Nice question! For future reference, it can help to post the wording of the abilities you need help with.
So here's what we've got:
Fangs of the Fire Snake
When you use the Attack action on your turn, you can spend 1 ki point to cause tendrils of flame to stretch out from your fists and feet. Your reach with your unarmed strikes increases by 10 feet for that action, as well as the rest of the turn. A hit with such an attack deals fire damage instead of bludgeoning damage, and if you spend 1 ki point when the attack hits, it also deals an extra 1d10 fire damage.
Note, this ability requires the use of the Attack action. Let's look at the other:
Fist of Unbroken Air You can create a blast of compressed air that strikes like a mighty fist. As an action, you can spend 2 ki points and choose a creature within 30 feet of you. That creature must make a Strength saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can push the creature up to 20 feet away from you and knock it prone. On a successful save, the creature takes half as much damage, and you don’t push it or knock it prone.
The action used to make this feature work does not use the Attack action, so therefore, it would not allow you to combine it with the Fangs of the Fire Snake feature. You need two separate actions for these features.
Lastly, rules for Jumping are found in the Basic Rules in the Adventuring section.
Jumping
Your Strength determines how far you can jump.
Long Jump. When you make a long jump, you cover a number of feet up to your Strength score if you move at least 10 feet on foot immediately before the jump. When you make a standing long jump, you can leap only half that distance. Either way, each foot you clear on the jump costs a foot of movement.
This rule assumes that the height of your jump doesn't matter, such as a jump across a stream or chasm. At your DM's option, you must succeed on a DC 10 Strength (Athletics) check to clear a low obstacle (no taller than a quarter of the jump's distance), such as a hedge or low wall. Otherwise, you hit it.
When you land in difficult terrain, you must succeed on a DC 10 Dexterity (Acrobatics) check to land on your feet. Otherwise, you land prone.
High Jump. When you make a high jump, you leap into the air a number of feet equal to 3 + your Strength modifier if you move at least 10 feet on foot immediately before the jump. When you make a standing high jump, you can jump only half that distance. Either way, each foot you clear on the jump costs a foot of movement. In some circumstances, your DM might allow you to make a Strength (Athletics) check to jump higher than you normally can.
You can extend your arms half your height above yourself during the jump. Thus, you can reach above you a distance equal to the height of the jump plus 1 1/2 times your height.
Note, tho, regarding jumping... The rules specify how far/high you can jump, but that doesn't affect your speed. Your speed is still how far you can move on your turn. Jumping "consumes" all or part of that speed. So if your speed is 35, and given your Strength score and/or other spells or effects currently affecting you, you come up with a Jump distance of 40, that does not mean you can jump 40'; you're still capped at 35, which is your speed (unless you Dash, in which case you can jump 40', and still have 30' left over of movement). On the other hand, if you come up with a Jump distance of 15', and your speed is 35, that does not mean you can only move those 15' and you're done. You still have 20' left over.
Jump distance is basically how much of your run speed you can cover without touching the ground.
That is included in the text quoted (specifically, the "each foot you clear on the jump costs a foot of movement"), but it's easy to miss the connection. I know I did, when considering the Jump spell (which, consequently, does not make you move more or faster during your turn, just means you can spend more of that movement "in the air").
I didn't realize fire snake took ki, thought it was a "free" option. Not the best combo maybe.
Also was considering light step I think it was called for the double jump distance. Tough choices..
Thanks again.
Not only is it not "the best combo", it's not a combo at all, since like LightSpeed rightly pointed out, you can't use them simultaneously, since Fangs of the Fire Snake requires you to use the Attack action, while Fist of Unbroken Air uses its own, non-Attack, action. (Yes, it looks like an attack action, and in fact, it is an action which you use to attack, but it is not the Attack action, which is explicitly defined in the rulebook.)
Is it possible to choose other Traditions after level 3? I am still having a hard time choosing. My friend suggested Way of the Sun Soul for the ranged attacks, but 4 elements has some similar Attacks and The ability to fly eventually. Whitch I was originally considering a spell casting second class to achieve .
Question about the sun soul is does the range attacks need ki? In some places I read I thought it sounded like it did but other places made no reference.
No, you can only choose one subclass (Traditions are Monk subclasses). You can't ever pick a second one, not even by multiclassing (since you can't pick the same class again via multiclassing).
Is it possible to use the spell mage armor on a monk for better AC or does it affect his movement and what not?
It is possible to cast mage armor on a monk, and it does not interfere with any of their class features that require the monk not to be wearing armor because the spell also requires that the character not be wearing armor.
However, it's not necessarily going to result in a better AC. The player would choose which AC to use; either the 10 + Dexterity modifier + Wisdom modifier from Unarmored Defense, or the 13 + Dexterity modifier from mage armor. So you'd only get better AC choosing the spell's calculation if your Wisdom score is below 16.
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Can the elemental disciplines Fangs of the Fire snake and Fist of Unbroken air combine?
Also how exactly does jump work? I have a move of 35. Is it half or something I can't find it.
Thanks in advance. Hope I posted in the right place.
An eye for an eye will leave the world blind.
Nice question! For future reference, it can help to post the wording of the abilities you need help with.
So here's what we've got:
Note, this ability requires the use of the Attack action. Let's look at the other:
The action used to make this feature work does not use the Attack action, so therefore, it would not allow you to combine it with the Fangs of the Fire Snake feature. You need two separate actions for these features.
Lastly, rules for Jumping are found in the Basic Rules in the Adventuring section.
Note, tho, regarding jumping... The rules specify how far/high you can jump, but that doesn't affect your speed. Your speed is still how far you can move on your turn. Jumping "consumes" all or part of that speed. So if your speed is 35, and given your Strength score and/or other spells or effects currently affecting you, you come up with a Jump distance of 40, that does not mean you can jump 40'; you're still capped at 35, which is your speed (unless you Dash, in which case you can jump 40', and still have 30' left over of movement). On the other hand, if you come up with a Jump distance of 15', and your speed is 35, that does not mean you can only move those 15' and you're done. You still have 20' left over.
Jump distance is basically how much of your run speed you can cover without touching the ground.
That is included in the text quoted (specifically, the "each foot you clear on the jump costs a foot of movement"), but it's easy to miss the connection. I know I did, when considering the Jump spell (which, consequently, does not make you move more or faster during your turn, just means you can spend more of that movement "in the air").
I didn't realize fire snake took ki, thought it was a "free" option. Not the best combo maybe.
Also was considering light step I think it was called for the double jump distance. Tough choices..
Thanks again.
An eye for an eye will leave the world blind.
Thanks again for clarifying.
An eye for an eye will leave the world blind.
Is it possible to choose other Traditions after level 3? I am still having a hard time choosing. My friend suggested Way of the Sun Soul for the ranged attacks, but 4 elements has some similar Attacks and The ability to fly eventually. Whitch I was originally considering a spell casting second class to achieve .
Question about the sun soul is does the range attacks need ki? In some places I read I thought it sounded like it did but other places made no reference.
An eye for an eye will leave the world blind.
No, you can only choose one subclass (Traditions are Monk subclasses). You can't ever pick a second one, not even by multiclassing (since you can't pick the same class again via multiclassing).
Ok Thanks again for the help.
An eye for an eye will leave the world blind.
Is it possible to use the spell mage armor on a monk for better AC or does it affect his movement and what not?
An eye for an eye will leave the world blind.