answer would be a big help, thanks,
My monk is a multi-class character (Monk 9/Paladin 8) in a homebrew 5e campaign and clearly does not have too many ki points as level 17 character. I also find it inconsiderate and boring when burning through ki points in just a few rounds to attempt to stun a monster (which is even more challenging with Legendary Resistances).
What spells, feats, skills, class features, etc. can help monk to successfully perform a stunning strike? (5e and Unearthed Arcana)
Some solutions I am aware of after extensive research:
Increase monk’s wisdom ability score
- Feats: Resilient, Observant, Prodigy (UA), etc.
- Items: Tome of Understanding, Ioun Stone, Book of Exalted Deeds. Maybe more?
- Spells: Wish. Maybe more? Any way to temporarily increase WIS?
Negatively affect target’s Constitution Saving throw:
- Spells: Bane, Bestow Curse, Contagion, Glyph of Warding (indirectly). Maybe more?
- Class Abilities: Wizard’s Portent, Sorcerer’s Bend Luck. Maybe more?
- Items: Nothing in 5e and UA?
- Other: Inflict exhaustion condition level 3, make monster own a treasure from a Mummy Lord’s Lair. Maybe more?
The Way of the Drunken Master Monk gets the Drunkard’s Luck feature which states:
When you make an ability check, an attack roll, or a saving throw and have disadvantage, you can spend 2 ki points to cancel the disadvantage for that roll.
The Great Old One Warlock’s Entropic Ward feature states:
[…] When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll […]
Both of these happen “when a creature makes an attack roll” though Entropic Ward requires a reaction which might do something. I’m confused as to the timing of these events, though we do know that both occur before the roll is made.
This is clear not only because it would be odd to give somebody disadvantage after they rolled (after all, what happens if they had already rolled with advantage and you have them disadvantage), but also because features which can be used after a roll explicitly say so like the Bard’s Cutting Words:
When a creature that you can see within 60 feet of you makes an attack roll […] you can use your reaction to expend one of your uses of Bardic Inspiration […] You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails […]
So what happens when a Drunken Monk attacks a Great Old One Warlock and the Warlock uses Entropic Ward? Can the Monk then use Drunkard’s Luck?
Additionally, what if the Monk already has disadvantage; can Entropic Ward force disadvantage even after Drunkard’s Luck has removed all disadvantage from the attack roll?
I see a lot of forums calling for Kensai and Amulet of Mighty Fists for a monk to enchant their unarmed strikes. I feel it is unnecessary since the SRD states:
A monk’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
Greater Magic Fang states:
Alternatively, you may imbue all of the creature’s natural weapons with a +1 enhancement bonus (regardless of your caster level).
Greater magic fang can be made permanent with a permanency spell.
The magic weapons section of SRD states:
In addition to an enhancement bonus, weapons may have special abilities. Special abilities count as additional bonuses for determining the market value of the item, but do not modify attack or damage bonuses (except where specifically noted). A single weapon cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +10. A weapon with a special ability must have at least a +1 enhancement bonus.
So, if a monk’s unarmed strikes are enhanced with Greater Magic Fang, couldn’t character with Craft Magic Arms and Armor bestow a special ability upon them, since they also count as a manufactured weapon?
I’m building a ghostwise halfling monk of the Way of the Long Death, and was thinking about the 3rd-level Touch of Death feature (SCAG, p. 130):
When you reduce a creature within 5 feet of you to 0 hit points, you gain temporary hit points equal to your Wisdom modifier + your monk level (minimum of 1 temporary hit point).
Is it legal to kind of ‘whack-a-mole’ some monster… say a goblin? In other words, knock it out to 0 hp, stabilize it back to 1, hit it again, rinse and repeat to stack loads of temporary hit points?
I want to make a level 2 monk that multi-classed into blood hunter for 1 level.
If I did that, would I be able to use crimson rite on my body, and have my unarmed strikes be 2d4 + my dex modifier? And if I was able to “cast” crimson rite on my hand, would I have to do it twice for both my hands or would 1 crimson rite count for both of my hands? Because that would be 1 weapon.