Jump Spell

Post/Author/DateTimePost
#1

clinker17

Feb 24, 2015 10:29:28

A question came up during our last session regarding the Jump Spell, which just says the targets jump distance is doubled for one minute.

 

We know a character can only move their speed unless they use the dash action to get double.

 

The question is do you think a character under this spell can use its turn lets say in a combot encounter to take an attack action, move 10', start to jump over a chasm/river, on its next turn continue the jump momentum, land, and fire off another round? so during the characters off turn they would be momentarally suspended in the air while everyone else completes their turns.

 

Do you have to end your turn with your feet on the ground?

 

Thanks in advance for your help.

#2

ChrisCarlson

Feb 24, 2015 11:05:49

Not only yes, but I'd describe the scene, PC "suspended in air" between actions, as a Matrix still/pan shot!

#3

Jenks

Feb 24, 2015 11:45:51

I believe in past editions you had to end your turn on solid ground unless something stated otherwise. But 5e might be different.

#4

OoftaMeg

Feb 24, 2015 12:16:20

I don't see any rules that specify you have to land at the end of your turn, just that the total distance moved can't exceed your speed.

 

So, yep, jump across the chasm while firing your bow mid-air.  Just hope the enemies don't have some way of stopping your forward momentum.  

#5

Cooperjera

Feb 24, 2015 13:06:41

I believe the intent it that characters stop moving at the end of their turn.  In this way the game is similar to a combat game using figs.  If you allow motion at the end of the characters turn please consider the interaction that would have with the Fighter Battlemaster abilities.  I don't recall the name of the ability, but it provides a defense while the character is moving.

 

The PHB does allow for you to increase the characters as stated jump distance with an Athletics roll.  This does not allow one to exceed their stated speed.  The character may have to use a Dash action to increase the allowed travel distance for that turn.

#6

lawrencehoy

Feb 24, 2015 21:40:47

clinker17 wrote:
#7

clinker17

Feb 25, 2015 9:33:16

Okay looks like everyone is consistant in their answers. I didnt see anything and thought I could have missed it. Thanks

 

A PC with a 20 strength under this spell could jump 60', chucking axes, floating through the air for a couple turns, nice.

#8

slumgum

Feb 25, 2015 12:21:21

In the jumping section of the PHB (pg 182) it says "Each foot you clear on the jump costs a foot of movement".  I don't think you can spend movement you don't have.

(Reply to #8)

Lucas_Blackstone

slumgum wrote:
(Reply to #9)

Macv12

Lucas_Blackstone wrote:
(Reply to #10)

OoftaMeg

Macv12 wrote:
#12

Lucas_Blackstone

Feb 26, 2015 7:39:22

The way you deduce jumping distance has already been discussed above. So let's take a 20 strength character as our example and plug it into the "formula".  If they move the 10 feet first, they can now perform a long jump of 20 feet, assuming no other obsticles prevent this ( low ceiling as an example ). This will cost the creature 30 feet of movement, 10 for the running start, and 20 for the jump. The spell Jump then triples the jumping distance. 20 feet times 3 is 60 feet. The spell does not say it triples the jumping movement cost, or that you need more movement, just the distance is tripled.

 

I guess an easier way to express it is that they are still jumping 20 feet, but the spell is tripling it.

  

#13

Cooperjera

Feb 26, 2015 10:12:45

Lucas_Blackstone wrote:
(Reply to #13)

Lucas_Blackstone

Cooperjera wrote:
#15

lawrencehoy

Feb 26, 2015 22:37:49

Cooperjera wrote:
(Reply to #15)

Macv12

lawrencehoy wrote:
#17

lawrencehoy

Feb 27, 2015 4:00:44

Macv12 wrote:
#18

Coredump00

Feb 27, 2015 5:59:04

I would either stop the jump in midair on the theory that all of these actions are pseudo-simultaneous, and finish the jump next turn. Or


I would let him finish the jump using extra movement distance, but that would end the turn at that point, and then penalize the extra movement from the next turn.