You know time doesn't stop, the entire round for everyone is taking place at the same time. While the monk is moving across the water he doesn't stop when his turn ends and standstill. Initiative is when you act in those 6 secs but it's the same 6 secs for everyone. If someone committed their movement for multiple rounds to clearing a wall or water obstacle just allow it, it is not a turn-based video game. (On a side note that is a pretty big wall or lake considering the monk could dash, BA dash, and use movement to get someplace).
what i am asking here is whether or not you would go under if you ended your turn on the water, would you have to swim from then on
I think that's up to the DM if you could move fast enough to get up and out of the water and run across it. Personally I would rule no. But there's no specific rule stating that you have to start on solid ground before you can move across water.
You know time doesn't stop, the entire round for everyone is taking place at the same time. While the monk is moving across the water he doesn't stop when his turn ends and standstill. Initiative is when you act in those 6 secs but it's the same 6 secs for everyone. If someone committed their movement for multiple rounds to clearing a wall or water obstacle just allow it, it is not a turn-based video game. (On a side note that is a pretty big wall or lake considering the monk could dash, BA dash, and use movement to get someplace).
This is an interesting take on the rule. I would agree with you at first blush, but equally, I wonder if the power is supposed to give monks that wuxia feel. I can't imagine a wuxia hero running across the sea from Japan to China; I can see them running across a (relatively) short distance like a still pond, or even a lake for a master.
The way I would interpret this (seeing as you don't have water walk or spider climb, and the rule clearly states that the ability last for your turn):
A monk has the skill, speed and ki to be able to run up walls & walk on water for a total of 6 seconds before gravity overpowers their ki-driven momentum. once that 6 seconds is up, if they have no solid purchase to push off again at the beginning of their turn, gravity takes over so you fall from the wall, or sink into the liquid.
The distance you can go depends on how much movement you can eek out of one 6 second turn for example, my tabaxi shadow monk has a movement speed of 55 and the racial ability to double his speed in a single turn and the usual monk ability to BA dash. therefore my tabaxi can run 330ft straight up a vertical wall on one turn if I use all of those abilities or run 330ft across a lake before falling into the water.
Maths is off on the distance, but nonetheless, IMO interpretation of the rule is bang on. You can run on water or up a wall for 6 seconds before gravity takes over again.
For the distance above it would be speed of 55 Tabaxi double movement (110) Monk Dash double movement (220) I would say 220 feet is impressive. Haste would theoretically double this again to 440 feet in 6 seconds. Bloody Hell, you're almost out of Longbow range!
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Yeah it's definitely limited to the turn, but actually because of the weird way that movement works in D&D it could even be less than that.
If you move 10 feet, attack, then move 10 more feet, then RAW you're making two seperate moves, so if you were wall running before attacking you'd technically fall before making the attack (as you fall up to 500 feet instanteously in D&D), and then have to get back onto the wall to continue.
It's one of those areas where attempts to simplify the rules actually make them extra weird and clunky, so you're definitely encouraged to work with your DM to make it make sense, i.e- they could rule that you're only making a single 20 foot move and the attack doesn't interrupt it for example.
If you need to go further with a wall run then as a Monk you already have the tools you need, namely you can Dash and then use Step of the Wind to Dash again for some seriously huge movement; there should be no real need for you to carry this over to another turn.
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110 move, 110 action dash, 110 bonus action dash (monk ki point ability) that’s where I got the 330 from :)
Ah, I see. Different interpretations. My groups rule that Dash doubles your movement speed, period. Can't Dash twice in a round. Nifty variation, though.
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Ah, I see. Different interpretations. My groups rule that Dash doubles your movement speed, period. Can't Dash twice in a round. Nifty variation, though.
A Dash doesn't double your speed, it increases the amount of movement you can make by your speed. While this is functionally identical for a single Dash, nothing prevents you from Dashing a second (or third) time; this is what abilities like Cunning Action, Step of the Wind, and spells like Expeditious Retreat and Haste are ideal for.
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Ah, I see. Different interpretations. My groups rule that Dash doubles your movement speed, period. Can't Dash twice in a round. Nifty variation, though.
A Dash doesn't double your speed, it increases the amount of movement you can make by your speed. While this is functionally identical for a single Dash, nothing prevents you from Dashing a second (or third) time; this is what abilities like Cunning Action, Step of the Wind, and spells like Expeditious Retreat and Haste are ideal for.
Not only ideal for but partially designed around actually being able to do. Expeditious retreat for example has a duration of 10 minutes. So it's not meant simply to disengage from an enemy quickly. It's meant to be a way to flee the battlefield at extreme speed and make it hard for pursuers to keep up and follow. It's even named after this concept.
You would fall. You don't have spider climb or antigravity, you can just run up walls.
You don't need spider climb to hang on to a wall though. What if it's climbable? Could you not end your turn climbing? Pretty sure I've seen films with people running up a wall and "ending their movement" by grabbing on to the edge of a roof or the like.
You would fall. You don't have spider climb or antigravity, you can just run up walls.
You don't need spider climb to hang on to a wall though. What if it's climbable? Could you not end your turn climbing? Pretty sure I've seen films with people running up a wall and "ending their movement" by grabbing on to the edge of a roof or the like.
You certainly could provided there was something to grab and you had the strength (athletics check perhaps at the DMs discretion) might be difficult, depending on the surface, to continue your vertical movement at the same rate your next turn.
You would fall. You don't have spider climb or antigravity, you can just run up walls.
You don't need spider climb to hang on to a wall though. What if it's climbable? Could you not end your turn climbing? Pretty sure I've seen films with people running up a wall and "ending their movement" by grabbing on to the edge of a roof or the like.
You certainly could provided there was something to grab and you had the strength (athletics check perhaps at the DMs discretion) might be difficult, depending on the surface, to continue your vertical movement at the same rate your next turn.
I think in this case most DMs would probably rule that you no longer have the momentum to resume running up the wall; while technically the rule doesn't require a running start, it's hard to justify a standing (or climbing) start as being able to achieve enough acceleration to initiate wall running.
You could absolutely run up the wall at first to get a head start, then switch to climbing to continue though.
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Also to note, any feature that gives your character a climbing speed - ie. Tabaxi claws - will allow you to transition directly to climbing, or at least "latched onto", instead of falling once your movement ends.
Not nearly as useful for running across water, sadly.
Also to note, any feature that gives your character a climbing speed - ie. Tabaxi claws - will allow you to transition directly to climbing, or at least "latched onto", instead of falling once your movement ends.
Not nearly as useful for running across water, sadly.
yes. but anything with a climb speed doesn't technically need step of the wind to ascend the wall or move around it anyway. Unarmored movement is just an increase to movement speed. it does not make a distinction to land/walking speed like certain other abilities do. So technically unarmored movement should apply if you have a climbing speed or swimming speed as well. My brain is a bit fried but I do believe i remember something bout the 5e movement rules saying that if a movement modifier doesn't specificy it applies to all forms of movement that you possess. And many things that would supernaturally give you climbing speed such as spells state that your climbing speed for their duration matches your land/walking speed for their duration, unlike at least half of the fly speed abilities which give you a set speed, which helps support that interpretation as well.
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https://www.dndbeyond.com/classes/monk#UnarmoredMovementImprovement-245
Simple Question: Can a monk end his turn half way up a wall, or would he fall?
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You would fall. You don't have spider climb or antigravity, you can just run up walls.
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what about if you were running across liquids wouldn't that mean you would just tread water
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As Levi said, you'd fall off the wall or fall into the liquid.
You know time doesn't stop, the entire round for everyone is taking place at the same time. While the monk is moving across the water he doesn't stop when his turn ends and standstill. Initiative is when you act in those 6 secs but it's the same 6 secs for everyone. If someone committed their movement for multiple rounds to clearing a wall or water obstacle just allow it, it is not a turn-based video game. (On a side note that is a pretty big wall or lake considering the monk could dash, BA dash, and use movement to get someplace).
what i am asking here is whether or not you would go under if you ended your turn on the water, would you have to swim from then on
Head Sorcerer and creator of the worshippers of Levi Rocks
I think that's up to the DM if you could move fast enough to get up and out of the water and run across it. Personally I would rule no. But there's no specific rule stating that you have to start on solid ground before you can move across water.
This is an interesting take on the rule. I would agree with you at first blush, but equally, I wonder if the power is supposed to give monks that wuxia feel. I can't imagine a wuxia hero running across the sea from Japan to China; I can see them running across a (relatively) short distance like a still pond, or even a lake for a master.
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Novels Published: Reynard's Fate, Kita's Honour, Okoth's War and Callindrill
The way I would interpret this (seeing as you don't have water walk or spider climb, and the rule clearly states that the ability last for your turn):
A monk has the skill, speed and ki to be able to run up walls & walk on water for a total of 6 seconds before gravity overpowers their ki-driven momentum. once that 6 seconds is up, if they have no solid purchase to push off again at the beginning of their turn, gravity takes over so you fall from the wall, or sink into the liquid.
The distance you can go depends on how much movement you can eek out of one 6 second turn for example, my tabaxi shadow monk has a movement speed of 55 and the racial ability to double his speed in a single turn and the usual monk ability to BA dash. therefore my tabaxi can run 330ft straight up a vertical wall on one turn if I use all of those abilities or run 330ft across a lake before falling into the water.
:D
Maths is off on the distance, but nonetheless, IMO interpretation of the rule is bang on. You can run on water or up a wall for 6 seconds before gravity takes over again.
For the distance above it would be speed of 55 Tabaxi double movement (110) Monk Dash double movement (220) I would say 220 feet is impressive. Haste would theoretically double this again to 440 feet in 6 seconds. Bloody Hell, you're almost out of Longbow range!
Talk to your Players. Talk to your DM. If more people used this advice, there would be 24.74% fewer threads on Tactics, Rules and DM discussions.
Yeah it's definitely limited to the turn, but actually because of the weird way that movement works in D&D it could even be less than that.
If you move 10 feet, attack, then move 10 more feet, then RAW you're making two seperate moves, so if you were wall running before attacking you'd technically fall before making the attack (as you fall up to 500 feet instanteously in D&D), and then have to get back onto the wall to continue.
It's one of those areas where attempts to simplify the rules actually make them extra weird and clunky, so you're definitely encouraged to work with your DM to make it make sense, i.e- they could rule that you're only making a single 20 foot move and the attack doesn't interrupt it for example.
If you need to go further with a wall run then as a Monk you already have the tools you need, namely you can Dash and then use Step of the Wind to Dash again for some seriously huge movement; there should be no real need for you to carry this over to another turn.
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110 move, 110 action dash, 110 bonus action dash (monk ki point ability) that’s where I got the 330 from :)
Ah, I see. Different interpretations. My groups rule that Dash doubles your movement speed, period. Can't Dash twice in a round. Nifty variation, though.
Talk to your Players. Talk to your DM. If more people used this advice, there would be 24.74% fewer threads on Tactics, Rules and DM discussions.
A Dash doesn't double your speed, it increases the amount of movement you can make by your speed. While this is functionally identical for a single Dash, nothing prevents you from Dashing a second (or third) time; this is what abilities like Cunning Action, Step of the Wind, and spells like Expeditious Retreat and Haste are ideal for.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
Not only ideal for but partially designed around actually being able to do. Expeditious retreat for example has a duration of 10 minutes. So it's not meant simply to disengage from an enemy quickly. It's meant to be a way to flee the battlefield at extreme speed and make it hard for pursuers to keep up and follow. It's even named after this concept.
You don't need spider climb to hang on to a wall though. What if it's climbable? Could you not end your turn climbing? Pretty sure I've seen films with people running up a wall and "ending their movement" by grabbing on to the edge of a roof or the like.
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You certainly could provided there was something to grab and you had the strength (athletics check perhaps at the DMs discretion) might be difficult, depending on the surface, to continue your vertical movement at the same rate your next turn.
I think in this case most DMs would probably rule that you no longer have the momentum to resume running up the wall; while technically the rule doesn't require a running start, it's hard to justify a standing (or climbing) start as being able to achieve enough acceleration to initiate wall running.
You could absolutely run up the wall at first to get a head start, then switch to climbing to continue though.
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Also to note, any feature that gives your character a climbing speed - ie. Tabaxi claws - will allow you to transition directly to climbing, or at least "latched onto", instead of falling once your movement ends.
Not nearly as useful for running across water, sadly.
yes. but anything with a climb speed doesn't technically need step of the wind to ascend the wall or move around it anyway. Unarmored movement is just an increase to movement speed. it does not make a distinction to land/walking speed like certain other abilities do. So technically unarmored movement should apply if you have a climbing speed or swimming speed as well. My brain is a bit fried but I do believe i remember something bout the 5e movement rules saying that if a movement modifier doesn't specificy it applies to all forms of movement that you possess. And many things that would supernaturally give you climbing speed such as spells state that your climbing speed for their duration matches your land/walking speed for their duration, unlike at least half of the fly speed abilities which give you a set speed, which helps support that interpretation as well.