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The description of Step of the Wind in the monk's Ki feature says: 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. My DM said that I have to take a bonus action before getting the jump bonus.


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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.


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Normal high jump = 8 ft and uses 18ft of movement. Step of the wind high jump = 16ft and uses 26ft of movement. Step of the Wind + Jump Spell high jump = 48ft and uses 58ft of movement. Also since Step of the Wind includes a dash you'd have enough movement to cover the whole jump and some to spare with a base movement of 45 feet.


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How does the 5e Step of the wind work? To prevent Attack Of Opportunities, the Monk must take the Disengage action. Reach 10 feet once the Monk has left the Lizardfolk. Bonus Action: Spend 1 Ki Point for 'Step of Wind' to Dash for the remaining 60 feet of movement. Jump 5e dnd Can you step of the wind and 5e Dash? Yes. Yes.


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Step of the Wind 5e is a 2nd level Monk class feature that lets Monks spend a ki point to Dash or Disengage as a bonus action. It also doubles the Monk's jumping distance for a turn. Usually Dashing or Disengage is a main action, so Step of the Wind offers some flexibility to the Monk's battle options.


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With Step of the Wind active his long jump is 20 or 10, and his his high jump is 6 or 3. He only needs 5 feet of move to get a full jump. With a 5-foot step after taking a Step of the WInd disengage bonus action, he can then comfortably jump 20 feet, and indeed, jump 20 more feet after landing. With a DC 10 Athletics check, during those jumps.


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D&D 5e Since WBtWL just came out, the harengon has been the object of my absolute attention.. Initiative for burst and the jump is basically a free misty step in a lot of ways.. Idk, that seems better on a barb or cleric to me than a rogue or monk who already have cunning action/step of the wind for competing bonus actions


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The Mobile feat (PHB, p. 168) says:. When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn. The monk's Step of the Wind feature says:. You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn.


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Long jump = (Strength score) feet = 12 feet. High jump = (3 + Strength modifier) feet = 4 feet. With the ring and Step of the Wind both activated, this becomes: Long jump = 12 * 2 * 3 = 72 feet. High jump = 4 * 2 * 3 = 24 feet. If you can't make a 10-foot approach before the jump, the distance is halved, regardless of Step of the Wind or the ring.


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