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| #1aramil59Nov 25, 2014 20:35:34 | Hey im DMing a game and a player a eldrich knight wants to use the jummp spell during combat and he is asking me a few questions and what he can do with it. Problem is the The jumping rules seem fairly vauge in 5e so idk how to rule it. So i think some of these things i kinda of would have to make up on the fly but im curious how other dms would rule this stuff? If you do a long jump right over enemys as you fly past them can you attack them? If you have mulitple attacks or bonus attacks can you attack a few times as you fly past them? If thats true when people attack you as your in midair would you get any modifications to those attacks? |
| #2colemcmNov 25, 2014 21:25:42 | If you do a long jump right over enemys as you fly past them can you attack them? • Yes. You can move, attack, then continue to move. Each foot of distance traveled during a jump counts as a foot of movement for the round.
If you have mulitple attacks or bonus attacks can you attack a few times as you fly past them? • I probably wouldn't allow it, but I don't think there's any specific rule against it. It's up to you.
• I probably would. It depends on the situation. The martial artist in me says they should get disadvantage, but the fantasy lover in me says it could be pretty cool and let them have their fun.
• Each foot of a jump uses a foot of your movement. Given a 10' running start, the average human with a movement of 30' caps out with a 20' jump. The mobility feat would expand this, since it grants a higher movement rate.
If thats true when people attack you as your in midair would you get any modifications to those attacks? • I would give anyone that attacks them while they're in the air advantage on their attack, since they can't really dodge or parry very effectively. Even in heavy armor, there are places on your body it's preferable to be hit on. |
| #3Jay_Ibero_911Nov 26, 2014 3:37:05 | If you do a long jump right over enemys as you fly past them can you attack them? You can normally attack at any point during movement and there is nothing in the jumping rules to modify that general rule.
If you have mulitple attacks or bonus attacks can you attack a few times as you fly past them? You can normally attack at any point during movement and there is nothing in the jumping rules to modify that general rule.
Nothing in the jumping rules states you have disadvantage on attacks while jumping, therefore you don't without houserules.
Leaving an enemy's reach normally provokes an OA, and nothing in the jumping rules says otherwise. One caveat is that falling does not provoke OA's, so if he made a high jump to reach an enemy to attack, he would not provoke when falling back to the ground.
The rules are clear that you cannot jump farther than your movement. This implies that you land when you reach your movement cap as there is nothing to keep you suspended in the air between rounds.
If thats true when people attack you as your in midair would you get any modifications to those attacks? Nothing in the jumping rules states you grant advantage while jumping, therefore you don't without houserules.
Not particularly. It's just movement. The most beneficial effect it will have is allowing him to get to enemies that may have otherwise been out of reach. Just me mindful of potential falling damage if he makes any jumps 10 ft. or higher. Featherfall spell can be helpful for that, or ring of featherfalling, or monk's slow fall feature, or potentially an acrobatics check. |
| #4TimboramaNov 26, 2014 5:53:56 | There are two ways to resolve the "more jump than movement" issue:
You "pause" mid-air between turns. enemies could potentially do bad things to you. But this also allows you to jump pretty far, especially since spells like Jump should be cool and actually do something neat since it's a daily resource or You can only jump up to your total movement. This is the simple approach. Remind characters they can take the Dash action, so that 30ft jump can now go up to SIXTY feet instead! Sure they can't attack (unless they action surge or use haste), but chances are, you're jumping 60ft. for a reason other than attacking.
Talk about it with your table and decide. It hasn't come up with us, yet, and I'm willing to present both sides so we can come to a group conclusion! After that, we'll be very consistent. Well, consistent-ish. If after a while people want to change it, I'd be open to it. (though I'd probably talk about it once someone learns the Jump spell or has an ability that's similar, instead of springing the decision on everyone, forcing a hasty decision on their part that will now apply every time.) |
| #5Danny_MontannyNov 26, 2014 6:44:54 | How is it silly? It's magic...
Free. Your. Mind. |
| #6iserithNov 26, 2014 7:39:38 |
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| #7raleelNov 26, 2014 8:47:04 | I will pretty much echo what Iserith said. However, I would probably also allow them a skill check to get advantage. Failure means disadvantage. They wouldn't get the opportunity without the Jump spell. This is strictly flavorful, and if they are looking for some oppportunities to do coolness and felt disappointed if I said no advantage. I like risk-reward mechanics though, even if they slightly favor the PC |
| #8OoftaMegNov 26, 2014 8:54:19 | A few things to remember
Ultimately how this works has to make sense to you, the DM. Yes, I know a lot of people are all about saying yes to absolutely anything and the sillier the game the better. But it's up to you (working with your group) to set the tone and expectations. If you're running a more "realistic" game the jump spell magically enhances what people can do, it doesn't necessarily break the laws of physics.
If you think it would be hard to get in multiple attacks, you can require a higher than the standard DC to pull off the maneuver. I'd allow a Strength (Athletics) or Dexterity (Acrobatics) check. It just has to work even if it's not pretty. Think gymnast flying through the air spinning versus a football player trying to dive over the line.
Let the character have a fun describing what they are doing. At the same time if you require a athletics check and they roll a 1, have fun with it. Failure (as long as it's not deadly) can be just as fun as success, sometimes more so. Having a story of "Dude, do you remember that time you tried that jump maneuver over an orc and you totally blew it? You stabbed him in the face but then ended up just kind of tackling him as you both went prone and rolled down the hill! It was epic!" |
| #9colemcmNov 26, 2014 9:03:16 |
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| #10cowleymenNov 26, 2014 9:29:27 | I only have one comment about jumping, If the spell Jump can increase your jump distance beyond your total movement, I say you get the total distance. Other wise the spell loses alot of potential in my mind. The point of Magic is that it can do things that you normally cant. If an Eldritch Knight wants to use the spell Jump, let him take advantage of extra movement. there are already plenty of spells that give you more/extra movement, Jump wont break the game.
As for the rest, it depends on your fantasy level. I would only allow one attack during the jump in most regular settings. Im imagining this guy doing some crazy FFVII stuff where he is jumping through the air and lashing out at everything he passes. Which would be cool if your playing a high fantasy style game, like maybe Ebberon. I probably would give him disadvantage to his attack, though probably wouldnt give the monster anything on their OA. He is leaping through the air, I dont imagine very many creatures/people pratice attack something thats going over them every often |
| #11iserithNov 26, 2014 9:40:15 |
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| #12DungeonKrusherNov 26, 2014 10:26:08 |
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| #13guachiNov 26, 2014 10:58:14 |
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| #14BaphogoatDec 15, 2014 14:39:11 | The jump spell triples the distance that your character is able to jump, so if you use 10 feet to run that leaves you 20 ft of movement left x3 = 60 feet you can jump during that movement (the actual distance you jump will depend on STR score of course). |
| (Reply to #14)Macv12 |
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| (Reply to #15)Baphogoat |
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| (Reply to #16)OoftaMeg |
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| #18colemcmDec 16, 2014 9:11:32 |
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| #19Coredump00Dec 16, 2014 9:52:27 | And I see no reason to limit movement distance in a non-combat situation. That Str 15 PC could easily clear the 40' wide chasm... when not involved in combat.
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| (Reply to #19)OoftaMeg |
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| (Reply to #18)Baphogoat |
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| #22colemcmDec 16, 2014 12:52:46 |
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