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Now you can use your bonus action for healing word to heal an ally and bless them and give them blade ward for 2 turns, concentration free! An absolute steal.
Doing many more hits with bonus attacks. Either off hand weapon with that one character pew pew, or pow pow with the other. I even multiclass for more bonus action to get even more synergies for Monk, Barbarian, Ranger, Bard
Check in this one The Bard and its explaination
https://steamcommunity.com/sharedfiles/filedetails/?id=3124459563
the calculation example ~
If you can't attack, find something else to do with it -- shove someone back into cloud of daggers or use a magic item...
archers: depends on whether you will use dual hand crossbows or not. You can use the rogue 3 to get 4 shots per round (2 from a fighter type class level 5 and 2 from bonus offhand attack). It also grants you a minor sneak attack. Lots of ways to do it, ranger is one, fighter works well as it recovers the 'lost' feat, bard takes longer to get 4th attack but has potent spells, ...
Wrong. Dismissed.
Jump is the correct answer.
No way. Jump (juiced on a Hill Giant elixir) is a good use of a Bonus Action early-game. That and quaffing potions.
Mid-game and later it's about the extra Attack/Action.
If I'm conserving Ki, I'll do Stunning Strike -> Martial Arts -> Attack -> Martial Arts.
If I want a particular foe dead in the dirt with no chance of revival, it' Stunning Strike -> Attack/Stunning Strike -> Flurry of Blows -> Flurry of Blows.
If I need to close distance it's Misty Step/Cunning Dash -> Attack -> Attack -> Martial Arts/Flurry of Blows.
Since I went 4 Elements, I can do Chromatic Orb (Lightning) -> Martial Arts -> Flurry of Blows if I want to electro-charge the field.
Not saying to never jump, depends on the landscape and the fight, but it's rarely needed if you engaged properly and focus fire.
For jumping it depends.
I've found Athlete to be quite useful for the 50% increased jump distance, especially on Karlach or Lae'Zel who by default want to steer towards STR as a primary stat.
That Jump is basically a Cunning Action - Dash in that case, so if you have to close distance quick it should never be understated. Bonus points for adding vertical movement as well to allow those characters to reach high places in a 5th of the movement required (the Meenlock fight is a classic example if you need to get from ground floor to the top root).
MNK also gets an advanced movement bonus at 9th level (relevant for the optimized MNK builds since that's the capstone generally), which is a 6m or 20ft increase to Jump distance. Misty Step is still huge (so Githyanki MNKs still be eating well), but that Jump can mean the difference between losing a turn of damage or taking out a gawt-dayum Fidelian in House of Grief.