D&D 5E Monk Jump Distance

Christian Kerr

First Post
Low strength was my call. Rather have the higher Char to role play. It was just that the Str check for jumping sucks. I'll live with it... just have to fall into pits... then climb out till I can run along walls.
 

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Christian Kerr

First Post
Still, if monk dashes and Feline Agility them movement speed is 160 so that makes 32 foot jump.... which is good enough....

Thanks for the calc. I'll run it past the DM.
 

MarkB

Legend
Low strength was my call. Rather have the higher Char to role play. It was just that the Str check for jumping sucks. I'll live with it... just have to fall into pits... then climb out till I can run along walls.

The Athlete feat allows you to jump after less movement, and also climb at your full speed, plus only use 5 feet of movement to stand up. It's a nice Monk feat if you happen to start with an odd-numbered Dexterity score. Still doesn't actually increase jump distance, though.
 

Coroc

Hero
Yes another attempt at the supersonic Monk. After that lets do something with 1000 peasants standing in a row, all of them using the help Action in some way.

^^
 

Might not be realistic, but at least it gives an extra use to the STR stat.

If one of my players makes his character particularly good at one thing, I always try to reward it by making checks in that regard (or determine auto-success). Likewise, if a players makes his character particularly bad at one thing, I also make him notice that.
 

Christian Kerr

First Post
Tabaxi have a climb speed and thus any other factor that increases speed increases all speeds including climbing. Monk movement, Feline Agliity, spells, etc. Dex started 16 then +2. Also Tabaxi has so much movement if needed that standing and losing 1/2 speed is not a concern....
 

Christian Kerr

First Post
a supersonic monk, the Tank, the instant kill rogue assassin... isnt that called DnD? But as I said above, the reason Str is 6 and Char is 10 is because it will be more fun to role play.
 

The Official Jump distance is Strength in feet, thus 6 feet, given that Step of the Wind doubles jump distance it is now 12 feet.

Do reaction and bonus movements then also add to the jump distance, now up to 36 feet long jump?
No. Movement doesn't affect jump distance other than to set the max distance that you can jump in one round.
As pointed out, waiting to move as a reaction results in less distance that just taking the move and dash actions.

What would be a reasonable calculation for the monk that includes speed in the calculation?
For a houserule? Probably something like +2 to your Str(Athletics) for every 5ft of your base move greater than 30.

Any thoughts on how to calculate jumping for a Monk?

Increases in speed, (Monk movement & mobility) increase base movement, climb, swim and fly; would this also increase Jump distance?
Nope, although a Fly speed rather negates the need to worry about jump distance.

But it looks like you've got the official calculation for your jump distance correct: 12 ft.

However, it is ridiculous that base movement speed changes don't affect jump distance for monks. Because most monks are dex based, you end up with a system where the strength based fighter in plate jumps as far as the dex-based ki-using monk... and that's just wrong.
A highly-athletic person can jump much further than a rather weak or sedentary person? That doesn't seem that wrong. The monk is already jumping twice as far as their physique would normally let them.

That is my... issue with the Jump mechanics.
With just the movement, and no dash or additional actions, reactions or bonus actions.
A fighter in full Plate with a strength of 20 can jump 20 feet with his 10 foot runup. for his full movement of 30.
A monk in a robe, with a strength of 6 dex of 20, with a movement of 45 for a wood elf can jump 6 feet.
Tabaxi Monk can with Feline Agility, movement 80 can jump 6 feet!!!
Str 8 is probably around your fairly sedentary couch-potato. Str 6 is pretty low in human terms: possibly infirm, fat, or older-child level perhaps.
Str 20 is as athletic as humans can get, although not as specialised into a single discipline as an Olympic athlete for example.

Although.... Monk Unarmored movement +10 feet, Feline Agility doubles movement. so... maybe it's (6 foot jump + 10' monk movement) * 2 = 32 feet?
Add in mobility then, (6 +10 +10 ) * feline agility = 52 feet?

Would you accept this as a DM ?
No. I'd give a bonus for higher movement, but I'm not going to let it eclipse the ability that the player wanted their character to express. I'd have to read the text of Feline Agility to decide how that would interact with it on rounds where it is used.
 

clearstream

(He, Him)
I have a Tabaxi Monk Level 2 with a Strength of 6.

Base Movement Speed is (30' base + 10' monk) * 2 Feline Agility * 2 dash = 160' movement. Given that the monk could use the Step of the wind as a bonus movement + a reaction movement... and so on.... for a full turn of movement of 540'.... (there are various posts about the fastest movement possible .. and it is sound barrier breaking fast).

The Official Jump distance is Strength in feet, thus 6 feet, given that Step of the Wind doubles jump distance it is now 12 feet.

Do reaction and bonus movements then also add to the jump distance, now up to 36 feet long jump?

What would be a reasonable calculation for the monk that includes speed in the calculation?

At level 9 the monk can move across any liquid, and along vertical surfaces for the full movement, can still move unassisted by magic, near 600 feet in a round, but still only jump... 12 or 36 feet...

Any thoughts on how to calculate jumping for a Monk?

Increases in speed, (Monk movement & mobility) increase base movement, climb, swim and fly; would this also increase Jump distance?
Your Jump distance is limited by Strength and Movement.

Step of the Wind increases the Strength part allowing your Monk to jump 12'. So that remains your limiting factor.

However, I believe that you could jump 12' multiple times in your turn due to your speed.
 

Tormyr

Adventurer
Another option would be to take the Magic Initiate feat with jump as your once per day spell. This would triple your jump distance for 1 minute, making it 36 feet on a turn where you used Step of the Wind or 18 feet without.
 

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