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Monk Jump Distance
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<blockquote data-quote="Tormyr" data-source="post: 7286808" data-attributes="member: 6776887"><p>If you ready your action to move, that means you are readying the Dash action which enables you to move up to your movement speed. This would give you less movement as a reaction because you only get the action and not your movement when you use a readied action. During your turn you could get your movement as well as the Dash action to move your movement again. As an example for a creature with 30 foot movement, readying the Dash action lets them move 30 feet in reaction to a trigger. However during their turn they can move 30 feet and then Dash another 30 feet.</p><p></p><p>Once your turn comes up again, your readied action is gone. Some DMs here (myself included) have allowed readied actions to continue into the next turn as long as nothing interferes with them. An example of this would be a readied spell (since it burns a spell slot) as long as no other spell is cast or action is taken that would disrupt the casting. However, I would not allow holding on to a readied Dash action to extend the total possible movement in a turn.</p><p></p><p><strong>However, increased speed does not increase jump distance.</strong> 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 the monk class. 5e character creation is about choosing from the trade-offs, and this and carrying capacity are some of the trade-offs for a monk with a Strength score of 6.</p><p></p><p>I am assuming that you are dealing with a Strength score that you rolled during character creation. I would encourage you to embrace your frail monk who can use the strength of its enemies against them but has trouble with many strength based tasks the average person would have no trouble with.</p><p></p><p>One house rule I have is that a creature can attempt to exceed its guaranteed jump distance with a Strength (Athletics) check. The DC of the check is equal to the distance of the jump, and the creature needs to have a speed of at least the jump distance + the 10 foot run up. However with that rule the best your monk could possibly do is 18 feet unless they have proficiency in Athletics.</p></blockquote><p></p>
[QUOTE="Tormyr, post: 7286808, member: 6776887"] If you ready your action to move, that means you are readying the Dash action which enables you to move up to your movement speed. This would give you less movement as a reaction because you only get the action and not your movement when you use a readied action. During your turn you could get your movement as well as the Dash action to move your movement again. As an example for a creature with 30 foot movement, readying the Dash action lets them move 30 feet in reaction to a trigger. However during their turn they can move 30 feet and then Dash another 30 feet. Once your turn comes up again, your readied action is gone. Some DMs here (myself included) have allowed readied actions to continue into the next turn as long as nothing interferes with them. An example of this would be a readied spell (since it burns a spell slot) as long as no other spell is cast or action is taken that would disrupt the casting. However, I would not allow holding on to a readied Dash action to extend the total possible movement in a turn. [b]However, increased speed does not increase jump distance.[/b] 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 the monk class. 5e character creation is about choosing from the trade-offs, and this and carrying capacity are some of the trade-offs for a monk with a Strength score of 6. I am assuming that you are dealing with a Strength score that you rolled during character creation. I would encourage you to embrace your frail monk who can use the strength of its enemies against them but has trouble with many strength based tasks the average person would have no trouble with. One house rule I have is that a creature can attempt to exceed its guaranteed jump distance with a Strength (Athletics) check. The DC of the check is equal to the distance of the jump, and the creature needs to have a speed of at least the jump distance + the 10 foot run up. However with that rule the best your monk could possibly do is 18 feet unless they have proficiency in Athletics. [/QUOTE]
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