So shadow step says that the player can teleport if in dim light or in darkness as a bonus action. Outside of combat is this unlimited? My player wants to know if it' llike instant transition.
But his question is if he can use it indefinitely as long as he has a visual, allowing him to basically teleport. I was wondering if there was some delay between uses but it doesn't say
Yes, the monk can use Shadow Step indefinitely as long as the requirements are met (dim light and sight). The delay between two Shadow Steps is 6 seconds, since the monk can take 1 bonus action per round, which is equivalent to once per 6 seconds.
Filcat is correct, but also keep in mind that your character can't sustain the speed it uses in combat for traveling. Outside of combat, you use the travel pace rules. The combat rules handwave your stamina away because most fights last less than a minute. (The chase rules in the DMG, on the other hand, take your stamina into account.)
Filcat is correct, but also keep in mind that your character can't sustain the speed it uses in combat for traveling. Outside of combat, you use the travel pace rules. The combat rules handwave your stamina away because most fights last less than a minute. (The chase rules in the DMG, on the other hand, take your stamina into account.)
Does this apply to teleporting when your body is not actually moving, though? It doesn't apply to things like flying since the magic is what moves you not your body so surely the same applies to teleporting since you're not really moving your body - the magic is moving you?
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Filcat is correct, but also keep in mind that your character can't sustain the speed it uses in combat for traveling. Outside of combat, you use the travel pace rules. The combat rules handwave your stamina away because most fights last less than a minute. (The chase rules in the DMG, on the other hand, take your stamina into account.)
Does this apply to teleporting when your body is not actually moving, though? It doesn't apply to things like flying since the magic is what moves you not your body so surely the same applies to teleporting since you're not really moving your body - the magic is moving you?
I would go a step further and say this is potentially MORE deadly and effective. All it takes is line-of-sight, right? Scenario:
You have an evil Shadow Monk going to assassinate someone. They flee the building from your grasp and you go to an upper window to see them running down the city street. They are, let's say, 100' away now and you see a shadowy alley 30' ahead of them. You Shadow Step to the alley, jump out and attack, then LET THEM KEEP RUNNING. You spot another shady alley and Step there to deliver another ambush. Continue indefinitely to make them think there is an infestation of assassins coming after them.
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Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
Filcat is correct, but also keep in mind that your character can't sustain the speed it uses in combat for traveling. Outside of combat, you use the travel pace rules. The combat rules handwave your stamina away because most fights last less than a minute. (The chase rules in the DMG, on the other hand, take your stamina into account.)
Does this apply to teleporting when your body is not actually moving, though? It doesn't apply to things like flying since the magic is what moves you not your body so surely the same applies to teleporting since you're not really moving your body - the magic is moving you?
I would go a step further and say this is potentially MORE deadly and effective. All it takes is line-of-sight, right? Scenario:
You have an evil Shadow Monk going to assassinate someone. They flee the building from your grasp and you go to an upper window to see them running down the city street. They are, let's say, 100' away now and you see a shadowy alley 30' ahead of them. You Shadow Step to the alley, jump out and attack, then LET THEM KEEP RUNNING. You spot another shady alley and Step there to deliver another ambush. Continue indefinitely to make them think there is an infestation of assassins coming after them.
Monk Shadow Step is 60 feet so your scenario would not work exactly as detailed unless you were already close to them.
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Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond. Need help with Homebrew? Check out ✨ thisFAQ/Guide thread ✨ by IamSposta.
Filcat is correct, but also keep in mind that your character can't sustain the speed it uses in combat for traveling. Outside of combat, you use the travel pace rules. The combat rules handwave your stamina away because most fights last less than a minute. (The chase rules in the DMG, on the other hand, take your stamina into account.)
Does this apply to teleporting when your body is not actually moving, though? It doesn't apply to things like flying since the magic is what moves you not your body so surely the same applies to teleporting since you're not really moving your body - the magic is moving you?
I would go a step further and say this is potentially MORE deadly and effective. All it takes is line-of-sight, right? Scenario:
You have an evil Shadow Monk going to assassinate someone. They flee the building from your grasp and you go to an upper window to see them running down the city street. They are, let's say, 100' away now and you see a shadowy alley 30' ahead of them. You Shadow Step to the alley, jump out and attack, then LET THEM KEEP RUNNING. You spot another shady alley and Step there to deliver another ambush. Continue indefinitely to make them think there is an infestation of assassins coming after them.
Monk Shadow Step is 60 feet so your scenario would not work exactly as detailed unless you were already close to them.
Point very well taken as I forgot about the distance limitation. However, you have a double-distance move (assuming you are at 30) that relies on literally nothing more than standing in a shadow and seeing another. As an assassin, this is truly invaluable for pursuit and escape alike.
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Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
Yes, the monk can use Shadow Step indefinitely as long as the requirements are met (dim light and sight). The delay between two Shadow Steps is 6 seconds, since the monk can take 1 bonus action per round, which is equivalent to once per 6 seconds.
1 Action is 6 seconds, but a bonus action is not the same amount of time. At least in my campaign, I make bonus actions 1-3 seconds depending on the bonus action being taken. For shadow stepping, 1 second in combat. Outside of combat? Instantaneous.
So shadow step says that the player can teleport if in dim light or in darkness as a bonus action. Outside of combat is this unlimited? My player wants to know if it' llike instant transition.
Yes, any action (including bonus actions) can be used outside the Initiative order.
But his question is if he can use it indefinitely as long as he has a visual, allowing him to basically teleport. I was wondering if there was some delay between uses but it doesn't say
Yes, the monk can use Shadow Step indefinitely as long as the requirements are met (dim light and sight). The delay between two Shadow Steps is 6 seconds, since the monk can take 1 bonus action per round, which is equivalent to once per 6 seconds.
Filcat is correct, but also keep in mind that your character can't sustain the speed it uses in combat for traveling. Outside of combat, you use the travel pace rules. The combat rules handwave your stamina away because most fights last less than a minute. (The chase rules in the DMG, on the other hand, take your stamina into account.)
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Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser
Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale
Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser
Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale
Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
1 Action is 6 seconds, but a bonus action is not the same amount of time. At least in my campaign, I make bonus actions 1-3 seconds depending on the bonus action being taken. For shadow stepping, 1 second in combat. Outside of combat? Instantaneous.
A round is about 6 seconds, not an action.
Oh! That makes more sense. xD