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Has anyone else watched too much Naruto and want the Unarmored Movement level 9 ability to last
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<blockquote data-quote="ClaytonCross" data-source="post: 8044155" data-attributes="member: 6880599"><p><strong>Step of the Wind - </strong>At 2nd level, You can spend 1 ki point to take the <a href="https://www.dndbeyond.com/compendium/rules/basic-rules/combat#Disengage" target="_blank">Disengage</a> or <a href="https://www.dndbeyond.com/compendium/rules/basic-rules/combat#Dash" target="_blank">Dash</a> action as a bonus action on your turn, and your jump distance is doubled for the turn.</p><p><strong>Unarmored Movement </strong>Improvement <strong>- </strong>At 9th level, you gain the ability to move along vertical surfaces and across liquids <strong><u>on your turn</u></strong> without falling <strong><u>during your move</u></strong>.</p><p></p><p><span style="font-size: 18px">The basic concept is a monk subclass (aka Ninja) that gets the effects of the </span><strong><span style="font-size: 18px">ring of water walking </span></strong><span style="font-size: 18px">(uncommon, no attunement) and </span><strong><span style="font-size: 18px">slippers of spider climbing</span></strong><span style="font-size: 18px"> (uncommon, attunement)</span> <span style="font-size: 18px">as a permanent class feature. So the abilities are not out of the scope of D&D as it is. So if you wanted to jump up a powerful water fall you would use 1ki for </span><strong><span style="font-size: 18px">step of the wind</span></strong><span style="font-size: 18px"> (aka jump and expeditious retreat spells) then unarmored movement could be altered to so that and additional 1 ki could be spent for water walk and spider climb to last until the start of your next turn at which you may use 1 ki again to maintain it.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px">The <strong>Unarmored movement</strong> improvement at <strong>level 9</strong> touches on it but as it reads when you end your movement the effect ends. So I have never seen it actually work in a game. I have seen people try get 5ft from the ledge and fall or run out on water then sink and get swept away by the current when they stop to attack or when their turn ends but its an "almost good" feature that temps players to use it but then doesn't deliver. Reference at top for those who are not familiar. But shows the in principal a level of monk study in this area. </span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Way of the Four Elements</strong> touches some aspects of these types of monk, but the mobility aspect is not over powered and in general more interesting to me. When your making the change to a standard monk feature then allowing this subclass your basically there.</span></p></blockquote><p></p>
[QUOTE="ClaytonCross, post: 8044155, member: 6880599"] [B]Step of the Wind - [/B]At 2nd level, You can spend 1 ki point to take the [URL='https://www.dndbeyond.com/compendium/rules/basic-rules/combat#Disengage']Disengage[/URL] or [URL='https://www.dndbeyond.com/compendium/rules/basic-rules/combat#Dash']Dash[/URL] action as a bonus action on your turn, and your jump distance is doubled for the turn. [B]Unarmored Movement [/B]Improvement [B]- [/B]At 9th level, you gain the ability to move along vertical surfaces and across liquids [B][U]on your turn[/U][/B] without falling [B][U]during your move[/U][/B]. [SIZE=5]The basic concept is a monk subclass (aka Ninja) that gets the effects of the [/SIZE][B][SIZE=5]ring of water walking [/SIZE][/B][SIZE=5](uncommon, no attunement) and [/SIZE][B][SIZE=5]slippers of spider climbing[/SIZE][/B][SIZE=5] (uncommon, attunement)[/SIZE] [SIZE=5]as a permanent class feature. So the abilities are not out of the scope of D&D as it is. So if you wanted to jump up a powerful water fall you would use 1ki for [/SIZE][B][SIZE=5]step of the wind[/SIZE][/B][SIZE=5] (aka jump and expeditious retreat spells) then unarmored movement could be altered to so that and additional 1 ki could be spent for water walk and spider climb to last until the start of your next turn at which you may use 1 ki again to maintain it. The [B]Unarmored movement[/B] improvement at [B]level 9[/B] touches on it but as it reads when you end your movement the effect ends. So I have never seen it actually work in a game. I have seen people try get 5ft from the ledge and fall or run out on water then sink and get swept away by the current when they stop to attack or when their turn ends but its an "almost good" feature that temps players to use it but then doesn't deliver. Reference at top for those who are not familiar. But shows the in principal a level of monk study in this area. [B]Way of the Four Elements[/B] touches some aspects of these types of monk, but the mobility aspect is not over powered and in general more interesting to me. When your making the change to a standard monk feature then allowing this subclass your basically there.[/SIZE] [/QUOTE]
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Has anyone else watched too much Naruto and want the Unarmored Movement level 9 ability to last
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