Falling damage in D&D 5e is calculated as 1d6 damage for every 10 feet that the creature falls.
If with an attack I push the enemy up and drop him 20 feet would that be 2d6 fall damage? Is it possible? Shoryuken!!!
In the open hand technique there is no reference in the position where you push the opponent, it just says 15 feet away from you. In the Crusher talent it is specified that you push the opponent 5 feet into an unoccupied space. The space is not specified as ground space, it could be an air space above you.
Open Hand Technique
Starting when you choose this tradition at 3rd level, you can manipulate your enemy's ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:
It must succeed on a Dexterity saving throw or be knocked prone.
It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
It can't take reactions until the end of your next turn.
CRUSHER
You are practiced in the art of crushing your enemies, granting you the following benefits:
Increase your Strength or Constitution by 1, to a maximum of 20.
Once per turn, when you hit a creature with an attack that deals bludgeoning damage, you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you.
When you score a critical hit that deals bludgeoning damage to a creature, attack rolls against that creature are made with advantage until the start of your next turn.
Could you also combine the open hand monk's push attack with the battle master's push attack, bringing the push to 30 feet?
Would that be 3d6 fall damage?
Pushing Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.
I searched on the net and found out that you can't add similar abilities and the pushing attacks are not designed for vertical pushes, since falls of 10 feet or more cause damage and the enemy is also prone leading to an unbalanced game.
My next question is, if I push an opponent into a wall, does he receive damage? If instead of a wall it was another enemy, what would happen?
I don’t think there are any specific rules abound pushing into a wall or other immobile object so would be DM dependent. You would have to push someone pretty hard to cause damage but it is certainly a possibility.
Pair up with a spell caster. Have them set up spells with AOE effects like Blade Barrier, or Wall of Fire, then your monk can keep the target in the AOE using Open Hand techniques/ Crusher feat/good old fashion shove.
I was thinking of doing an open hand Monk with 3 levels of Ranger Swarmkeeper, so as to push as many enemies as possible in one turn and control the combat terrain. With the crusher feat I can push at least 3 enemies every turn, 2 if I don't have any ki power left. I could also push a single enemy of 35 feet (on 3 attacks). Sounds like a fun type of strategy, what do you think?
Gathered Swarm
At 3rd level, a swarm of intangible nature spirits has bonded itself to you and can assist you in battle. Until you die, the swarm remains in your space, crawling on you or flying and skittering around you within your space. You determine its appearance, or you generate its appearance by rolling on the Swarm Appearance table. Once on each of your turns, you can cause the swarm to assist you in one of the following ways, immediately after you hit a creature with an attack:
The attack's target takes 1d6 piercing damage from the swarm.
The attack's target must succeed on a Strength saving throw against your spell save DC or be moved by the swarm up to 15 feet horizontally in a direction of your choice.
You are moved by the swarm 5 feet horizontally in a direction of your choice.
Unfortunately pushing opponents is based on saving throws on strength, I would like to find a ranger that offers saveing throws on other characteristics, like inteligence, wisdom or charisma. The open hand monk already has techniques that take strength, dexterity and constitution (the stun attack).
Battle field controller is a role that a monk can add to a party to great effect. Physical moving enemies on the field of combat keeping them in the kill zone of fellow party members or knocking a bad guy off a friend to allow them an escape. Or stunning that big bad or weaving past opponents tanks to get at the back row range attackers.
A tactic I employed was to attack deal damage, push them back 15ft, then use my movement to move away. The big bad would then use all of its movement to get just shy melee range. I would then step in, attack, push back, and move back. Rinse and repeat until big bad is down for the count. After I pulled that off my DM was creative with terrain limits and making encounters with multiple foes.
Actually, I think the opposite (slaming the enemy against the ground) is easier to cause (as in, the ground will always be there unless both of you are in mid-air). You'd need to gain flying speed from any source (either racial, class, item or spell), but I guess it's still up to the DM whether or not this may cause damage.
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Falling damage in D&D 5e is calculated as 1d6 damage for every 10 feet that the creature falls.
If with an attack I push the enemy up and drop him 20 feet would that be 2d6 fall damage? Is it possible? Shoryuken!!!
In the open hand technique there is no reference in the position where you push the opponent, it just says 15 feet away from you. In the Crusher talent it is specified that you push the opponent 5 feet into an unoccupied space. The space is not specified as ground space, it could be an air space above you.
Open Hand Technique
Starting when you choose this tradition at 3rd level, you can manipulate your enemy's ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:
CRUSHER
You are practiced in the art of crushing your enemies, granting you the following benefits:
Could you also combine the open hand monk's push attack with the battle master's push attack, bringing the push to 30 feet?
Would that be 3d6 fall damage?
Pushing Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.
I searched on the net and found out that you can't add similar abilities and the pushing attacks are not designed for vertical pushes, since falls of 10 feet or more cause damage and the enemy is also prone leading to an unbalanced game.
My next question is, if I push an opponent into a wall, does he receive damage? If instead of a wall it was another enemy, what would happen?
I don’t think there are any specific rules abound pushing into a wall or other immobile object so would be DM dependent. You would have to push someone pretty hard to cause damage but it is certainly a possibility.
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
Pair up with a spell caster. Have them set up spells with AOE effects like Blade Barrier, or Wall of Fire, then your monk can keep the target in the AOE using Open Hand techniques/ Crusher feat/good old fashion shove.
I was thinking of doing an open hand Monk with 3 levels of Ranger Swarmkeeper, so as to push as many enemies as possible in one turn and control the combat terrain. With the crusher feat I can push at least 3 enemies every turn, 2 if I don't have any ki power left. I could also push a single enemy of 35 feet (on 3 attacks). Sounds like a fun type of strategy, what do you think?
Gathered Swarm
At 3rd level, a swarm of intangible nature spirits has bonded itself to you and can assist you in battle. Until you die, the swarm remains in your space, crawling on you or flying and skittering around you within your space. You determine its appearance, or you generate its appearance by rolling on the Swarm Appearance table. Once on each of your turns, you can cause the swarm to assist you in one of the following ways, immediately after you hit a creature with an attack:
Unfortunately pushing opponents is based on saving throws on strength, I would like to find a ranger that offers saveing throws on other characteristics, like inteligence, wisdom or charisma. The open hand monk already has techniques that take strength, dexterity and constitution (the stun attack).
Battle field controller is a role that a monk can add to a party to great effect. Physical moving enemies on the field of combat keeping them in the kill zone of fellow party members or knocking a bad guy off a friend to allow them an escape. Or stunning that big bad or weaving past opponents tanks to get at the back row range attackers.
A tactic I employed was to attack deal damage, push them back 15ft, then use my movement to move away. The big bad would then use all of its movement to get just shy melee range. I would then step in, attack, push back, and move back. Rinse and repeat until big bad is down for the count. After I pulled that off my DM was creative with terrain limits and making encounters with multiple foes.
Actually, I think the opposite (slaming the enemy against the ground) is easier to cause (as in, the ground will always be there unless both of you are in mid-air). You'd need to gain flying speed from any source (either racial, class, item or spell), but I guess it's still up to the DM whether or not this may cause damage.