This was actually the funniest D&D video I've seen in a while. Threatening a DM with an even worse, cringier character to protect the current one is such psychological warfare.
@@isaacmayer-splain8974 I think Silver is talking about the Sphinx cat breed which is the "hairless" cats that creep some people out a whole lot. Though to be honest they can be vary loving and cute.
I mean you could rule with your DM that if you are in the middle of a jump after you had a run up of at least 10 feet like in the rules, that if you're turn ends/or if you run out of movement speed on that turn that the momentum doesn't just go away, but you Finnish the movement on your next turn with the movement from that turn but that you auto fail or have disadvantage on Dex and strength saving throughs while you are in the air and or need to roll acrobatics to see if you land properly after moving through the air for so long like making sure your feet are in the right place for landing if the move takes more than a majority of two turns to complete.
I think the part that goes with "Almost as much as he loves fresh mother's milk." is now officially the greatest piece of animation and SFX in history.
I've done that to my current group. No one wants the Aasimar to die, because the next guy is a kobold artificer who builds exclusively with sticks! (and mud... and sometimes rocks lol.) It's all in good fun of course, but hilarious nonetheless.
The problem with the Jump spell is that moments that call for it can happen so spontaneously in response to a specific environmental hazard, like Feather Fall, yet the casting time and duration treats it like it's a buff you're going to want throughout a regular fight, like Bless. It does a very specific thing that is useful in a very specific moment, but when that moment comes it's too late to use it.
Given how it works, RAW... You either prepare the Jump Spell as Bonus Action then Dash... Action Surge... Or call the Wizard... Or any combination of similar outcome... ... ... Or pick Tabaxi. You want high Movement. But for my Eldritch Knight... I can just teleport, dash, and cast Feather Fall etc. to ignore Fall Damage when it activates after my jump calculation, on top of the Jump Spell. Or the Barbarian can rage... There's that.
Majority of spells work like that. A lot of spells in the series work like that. Thats why no1 picks them, even though they r advertised as cool and worth spending a preparation for
At my table Jump is a bonus action, which definitely makes it incredible. Although the DM has some.misgivings about my ranger having a 90ft vertical leap with no run-up, but he gave me this power so he can't complain. Flying enemies beware.
@@rythmiccoma2809 High Jump. When you make a High Jump, you leap into the air a number of feet equal to 3 + your Strength modifier if you move at least 10 feet on foot immediately before the jump. When you make a standing High Jump, you can jump only half that distance. Either way, each foot you clear on the jump costs a foot of Movement. In some circumstances, your GM might allow you to make a Strength (Athletics) check to jump higher than you normally can. For your ranger to be able to jump 30ft up in the air with no run-up it would need a strength modifier of +57. Unless of course other special rules or modifiers apply to your character. It's hardly the tripling from Jump that makes it crazy.
@@absolstoryoffiction6615 RAW there is no way to cast Jump as a bonus action. You'd have to cast it on an earlier turn and maintain focus on it if you wanted to use an action on the same turn.
I love the "your master was too weak to protect you". I've been in games where we save people to prevent a backup character. Solid move on the DMs part.
"The Spell Jump increases your potential jump length" Me, the DM: I recognize that the Council has made a decision. But given that it's a stupid-ass decision, I've elected to ignore it Great video! At my table, I find Jump so niche and rarely used, that it is fun to give the buff. Rule of Cool and all
To be fair the jump spell probably should allow you to ignore the problems regarding maximum movement speed with respect to jump distance. Might being a really complicated paragraph at the end of the day to explain it in rules terms, but its worth it.
@@bodbyss I just always ruled it as the player decides when he jumps how far that jump will take him, then I use how fast he was moving on the leadup to the jump and how far he went on the first turn to continue that speed (using his dash action if nessasary) in that straight line till he lands the jump. This took a third turn one time because the high strength barbarian wanted full jump across a chasm but still wanted to use his actions to throw stuff at enemies before he landed so he was moving at a disgusting 25 ft per round. Sigh, house rules are rules I guess.
I anything I'd say using your dash ability should increase the jump by 5 ft, or in this case 15 ft since the idea is meant to be that you're getting a running jump and carrying that momentum.
To be fair to Larry, I feel like long jumping *should* work that way. I kind of get why Wizards wrote ut the way they did (to prevent cheesing to gain extra distance when moving), but I feel like there was a more elegant solution than making the jump cost movement.
I could definitely see people abusing the system to spam long-jumps like Mario from 64 to gain so much potential energy that they end up 4 parallel universes ahead of you.
there is nothing wrong with the spell, it lasts for 10 minutes so it's great out of combat, it's not a concentration spell so you can use it with other buffs, it's a touch spell so you can give it to other party members as well, monks and barbarians for example, if you know you are going into a combat which jumping up to the high ground, or clearing a gap is going to be tactically valuable, you can simply enter the combat having already cast the spell, then you can use your action for a dash if you really need to and actually jump quite far.
@@SolstaceWinters A solution I could see would be to put a clause on long jumps that would penalize you, like say: "If the length of a long jump would exceed your remaining movement for the turn, you have disadvantage on attack rolls until the start of your next turn as you recover your footing." It's a believeable soft penalty to trade getting free movement & prevents game rules from breaking physics.
I think if it was just one use it would be fine, it would basically be one 1st lvl slot to give you or someone else an extra 30ft moment distance that can go through obstacles. but since it lasts for 10 minutes, basically doubling someone's movement speed is a bit op for a 1st level. it would basically be an expeditious retreat where you don't need to use your bonus action, can cast on allies, and is not concentration.
DM, who is the master: I am sorry, my minion, for I have failed you. You were created to do great, evil things in your life, yet I was not able to withstand the eldritch powers eroding my mind with the image of a tabaxi bard and allowed for your destruction in order to save my sanity. Forgive me.
To correct my math... It's 150ft without a mount, and 210ft with a mount for the Eldritch Knight in one jump combo on one turn. (I forget that Misty Step was a Bonus Action, so I'll just do this before Initiative is rolled. Other than that, I'll ask the Wizard for Teleportation Scrolls.) Eldritch Knight: "I'll just Misty Step. Action Surge Teleport. And Misty Step again... That's 60ft of my Action. Not movement by the way... Then I walk 15ft and spend 15ft to mount my Griffin. Finally, my Griffin moves 30ft and DASHES 30ft more. While I am carrying the Echo." (During combat... I would actually take the dash action + move + action surge teleport + dash action to increase my jump distance + Bonus Action: Misty Step... Totalling (Athletics Feat): 5ft or prep walk with a 145ft tavel distance on my own... ... ... Then the Jump Spell will let me fall further without taking fall damage and if I save 15ft, then I can mount my Griffin for an extra 60ft of movement with it's own Actions/Move on the same parallel turn (Mount Rules)... Totalling: 190 ft of movement instead of 145ft.) Echo Knight: "I Bonus Action: Teleport Swap with my 1st Echo." The DM: "Sounds about right... What about you, BBG?" The BBG: "I run... I run like the wind." The party: "So this is dimension hopping through portals!" The DM: "Roll for initiative, everyone."
Which is why I as a DM find ways to adjudicate the rules to *allow* for the cool moments the players want to do. It's not like the player was going to be able to do anything else after casting the spell anyways, so letting them reach the spot they jumped to on the following turn using the rest of their movement is far from unreasonable.
I would rule that if you run out of movement mid-jump, you end your turn in mid-air, and your next turn you continue using your movement to complete the jump and land based on jump distance and trajectory.
That is very explicitly RAI. You could homebrew it to be "you land the same turn but need to make an acrobatics check to not fall prone" too. But instantly plummeting is neither RAW nor RAI, nor does it make any sense.
@@dusklunistheumbreon personally since it's for a story telling element here I'd let said character burn their next turns movement to do the cool thing. if the enemy moves oh well
I feel like you've really hit your stride with the format of your story telling here. This kind of exchange is all too common and a part of the game that I love seeing represented. Rules lawyering is part of the fun and those conversations help us remember the rules! This is a glorious exchange.
A potential solution to this is to have the jump START on your turn. But you have to use movement on your subsequent turn to finish the jump. So you could have “hang time” with a magically imbued jump.
Just assume the character is "flying without hover" at end of turn, if intercepted prior to their next turn (where they must dedicate their movement to jump completion before being allowed to move in other directions), they run the risk of falling depending on what hits them. Just cause you jumped at second 5 shouldn't mean you immediately fall. You need input to do that.
I mean in universe there wouldn't even be any extra hang-time as it's just Smoothly flowing second 1-6 to second 7-12 it just seems like there is some hang-time cause of irl time that passes in-between turns
And I'd feel like since your already in motion in mid air at the end of the turn when starting your jump, any actions towards you have disadvantage, but yeah there's no way he could just do that in one turn
Jump rules in D&D suck. Just 𝒓𝒖𝒍𝒆 𝒐𝒇 𝒄𝒐𝒐𝒍 it: Jump spell triples your jump distance, no limit to horizontal move range, and negates any fall damage as part of this jump.
As a DM, here's how I would rule this: You cast Jump on yourself and run 20 ft, jumping uses your last 5 feet of movement. Next turn, your momentum will carry you through the air, and *then* you can land like a gazelle and say something cool.
@@RevocerGM Funnily enough in RAW, you instantly fall any distance at the end of your turn, Using the XGE variant of falling means you fall 500ft at the end of your turn. Meaning if you are fighting a dragon, and you grapple it while its in the air(either by being a flying creature, or by riding it, or by it carrying you), its speed falls to 0 and you can move it, you can carry it up to 200ft, then let go, the dragons speed is still 0 and its fall is instant, meaning it falls out of the sky and takes 20d6 bludgeoning damage that cant be resisted
@@MrCyanobacterium I think the rules are you fall. But I feel like rules or more like guidelines and not laws. It wouldn't make actual sense that you couldn't do that. However that would leave you in a bad predicament if the enemies had a caster that could stop your momentum
Here's how I think it should be ruled: When the jump is made and he travels 1 foot across the chasm, his turn ends but he *stays in the air.* It doesn't make sense realistically to just spontaneously halt momentum 1 foot in and fall, so he would stay there in the air until his next turn, where he would be forced to use the remaining movement to continue the initial jump across. D&D turns all happen simultaneously within a single round in the gameworld.
I would also require a check for such a magically assisted jump, unless acrobatics was high enough to negate. Not like the character has training doing such long leaps, or else they would have Acrobatics!
@@lostbutfreesoul Wouldn't an Athletics check be more appropriate in this case ? I believe distance jumping difficulty would be primary strength, over agility/dexterity I associate with Acrobatics.
In my campaigns, rule of cool often overrides the “you can’t jump further than your movement rule.” IMO, it’s an unfair handicap on racial abilities (like those the haragon and grung get), as well as spells like jump. Plus, if a player works hard to get an insane jump speed, I don’t expect them to also work hard to get an insane move speed just to be able to use it.
Well, if you do, you are simply suspended in the air until your next turn, in which case you continue your jump as part of your movement. That's literally the rules; you don't simply lose all momentum once your turn ends.
@@RustyhairedLamialp9575 while this definitely should make sense considering how rounds of combat are meant to be consecutive and turns of combat simultaneous, it's still hilarious imagining a mid-jump character being suspended in mid-air for a few turns. Maybe someone can cast gust of wind on him to help with the horizontal momentum lmao
@@immortalinferno8809 I think it's because we tend to conceptualize all the turns as being their own separate time blocks that happen one after the other, rather than being actions that are all simultaneously happening within 6 second blocks. If it was multiple rounds that'd be weird. but IIRC it shouldn't be "hovering in the air" during other peoples turns but rather you're actively doing the running jump while people are taking their turns.
@@kiwi3085 that's why they brought up the rounds of combat being consecutive, and the individual turns happening simultaneously. Everyone knows you're not just going to be hovering in the air, they were making a metaphorical joke.
I like to rule it for dramtic effect that the distance you can travel in one turn remains the same but that doesnt mean you just drop. You are mid flight as your turn ends, start of your next turn the jump continues. Basically you can move 30 or 25ft in 6 seconds so going beyond that just means its taking longer. So in the example in this video in the first 6 seconds (first turn) hes able to cast a spell, run 24ft and leap into the air. Next turn his jump would continue another 25ft and he takes the rest of his actions as normal.
@@punkdigerati 10ft of his movement would be "reserved" for the completion of the triple jump, so he would have all of his actions next turn AND 15ft of movement. Or the wizard blasts him with a lightning bolt mid-flight and whatever remains of him falls into the chasm)
@OrangeDragon04 to be fair he went all the way to attempt something cool that sounds like it should work and did it with a niche spell and than the rules have chosen to have a stroke and make jump not work for anything beyond saving you climbing time
Jellybones' spindly little fingers as he holds that bowl and laps the milk up as he stares menacingly at the camera is something I expect of artists like Meatcanyon, but not this channel. that character was creepy and unsettling and I LOVE IT! Please keep us up to date on Jellybones' future catventures
I like to think of that spell as more of a "moon jump" situation. If you are jumping a distance greater than your move speed, then that just means you are spending more than 6 seconds on the air-- in other words, you're ending your turn in the air, in motion, and will finish the jump on your next turn.
"-dead-pan- oh no, poor Jelly Bones." "..." "Luckily, to fill his role, I have Click-Joint Rick, the Monk/Bard Thri-Kreen. His entire upbringing was on learning of the beauty of anatomy in motion. He's mastered the sense of touch as both a weapon, _and_ an artform. He loves to grapple... and he grapples to love."
This was hilarious! So true, I think they should definitely make it so Jump lets you jump beyond your movement speed in the revised d&d coming out though, always felt a little underpowered to me as it is for a full action spell, even at level 1
True, jump needs boots of sprinting and jumping to become really fun. With that, an eldritch knight can turn into a freaking Dragoon from Final Fantasy.
Jump rules in D&D suck. Just 𝒓𝒖𝒍𝒆 𝒐𝒇 𝒄𝒐𝒐𝒍 it: Jump spell triples your jump distance, no limit to horizontal move range, and negates any fall damage as part of this jump.
As a DM, I would rule this as: Ok so your jump distance is that great, but it's greater than your movement, so you end this round mid-jump and you'll land next round. Or just: rule of cool, let them do the cool jump
My Eldritch Knight: "I'll jump 150ft up to 210ft across the 30ft canyon." DM: "How???" Me: "Ever heard of the... Yoshi Jump?" DM: "You're going to Combo Air Hike Trickster Jump to my BBG who is exactly 155ft away from your Party after sacrificing your Summoned Steed, aren't you?" Me: "Yes!" The DM: "Oh God... And who will come with you?" The Echo Kight: "I will... My turn is next." The DM: "The Prophesy is real..." The Wizard: "You know, we can also just take the portals. It's easier and very common here with the Rogue's key master UA Feat on all things Portal." The DM: "... I expected this to happen. My BBG is a very strong one. He won't lose to the party in one turn order." The Samurai and The Battle Master: "Oh hay the portal is unlocked, nice." The Paladin and Cleric: "God bless you soul for what's about to transpire, BBG." The DM: "Who else will arrive too?" The Cavalier: "Onward! To victory!" The BBG: "I have one question to ask, GM... ... ... WHYYYYYYYY?!!!!" The Other GM: "How's the DnD MMO going in your group?... ... ... Oh, I see."
As a DM, I would tell them that they can do it by using their next turn's action preemptively for a Dash action. Or in other words, if they want to do it they can, but they have no Action action left on their next turn. As for anyone threatening to intentionally ruin the game, they are not welcome at my table. I have put players on time-out before for disorderly conduct / toxic behavior. I've never had to actually kick anyone out (yet - fingers crossed), but I would in a heartbeat.
Yeah, I agree. Though I think how I'd rule it is let him land the jump, and say his cool line. But state that he is using up his movement for his next turn. Potentially giving the villain time to disengage and run away if needed.
@@TheRawrnstuff bro, the action is required for cool mid-air attacks with arrows n'stuff. also, what kind of people are you DMing for? 😂 they don't sound like nice people to play with if you have to put them on time-out for bad behavior
Jumping is one of those 5E mechanics that inevitably leads to a 10 minute break of looking up rules and arguing, with or without a spell to complicate things.
Clearly this is a sign of a clear, consistent and sensible ruleset that we should absolutely always apply rules as written because this will surely increase everyone's enjoyment of the Fantasy Roleplaying game. /s
@@MenaceGallagher its not about RAW, Jumping does this because its less than a paragraph in a part of the book most players and dms never read (for real when was the last time you read the stat and skill rules section of the PHB). hell most tables will not even have this happen and will just have the dm go "make an acrobatics roll" because you can't call rules unclear if you never even bothered to learn them. its the same think as tables still using Suprise rounds even thou they have not been a part of 5e since the start
I love the idea of sprinting for an epic jump across a canyon just to completely lose all momentum a foot off the ground, stopping midair and immediately plummet to your death. Kind of like the motorcycle scene from cabin in the woods
Jump rules in D&D suck. Just 𝒓𝒖𝒍𝒆 𝒐𝒇 𝒄𝒐𝒐𝒍 it: Jump spell triples your jump distance, no limit to horizontal move range, and negates any fall damage as part of this jump.
Yeah, without this jumping and the jump spell is kinda useless. Allowing characters hangtime makes jumping long distances viable. Plus in a world of misty steps and other teleport magic, why nerf the real stuff (or in the case of jump spell, sorta real) and let the magic stuff have all the fun?
I had a path of the elk totem barbarian (+15ft move when raging) who found a jump ring. With such high movement and strength I could almost always close the gap with enemies. Also there is no limit to how many times you can jump as long as you don't exceed your move speed, so with a jump ring you can scale anything as long as you have enough platforms and run up.
The Athletics Feat will give you a 5ft prep walk instead of a 10ft prep walk to long jump. And my (normal human) Eldritch Knight can just Devil May Cry 4 Inertia Jump (or Yoshi Jump on my Summon Steed mount from the Paladin) over 150ft to 210ft gaps in one turn while carrying the Echo Knight's Echo (RAI for Object) for their turn after mine ends.
@@Dragon_Lair Only a few classes can fully utilize the Jump Spell because more Move is effectively needed. If not, then as long as you touch the ground within 9ft or 5ft for Grid Maps. You don't take fall damage. Otherwise, why does Jumping exist if Fall Damage activates per 10ft of air travel??? Jump negates Fall Damage... For jumping.
@@absolstoryoffiction6615 I don't know D&D mechanics well, but it seems to me like a reasonable house rule that since the spell triples your jumping power it only uses one third the movement. (You'd probably also want an understanding at the table that people won't be jumping around just to stretch out their move distance.)
I nearly died of laughter at the "You do it"... the animation of the player in the background being like ): at the idea of Jellybones was just gold too 🤣🤣🤣
Huh, I always assumed that jumping more than your movement speed simply meant you started next round mid-jump. Like you'd spend your turn running up to the cliff and starting the jump... and then finishing the jump next round. Now if some bad guy shoots you out of the air mid-jump due to your magically increased hang time you might plummet into the pit...
I mean this certainly makes more sense than plummeting down for no reason cuz you hit your max movement 😂 Also yeah, that could be interesting to make it risky to to be midair while the enemy is charging up for their turn
Honestly this is what I would do as a DM as well, because let's face it, you don't just suddenly stop ICly when your turn ends... so why would one assume that with jump rules? That and honestly, it allows someone who manages some crazy jump distance shenanigans to make full use of them. (though I'd probably also require dash to be taken during the jump if the total distance exceeds their hustle movement rather than be able to leap and start firing arrow each turn while in the air)
RAW leaves it up to interpretation. I like to think that if you run out of movement you just end suspended in the air, I hink the simultaneous nature of turns implies this somewhat
Ah, this is the "experience" I hear talk about in some table. Far better to squeak past some rules than to have an experienced player deliberately yanking your chain through the campaign. Especially if they're a good friend
Yeah, this gave me ptsd of the stunts my last DM would pull lol For the love of god, just let the players do the cool thing, not everything needs to obey the goddamn rules 100% of the time; the GM is the final arbiter of what can or can't go, if you like the idea who *cares* if it's RAW or not
Yeah, you can listen to what a rulebook written by people who mostly outsource their work anyway say. Or you can listen to your friends who sat down for a good time. I know its a fine balance, but then again, the game doesn't exactly have 'fine balance' in a lot of cases anyway.
In cases like this, I rule that they do jump the full distance, but over multiple rounds, similar to falling. They cover their movement speed each round until they land, unless they fall straight down, in which case the normal falling rules are followed. Hits the balance between preventing bullcrap jumping movement and still allowing for spells like jump to be useful, in cases where you wouldn’t be able to do anything with your action anyway.
The problem with limiting long jump distance to your movement speed when using the jump spell, is that it makes the spell outright lie to you if the total jump distance, based off of your strength score, when trippled by the spell, ends up higher than your movement speed. The wording of the spell is incredibly simple. "You touch a creature. The creature's jump distance is tripled until the spell ends" and that, in my opinion, should be that. Trippled jump distance. Essentially, only while jumping, making your movement speed extend to be equal to your spell modified jump distance.
I feel like it should end your movement midair, giving the foes a chance to swat you out of it. If you don't have the movement for it. (Keeping the same vector/final landing position if uninterrupted)
"I jump the chasm!" -Player "Ok, you cast the spell, run 24 feet, jump the one, and because you made your roll, will come down on the other side next round expending 24 feet of movement." -DM "Like a gizelle?" -Player, hopeful. "No." -DM "WHAT?!" -Player "Like a porcupine. The wizards' henchlings go in that round and you are struck with *rolls dice* 14 arrows for 79 damage. You take 2 crits. Good thing that Jump isn't a concentration spell."
Agreed. A turn is 6 second of time. Your movement is limited by how much space your character can move in that amount of time, not because "you can only move 30 feet". If I was the DM for someone doing this I would say your turn ends after jumping 1 foot, being midair, and on your next turn your jumping momentum carries over and you complete the jump.
RAW: If you end your turn midair without a fly or hover speed, you land on the space you now occupy. This is to let grounded creatures be able to do something. How I'd rule this: Your run is stored so that you can do a running long jump next turn, taking all your movement to get to the other side, dashing if you don't have enough movement normally. The caster would do something to make the jump impossible and then, next session, we meet Jelly Bones.
I agree about letting it 'stay'mid air. About the fly or hover speed, you have the momentum. You're 'flying', just forward while gravity start to pull you down.
Funny thing? This is how jump works in PF. You spend 1 action, or 2 if you don't got the feats, to jump. (The 2 action one you stride then jump), and you can go your jump distance which is what you roll for your athletics check for a long jump. Cloud jump triples this if you have that feat, and a feat allows you to long jump with no stride needed, making it asingle action. You can jump over 120 feet or more a round instead of moving 40 if your character is built for it and be the hulk and its hilarious.
How to get a DM to allow rule of cool: have a nightmare of a backup character. Shepherd Druids are usually a safe bet. As are Rogue-Fighter and Coffeelock multiclasses. I gave a DM PTSD with Rogue-Ranger; not even a monster my level in CR, with Haste and doubled HP, in a _solo cage match,_ was enough.
Any DM worth their screen--especially in a public game--would tell you to leave their table if you try to bring a broken character in with an obvious intent of ruining the game. You aren't the only one at the table. OTOH the most frequent rule-stretching I do as a GM is to LET the players do cool shit, because that's what the game is about to me. But blackmailing your GM, makes you a shitty player, full stop, I don't care how bad the GM is or isn't.
"A Tabaxi..." *inner DM winces* "...warlock that has a thing for mother's milk" *inner DM breathed a sigh of relief* . To those who don't know, Tabaxi monks are broken when it comes to movement.
@@Matt-fl6ys important to add here that while being very fast is cool, it is only situationally useful. If you're dashing you arent attacking, and if you're a Monk and dashing you aren't disengaging(and lets be honest while unarmored defence is good, a Monk is unlikely to win a one-on-one when they've already used their bonus action) Tabaxi Monks Ive dealt with as a GM (Ive only seen Tabaxi's done as Monks, for obvious reasons) have only ever really used this ability to duck and weave around a battlefield, interfering where needed and disengaging to leave enemies having to move into combat or dash on their turns. Which is to say... they basically just do what Monks are meant to do in the game, and it isnt really an issue.
Or you know. Any ranged martial with crossbow expert who doesn’t have an abismal AC and Hit Die 😂? For reals I feel like ranged Martials are as broken as the Tf2 sniper, and by that I mean they lose absolutely nothing by being ranged, and just like Sniper they can just pull out a Melee weapon a la Bushwaka/Jarate style lol
Here is another one I discovered personally for tabaxi broken movement. Tabaxi elk focused totem barbarian. Can add more like warrior to get action surges to be even faster, and mobile feat. it's a fun thought concept of basically a freight train cheetah.
This is what I would like to think of as a "hanging in mid-air" moment, wherein turn-based combat meats actions that cannot be completed in a single turn but there is nothing stopping them from being completed within the second turn. Thus, he'd jump and be one foot across the chasm by the end of his turn and then be able to finish the jump at the beginning of his next turn.
I'd go with that. Thiugh I'd also be evil enough to throw a forced movement or readied action (like Thunderwave once he gets within range, shovingvhim off the chasm) at a player that didn't time their jumping to be completed on their turn. Can't dodge all that well when you are jumping.
I love the jump spell. It may be my favorite spell in DND. I got a ring of jumping one time and i was the happiest person alive. The incredible jumps you can get with it are hilarious. I had a druid with something like a 720 foot long jump jump.
My ruling on this is that they jump to end their turn, then land at the start of their next turn. Not only does it make sense (somewhat) but it makes the fight more dynamic.
If when you jump your movement ends midway-through, you simply pause and continue jumping next turn. Remember: rounds don't exist in-world, they're just a way of making combat manageable
Being suspended mid air would be a new somewhat mechanically complex thing, For instance, flying stuff can fall 500 feet a round, and they drop if they are thrown prone, taking potential massive falling damage, being mid jump however, would potentially not do that? In addition the standerd fall 500 feet a round max with a jump being less than that but even ignoring that: Assuming you are a strong/ jumpy individual (lets say haragon since they can jump 15 feet) you can simply decidede to jump up at the end of your turn and spend your opponents turn up and out of reach, which for about 1/3 of monsters makes you uncreachable and makes another 1/3 substantially worse as their ranged attacks are generally worse then their melee options. And that is only what I can think of right now, I like the idea however it would be an rulestechical nightmare
AD&D says yes. Modern anything says no because ain't nobody got time to track that I say this as someone that still uses the speed and turning radius rules for flying creatures...
You made it across the chasm in a wonderous arc. Landing perfectly on the other side. The enemy mage having held his action casts thunderwave. Make a constitution save at 17. Oh you failed, have fun falling and taking additional damage as the walls of the chasm are at 80 degrees, causing you to tumble all the way to the bottom of the 300 foot chasm, where the damage is continuous till you slam into the rocky crags bellow. Then your fall triggers a small landslide from the loose rocks, smashing your character.
I prefer to disappear people that are causing problems by other means. Rocks don't always make sense after all. A tear in the astral sea that's mere inches in size, but has a powerful indraft, on the other hand. Nothing like watching someone get spaghettified by what's essentially a magical black hole and not having to clean up the mess afterwards. It also sends a VERY powerful message, more powerful than just "10 tons of rocks fall, roll a new character sheet". Point I'm trying to make is that sometimes it helps drive the point home if you're just a little bit gruesome about your description. Not to mention that it doesn't leave behind remains, which means nothing short of a Wish spell can bring them back (and helpfully, as the DM, you get to decide if the Wish spell does what they want it to, if for no other reason than Rule 0 but there's probably other more applicable rules). Alternately, you could have it that the next time they open a book that they've never seen before, they set off a "fractal Glyph of Warding". In other words, "hey how much do you like your character? Too bad, they just had 50 Disintegrate spells go off targeting them".
The jump spell only states that it triples your jump distance. Boots of Striding and Springing, however, specify that while you can jump three times the normal distance, you can't jump farther than your remaining movement would allow.
Jump Spell in my 4E campaign ... Encounter power, move action to cast, personal range, roll Athletics +1D6: You may move up to your normal speed as part of casting this spell, then propel yourself up to 3x the Athletics roll horizontally and 1x the Athletics roll vertically. If you fall less than the horizonal distance traveled, you take no fall damage; otherwise take normal fall damage. There is no movement limit to the Jump spell. Flavor text: the sheer power of this spell launches you in a diagonal arc, while softening the impact of your landing. Watch out for low ceilings and wayward trees.
I think jumping costing movement makes more sense when one considers that ‘Speed’ is just the amount of ground your character can cover in 6 seconds. Maybe you _can_ jump 50 ft, but you can only cover 30 of that in your turn because that’s just what the timeframe allows.
I LOVE YOUR VIDEOS. I watch them as soon as I see them, and love the spirit that you put out through this channel. Thank you so much for these. I especially like the fact that you have made videos trying different formats (animated spellbook, stories [story of the long journey in the snow, story of the lonely, sad, warlock? half-elf], and i'm sure i'm forgetting some), and that through them, you encourage people to play and give both entertainment while watching and help on how to actually start playing / manage games. I personnaly struggle to find time and energy to create scenarios for game sessions, gather everyone, and manage games, so i stopped (for now) being a game/ 'dungeon' master. Thanks !
I always homebrew it that you *can* jump beyond your max move, but doing so triggers a DEX save against falling prone. You can take the risk to extend your reach this turn (such as to get the last little bit to heal an almost dead ally), but if you use it offensively or in a way that puts you near an enemy then you risk giving them advantage on all attacks *plus* giving yourself a big ol speed debuff next round. I personally think it’s balanced, but I’ve not been able to play test it much so who knows
Sounds like reasonable rule. Only problem I see is monks could probably abuse the rule to extend their movespeed as they would succeed the dex save most of the time.
@@2MeterLP that’s fair enough, but that then comes down to 2 things: 1. If they make it look cool, a little boost to speed isn’t that much different to normal combat for most monks, and the martial artist leaping from surface to surface is pretty badass while not throwing off balance, and 2. They may not fail their save often, but the times they do will make them regret it dearly; advantage on all attack rolls is a big blow to a glass cannon such as a monk, and the halved move speed after makes it hard to get away after. I was more worried about rogues abusing it personally, but even then it’s not that much of a boost when used like that.
I think it largely depends on the DC of the Dex save, which you could scale with how far beyond their move they just jumped, and also the player builds. The latter is the tougher one to balance, since players with high Dex builds could abuse the jump mechanic a bit more. Another potential optional rule is to allow other creatures an opportunity attack when a jumping creature _enters_ their attack range, since the jumping creature cannot control their momentum while airborne (unlike simply flying). An example would be jumping at an enemy that just thrust their sword at you as you approach. However, if you jump pasts your movement and _don't_ land directly next to an enemy, you can't abuse that extra movement until your next turn anyway. This might be the "killjoy" optional rule, though. Could maybe work for niche, creative ranged attackers.
I think the Jump Spell was meant for High Move Characters. That's why Dash and Tabaxi are great with it. And why it doesn't work on most characters... Very niche without the Wizard. Example: 60ft Move - Jump Spell 45ft - Jump Calculations 15ft (not real number) = 60ft - 60ft = 0ft upon landing and do not take Fall Damage... All in one turn. This is why Jump Spell is horribly written because it's very niche for High Move Characters only. (By RAW)
He is now isolated from the rest of the party and with his back for a canyon, There cantrips like Gust, first level spells like Earth Tremor, Grease, Thunderwave, Gust of Wind or just use Enhance Ability: Bull’s Strength and shove the guy in the canyon.
Today, Larry has redefined the sort of player that will fill my nightmares. Also, I kinda want to pull this on someone... Yes, I'm aware I am a horrible person
I say the jump just happens between turns. You are mid-flight, and the distance you jump is continued during your next turn. If you have a speed of 30ft, and did this same turn (cast a spell, move 25ft, and then jump across the chasm with your running jump), you'd get 5ft...and then next round you finish the jump, moving 25ft because of it. You count as though you're in every square on your jump - excluding the landing zones - for the purposes of attacks and threat ranges (your own attacks of opportunity if you can attack before and after moving such as with Spring Attack in Pathfinder, and your opponent's such as arrows or flying creatures), and you count as prone for the purposes of enemy attacks (you can't dodge very well in midair so melee is easier to land on you, but ranged weapons need to take your momentum into account so they struggle). You may take an attack in midair before continuing the jump, but you have to acrobatics/reflex/Dex to land safely and you take a penalty on the attack roll. In short, time is not stopped for everyone but the turn player lol
the common house rule is that, because jumping has no clause that you drop when you run out of movement OR that the running start has to be the same turn, you continue your long jump on your next turn. This also allows the players to smack-talk the villain mid-air.
Non hovering flying creatures... ... ... I think the "if your Move is reduced to 0" only applies to forces movement like the Sentinel Feat. Before your character exceeds their jump distance or ends their turn. You don't fall instantly during a Willing Move. Only during a Forced Move. But even then, you still have Actions or a Reaction to spend.
@@absolstoryoffiction6615 Flying movement has specific rules that apply specifically to flying. In fact, falling doesn't even have that specific clauses for when it triggers by RAW except for a few things like flying. It has rules on what happens _when_ you are falling, but not so much the triggering event. Strictly speaking, any non-flying creature falls only as a GM ruling. Which is why it can be rulled by the GM that you have not triggered falling because you are still jumping.
@@voodoodummie For jumping... By RAW, you don't activate Falling (unless Force Movement is applied) nor take fall damage. It's explicit to jump rules. Now... As to what extent that can go? The rules sort of doesn't exist on that. I would suggest that your Jump Distance is the safe leap before falling occurs, but there isn't even RAI about it in 5e. Maybe in previous Editions.
@@absolstoryoffiction6615 @Absol StoryofFiction I don't know which jumping rules you are looking at, but falling and fall damage are not discussed in the jumping rules in my book or online. We are still talking 5E here, right?
@@voodoodummie Yes... Which is why Jump Rules are horribly written in 5e. Unlike in previous Editions. It's missing important clauses. Or to put it... If you jump 10ft upward to a ledge, then by RAW, you take fall damage because you're traveling in the air (non flight or hover etc.) at 10ft. In 3d Space, that's how this mechanic works in 5e without the DM. Unless you use Feather Fall or teleport etc. Since 10ft is easily achieved in 2 blocks/hex block on a grid map. I would advise that jumping ignores fall damage just to have things make sense rather than complicated for the sake of complications. (I have heard otherwise but you are right... By RAW... Fall Damage exists with Jumping in 5e. But not Falling. Falling exists if Force Movement is applied. Excluding the "in between" turn order on a Jump Arc because the rules do not exist for it, regardless if you end your turn at 0ft or 1ft to 5ft of your Move.)
I was literally just reading this rule earlier today, and before watching your video I can say with confidence that jump does not increase the total amount of movement you get. For every foot that you jump that's one foot of your movement speed that you've used up. movement
For standard non-magically assisted jumps you have two kinds: 1. Running jump (moving at least 10 ft before your jump) gives you a jumping distance of your strength score. 2. Standing jump (moving fewer than 10 ft before your jump) gives you a jumping distance of half your strength score.
it is ... very awkward spell sure it would be too strong if incrased your movement also... if you are a 20 str barbarian you will be teleporting around each turn but... it not doing that makes it very awkward suddenly? Idk...
My interpretation was always that your movement is how much you can move in a single round, but you jump the full amount anyways. If the jump is longer than your remaining movement you end your turn in the air and continue at the start of your next turn.
Personally, I gotta side with Larry on this one. Normal jumping leaps, I can see maybe only using the Movement. But with a spell like Jump, as long as the player isn't meta-breaking the game with it, I'd consider it it's own thing. Maybe only if the Movement is used to prime the spell or something like that.
The rules on it are pretty nebulous. I tend to rule on the "hyperjump" side of things where you don't... stop, necessarily, you're just locked into that movement on your next turn until you hit your established jump distance. Remember: Everything in D&D combat is technically all happening at once, people don't just awkwardly stop and wait for the other guy to do things, so said hyperjump just happens to be one that takes a few seconds to reach the other end. That being said, ask your DM how *they* rule jumping in 5e, because it can and will differ from table to table.
@@kevingriffith6011 ngl i'd probably spend my last bit of movement to do a jump and eat up some of my next turns movement just so I could say that I hyper jumped...and alienate all my friends in the process. but it's worth it.
@@kevingriffith6011 there is a general rule that if you end your turn in the air, and you don't have flight, you immediately descend. As stupid as it is, I'm pretty sure this applies to jumping as well.
@@ihave2cows While that's true by RAW, that creates the issue seen in the above video which honestly just doesn't feel good. Your character *can* do X thing, but only if he doesn't meet Y criteria for some reason. While ending your turn floating in the air because you jumped isn't ideal either (it "looks" like your character is floating in game even though in universe they're making one continuous movement) it makes things much more consistent narratively, which I think is more important here.
@@kevingriffith6011 the way to fix that is have the jump be a held action of sorts that executes at the top of your next turn. So it was not done this turn for targeting and interactions but is done top of next turn but the action was spent the last turn. Next turn starts with reduced movement.
According to the DM's logic here, that fall would take place on the next turn anyhow, since his movement 'ended' in midair. He'll get to enjoy a Wile E. Coyote moment while the enemy picks a spell to slap his mid-air body with. The moment you make falling 'outside of character movement', is the moment the jump worked anyhow, he fell sideways.
Normally the rules don't allow you to just stop midair if you don't have hover. If your turn ends and you're not on the ground, you fall to the ground. But that's because the rules suck
Falling happens the instant a creature is not on a surface that can support them and they don't have movement sufficient to keep them in the air or bring them to a supporting surface, so he would drop 500 feet as soon as he ran out of movement.
the player being paused mid-air is the correct ruling. def not "you plummet to your death" like Zee said. (which, I hope, was for comedic effect) Although, I'd love to see a DM just let it be part of your movement since you're spending a spell slot for it.
Me too! Man used his full action on the spell let him do the jump and say the cool thing! The fact he even uses Jump which is essentially pointless is already showing that hes not there to minmax but just have a fun time.
@@TrixyTrixter Jump can be an uber useful spell. I have it tattooed on my Loxodon Fighter and it makes for great “Off the Top Rope” moments. But also, if BG3 has taught me anything, Larry is absolutely getting Shoved off that cliff next round.
Given that movement is based on the distance a character/NPC can cover in 6 seconds, I've personally ruled that you can 100% jump the distance, but if it exceeds your movement you're essentially committing your movement for _ rounds in order to complete the jump. 💜 E.g. Our grung rogue loves having jump casted on him, increasing his jump distance to 75 ft. With a movement speed of 25ft, it'll take him 3 turns for a jump at maximum distance in a combat setting. Works well for us; I've considered the possibility of falling/fall damage should he get blasted mid-jump, but have ruled it out for now as it would be very clunky, and inhibit fun roleplay like the frogman shooting down 75 feet of hallway (over 2 turns, he BA dashed but wanted to shoot someone when he jumped) because "iT's noT TaLl eNOuGh" 🤙💜
I'm pretty sure by raw that when you jump and you've used up all your movement that you just sort of...hover there until your next turn when the jump from the previous turn is finally resolved. I may, and likely am, wrong about this though... So any clarifications would be appreciated!
It doesn't exist in 5e... So by RAW... Unless you can fly or have hover... Find a way to teach a surface before your turn ends... Key word, before your turn ends. The Fall Mechanic (core rule, not the 500ft optional rule) does not say that you instantly fall... I mean you do... But it's not immediate. You can still do other Actions before you fall. And by RAW, Jumping ignores fall damage. It's explicit for that mechanic. Just don't jump beyond your normal or buffed jump distance.
@@drizzmatec That's an optional rule... The core rule is "infinite" instead of 500ft. But you have Actions to do before that happens... Like Feather Fall or Misty Step etc.
i mean, there is technically nothing stopping you from using a Chromatic Dragonborn from Fizbans to attempt Rocket Jumping with a fireball. no, really. pop the immunity to the specified element and attempt the Fireball rocket jump on the next turn. Results may vary based on your DM's tolerance for rule of cool. EDIT: and if you are packing a Feather Fall spell, bring that along too.
Lol. I will say that the DM's ruling on this one is silly, but also not entirely wrong. A jump is a projectile action, if you can "leap" during your turn, then you should be able to do so for your maximum potential distance, *but* a "turn" is an expression of time, not space, so while you should be able to leap that chasm, you should not be able to do it _on that turn._ How it _should_ play out is that you run to the edge, jump, and then essentially for the rest of that turn you are hovering 1ft off the edge of the chasm. Then at the beginning of the next turn (assuming nobody knocks you out of the sky), you are forced to use your movement to cover the remaining distance, and if that's not enough, you might have to wait another turn (although if you can cast spells or anything while airborne, you _could_ cast them during that turn). Basically, if you can magically boost your jump distance to one mile, that does not mean you can jump one mile in a single turn, but it does mean that you can leap in one turn and be airborne on a ballistic trajectory for several ingame minutes. Ideally though, there would also be some rule to boost movement speed proportional to jump distance, so that extremely long jumps would necessarily at least be a bit faster than walking speed.
Every video I see Larry in makes me love Larry more. But also, I like the Baldur's Gate 3 solution to jumping. As long as you have any movement left, you can start a jump, and you can move your full jump distance regardless of the amount of your movement that you had left. Because this change creates a significant speed bonus to most characters, I'd still charge a bonus action. However I'd allow players to still jump within their normal movement distance as part of the move action with no bonus action required. (I've more or less been running it this way in pathfinder 1e for years already, re: "swift" actions, rather than "bonus" actions) I really hated the rules about running-jumps where a player /should/ get a longer jump distance if they had a running lead up to their jump, but in practice using movement to "run" before the jump was just subtracting the distance you could jump. I understand that this system effectively is a better-dash action as a bonus action for all players, which is really powerful. But at the same time, especially in pathfinder - it's very common for players to minmax their action economy where they always have something good to spent swift actions on, so if a players really just wants to turn their swift action into more movement then I don't mind. (Pathfinder also has good rules for jump distances as a part of the acrobatics skill's rules) Pathfinder also enables some comically-high jump distances/heights, so to explain moving that far in one round I've definitely allowed comically-fast movement from jumps, like anime characters flashing off the ground type shit, the rules still work with it, lol.
"your master was too weak to protect you" is a line i am absolutely stealing because that was fantastic.
Lost it when he said that.
i spat my drink out irl
I had to watch it again to pick up that he meant the DM was too weak to protect him not his in-game master.😅
I really wanted it to already be a Star Wars reference
Dropped my pudding spoon 😍. So passive aggressive.
This was actually the funniest D&D video I've seen in a while. Threatening a DM with an even worse, cringier character to protect the current one is such psychological warfare.
I don't get it. DM can kill this cat bard too. Why not?
@@user-go2ld4ti6r because the characters will get cringyer and cringyer by each death
Honestly jump mechanics in 5e suck anyhow.
epic xD
@@ForestFairy kinda like real life
Larry's the type of character where if you see their actual eyes, you know shit's about to go down.
That reminds me of a certain Larry from Neckbeardia story time. Man went from a bad troll to an unlikely outcome.
Beware of anyone with the perpetual (^_^) face.
@@RockSplitter ara ara.
That is the second, SECOND, creepiest Tabaxi character I've ever seen.
@@samuelmeasa9283 I am hesitant to ask, but my curiosity for horror is insatiable... What is the #1 creepiest Tabaxi character you've ever seen?
As a Tabaxi Bard player, this was a serious threat that was answered properly, amazing shorts as always!
Yeah I've got a Sphinx named Chicken Cutlet ready to go if I never need to go ham on one of those DMs.
@@silversugar2140 what?
@@isaacmayer-splain8974 I think Silver is talking about the Sphinx cat breed which is the "hairless" cats that creep some people out a whole lot. Though to be honest they can be vary loving and cute.
@@silversugar2140 fireball go boom
I mean you could rule with your DM that if you are in the middle of a jump after you had a run up of at least 10 feet like in the rules, that if you're turn ends/or if you run out of movement speed on that turn that the momentum doesn't just go away, but you Finnish the movement on your next turn with the movement from that turn but that you auto fail or have disadvantage on Dex and strength saving throughs while you are in the air and or need to roll acrobatics to see if you land properly after moving through the air for so long like making sure your feet are in the right place for landing if the move takes more than a majority of two turns to complete.
I think the part that goes with "Almost as much as he loves fresh mother's milk." is now officially the greatest piece of animation and SFX in history.
I audibly said dear lord when that moment came up.
Jelly bones returns in the latest short and this exact moment was rattling in my frontal lobe omfg
Jelly bones returns in the latest short and this exact moment was rattling in my frontal lobe omfg
“Your master was too weak to protect you”
TONE DOWN THE SAS! You basically held him at gunpoint with the second character.
Threatening the DM works all the time, 50% of the time.
"Your master was too weak to protect you."
DM hastily changing 'level 7 wizard' to 'level 20 wizard who is secretly an ancient dragon'.
That was gloriously well played. I laughed my ass off at that Tabaxi Bard blackmail. 👍🏽
@@WolfbloodJakeWilliams That backup character cat thing is still there and ready to go
@@415ProdigalMan could went harder with adding druid
Larry just straight THREATENED you with that character. LOVE IT!
Flex
It was well played.
A real Cats-anova
I've done that to my current group.
No one wants the Aasimar to die, because the next guy is a kobold artificer who builds exclusively with sticks! (and mud... and sometimes rocks lol.)
It's all in good fun of course, but hilarious nonetheless.
@@benjaminholcomb9478 I LOVE THAT! Imagine the wicker basket wasp’s nest grenade!
The problem with the Jump spell is that moments that call for it can happen so spontaneously in response to a specific environmental hazard, like Feather Fall, yet the casting time and duration treats it like it's a buff you're going to want throughout a regular fight, like Bless. It does a very specific thing that is useful in a very specific moment, but when that moment comes it's too late to use it.
Given how it works, RAW... You either prepare the Jump Spell as Bonus Action then Dash... Action Surge... Or call the Wizard... Or any combination of similar outcome... ... ... Or pick Tabaxi. You want high Movement.
But for my Eldritch Knight... I can just teleport, dash, and cast Feather Fall etc. to ignore Fall Damage when it activates after my jump calculation, on top of the Jump Spell.
Or the Barbarian can rage... There's that.
Majority of spells work like that. A lot of spells in the series work like that. Thats why no1 picks them, even though they r advertised as cool and worth spending a preparation for
At my table Jump is a bonus action, which definitely makes it incredible. Although the DM has some.misgivings about my ranger having a 90ft vertical leap with no run-up, but he gave me this power so he can't complain. Flying enemies beware.
@@rythmiccoma2809 High Jump. When you make a High Jump, you leap into the air a number of feet equal to 3 + your Strength modifier if you move at least 10 feet on foot immediately before the jump. When you make a standing High Jump, you can jump only half that distance. Either way, each foot you clear on the jump costs a foot of Movement. In some circumstances, your GM might allow you to make a Strength (Athletics) check to jump higher than you normally can.
For your ranger to be able to jump 30ft up in the air with no run-up it would need a strength modifier of +57. Unless of course other special rules or modifiers apply to your character.
It's hardly the tripling from Jump that makes it crazy.
@@absolstoryoffiction6615 RAW there is no way to cast Jump as a bonus action. You'd have to cast it on an earlier turn and maintain focus on it if you wanted to use an action on the same turn.
I love the "your master was too weak to protect you". I've been in games where we save people to prevent a backup character. Solid move on the DMs part.
"The Spell Jump increases your potential jump length"
Me, the DM: I recognize that the Council has made a decision. But given that it's a stupid-ass decision, I've elected to ignore it
Great video! At my table, I find Jump so niche and rarely used, that it is fun to give the buff. Rule of Cool and all
Tbf with Expeditious Retreat existing it should be a bonus action, though I suppose Jump isn't concentration.
that is an avengers reference.
To be fair the jump spell probably should allow you to ignore the problems regarding maximum movement speed with respect to jump distance.
Might being a really complicated paragraph at the end of the day to explain it in rules terms, but its worth it.
@@bodbyss I just always ruled it as the player decides when he jumps how far that jump will take him, then I use how fast he was moving on the leadup to the jump and how far he went on the first turn to continue that speed (using his dash action if nessasary) in that straight line till he lands the jump.
This took a third turn one time because the high strength barbarian wanted full jump across a chasm but still wanted to use his actions to throw stuff at enemies before he landed so he was moving at a disgusting 25 ft per round.
Sigh, house rules are rules I guess.
I anything I'd say using your dash ability should increase the jump by 5 ft, or in this case 15 ft since the idea is meant to be that you're getting a running jump and carrying that momentum.
To be fair to Larry, I feel like long jumping *should* work that way. I kind of get why Wizards wrote ut the way they did (to prevent cheesing to gain extra distance when moving), but I feel like there was a more elegant solution than making the jump cost movement.
Meanwhile Hadozee characters can use their glide to potentially move at or faster than the irl speed of sound at no additional movement cost.
I could definitely see people abusing the system to spam long-jumps like Mario from 64 to gain so much potential energy that they end up 4 parallel universes ahead of you.
there is nothing wrong with the spell, it lasts for 10 minutes so it's great out of combat, it's not a concentration spell so you can use it with other buffs, it's a touch spell so you can give it to other party members as well, monks and barbarians for example, if you know you are going into a combat which jumping up to the high ground, or clearing a gap is going to be tactically valuable, you can simply enter the combat having already cast the spell, then you can use your action for a dash if you really need to and actually jump quite far.
@@SolstaceWinters A solution I could see would be to put a clause on long jumps that would penalize you, like say: "If the length of a long jump would exceed your remaining movement for the turn, you have disadvantage on attack rolls until the start of your next turn as you recover your footing." It's a believeable soft penalty to trade getting free movement & prevents game rules from breaking physics.
I think if it was just one use it would be fine, it would basically be one 1st lvl slot to give you or someone else an extra 30ft moment distance that can go through obstacles. but since it lasts for 10 minutes, basically doubling someone's movement speed is a bit op for a 1st level. it would basically be an expeditious retreat where you don't need to use your bonus action, can cast on allies, and is not concentration.
"Your master failed to protect you" I love this
DM, who is the master: I am sorry, my minion, for I have failed you. You were created to do great, evil things in your life, yet I was not able to withstand the eldritch powers eroding my mind with the image of a tabaxi bard and allowed for your destruction in order to save my sanity. Forgive me.
Yeah 🤣
"FUCKING RAWW!!!" (Gordon Ramsay discribing that line probably)
"Your master was too weak to protect you."
Big kek energy
DM: "RAW doesn't allow for what you would like to do."
Player: "And that's my villain origin story."
To correct my math... It's 150ft without a mount, and 210ft with a mount for the Eldritch Knight in one jump combo on one turn.
(I forget that Misty Step was a Bonus Action, so I'll just do this before Initiative is rolled. Other than that, I'll ask the Wizard for Teleportation Scrolls.)
Eldritch Knight: "I'll just Misty Step. Action Surge Teleport. And Misty Step again... That's 60ft of my Action. Not movement by the way... Then I walk 15ft and spend 15ft to mount my Griffin. Finally, my Griffin moves 30ft and DASHES 30ft more. While I am carrying the Echo."
(During combat... I would actually take the dash action + move + action surge teleport + dash action to increase my jump distance + Bonus Action: Misty Step... Totalling (Athletics Feat): 5ft or prep walk with a 145ft tavel distance on my own... ... ... Then the Jump Spell will let me fall further without taking fall damage and if I save 15ft, then I can mount my Griffin for an extra 60ft of movement with it's own Actions/Move on the same parallel turn (Mount Rules)... Totalling: 190 ft of movement instead of 145ft.)
Echo Knight: "I Bonus Action: Teleport Swap with my 1st Echo."
The DM: "Sounds about right... What about you, BBG?"
The BBG: "I run... I run like the wind."
The party: "So this is dimension hopping through portals!"
The DM: "Roll for initiative, everyone."
Which is why I as a DM find ways to adjudicate the rules to *allow* for the cool moments the players want to do. It's not like the player was going to be able to do anything else after casting the spell anyways, so letting them reach the spot they jumped to on the following turn using the rest of their movement is far from unreasonable.
@@firekirby123
Between Jump Spell and Feather Fall Spell... Jump Spell is horribly written.
I would rule that if you run out of movement mid-jump, you end your turn in mid-air, and your next turn you continue using your movement to complete the jump and land based on jump distance and trajectory.
That is very explicitly RAI.
You could homebrew it to be "you land the same turn but need to make an acrobatics check to not fall prone" too. But instantly plummeting is neither RAW nor RAI, nor does it make any sense.
@@dusklunistheumbreon personally since it's for a story telling element here I'd let said character burn their next turns movement to do the cool thing. if the enemy moves oh well
@duskdaumbreon208 Raw if you end your turn in the air you fall instantly 500 feet.
With the express call that if your still in the air after your base movement on that turn you MUST use your action to continue the movement
@@LizzyThatB Where does it say that?
I feel like you've really hit your stride with the format of your story telling here. This kind of exchange is all too common and a part of the game that I love seeing represented. Rules lawyering is part of the fun and those conversations help us remember the rules! This is a glorious exchange.
A potential solution to this is to have the jump START on your turn. But you have to use movement on your subsequent turn to finish the jump. So you could have “hang time” with a magically imbued jump.
Just assume the character is "flying without hover" at end of turn, if intercepted prior to their next turn (where they must dedicate their movement to jump completion before being allowed to move in other directions), they run the risk of falling depending on what hits them.
Just cause you jumped at second 5 shouldn't mean you immediately fall. You need input to do that.
I mean in universe there wouldn't even be any extra hang-time as it's just Smoothly flowing second 1-6 to second 7-12 it just seems like there is some hang-time cause of irl time that passes in-between turns
And I'd feel like since your already in motion in mid air at the end of the turn when starting your jump, any actions towards you have disadvantage, but yeah there's no way he could just do that in one turn
Jump rules in D&D suck. Just 𝒓𝒖𝒍𝒆 𝒐𝒇 𝒄𝒐𝒐𝒍 it: Jump spell triples your jump distance, no limit to horizontal move range, and negates any fall damage as part of this jump.
@@AvangionQ That doesn't seem abusable at all. /s
As a DM, here's how I would rule this:
You cast Jump on yourself and run 20 ft, jumping uses your last 5 feet of movement. Next turn, your momentum will carry you through the air, and *then* you can land like a gazelle and say something cool.
Same- it's not like everyone just stops what they're doing at the end of their 'turn' while everyone else resolves theirs.
Plus this way give the characters the chance to make their thing cooler by being shot mid-jump.
I agree. Is there any reason not to allow a player to end their turn mid-air? (Honest question, not rhetorical)
@@RevocerGM Funnily enough in RAW, you instantly fall any distance at the end of your turn, Using the XGE variant of falling means you fall 500ft at the end of your turn. Meaning if you are fighting a dragon, and you grapple it while its in the air(either by being a flying creature, or by riding it, or by it carrying you), its speed falls to 0 and you can move it, you can carry it up to 200ft, then let go, the dragons speed is still 0 and its fall is instant, meaning it falls out of the sky and takes 20d6 bludgeoning damage that cant be resisted
@@MrCyanobacterium I think the rules are you fall. But I feel like rules or more like guidelines and not laws. It wouldn't make actual sense that you couldn't do that. However that would leave you in a bad predicament if the enemies had a caster that could stop your momentum
Here's how I think it should be ruled: When the jump is made and he travels 1 foot across the chasm, his turn ends but he *stays in the air.* It doesn't make sense realistically to just spontaneously halt momentum 1 foot in and fall, so he would stay there in the air until his next turn, where he would be forced to use the remaining movement to continue the initial jump across. D&D turns all happen simultaneously within a single round in the gameworld.
I would also require a check for such a magically assisted jump, unless acrobatics was high enough to negate.
Not like the character has training doing such long leaps, or else they would have Acrobatics!
@@lostbutfreesoul Wouldn't an Athletics check be more appropriate in this case ? I believe distance jumping difficulty would be primary strength, over agility/dexterity I associate with Acrobatics.
That's literally how it works RAW, this video is contradicting a developer post
@@AronFigaro that's not RAW, that's RAI. the rules as _written_ say that you can't jump more than your movement.
@@SavageGreywolf right but sage advice says that you continue your jump into your next turn if you don’t have the movement to finish it this turn iirc
I just love the barbarian in the background checking the rule book, and fully following the conversation whilst completely unable to speak up. Gem!
In my campaigns, rule of cool often overrides the “you can’t jump further than your movement rule.” IMO, it’s an unfair handicap on racial abilities (like those the haragon and grung get), as well as spells like jump. Plus, if a player works hard to get an insane jump speed, I don’t expect them to also work hard to get an insane move speed just to be able to use it.
Well, if you do, you are simply suspended in the air until your next turn, in which case you continue your jump as part of your movement. That's literally the rules; you don't simply lose all momentum once your turn ends.
@@RustyhairedLamialp9575 while this definitely should make sense considering how rounds of combat are meant to be consecutive and turns of combat simultaneous, it's still hilarious imagining a mid-jump character being suspended in mid-air for a few turns. Maybe someone can cast gust of wind on him to help with the horizontal momentum lmao
Everyone's talking about the jump it's still landing it really matters you could still have made it but been knocked prone or took damage
@@immortalinferno8809 I think it's because we tend to conceptualize all the turns as being their own separate time blocks that happen one after the other, rather than being actions that are all simultaneously happening within 6 second blocks. If it was multiple rounds that'd be weird. but IIRC it shouldn't be "hovering in the air" during other peoples turns but rather you're actively doing the running jump while people are taking their turns.
@@kiwi3085 that's why they brought up the rounds of combat being consecutive, and the individual turns happening simultaneously. Everyone knows you're not just going to be hovering in the air, they were making a metaphorical joke.
I like to rule it for dramtic effect that the distance you can travel in one turn remains the same but that doesnt mean you just drop. You are mid flight as your turn ends, start of your next turn the jump continues. Basically you can move 30 or 25ft in 6 seconds so going beyond that just means its taking longer.
So in the example in this video in the first 6 seconds (first turn) hes able to cast a spell, run 24ft and leap into the air. Next turn his jump would continue another 25ft and he takes the rest of his actions as normal.
Well then he still wouldn't make it if it's a 30ft chasm.
@@punkdigerati 10ft of his movement would be "reserved" for the completion of the triple jump, so he would have all of his actions next turn AND 15ft of movement.
Or the wizard blasts him with a lightning bolt mid-flight and whatever remains of him falls into the chasm)
So then he takes extra long in the air, which...
Yeah, that checks out because magic, and makes him a tempting target. Not a bad ruling.
@@HolyDeviant1 also leaves plenty of mid-battle RP room for other enemies/allies to see and react to, which I always love.
that's actually worse for the DM, because right now, he's on the other side, in perfect "I fuck you up" range. Bull rush anyone?
I always imagine each Larry bit is inspired by a nightmare player Zee's had over the years
I think Larry is a fake name for a friend or player of his and is that guy
A rules lawyer, but as soon as he's supposed to play by the rules, he says „no” ... In a cruel way.
My understanding is that Larry is just one of the players that grew up on the hardcore older versions that has the trope of being a bit more PcvDm.
@@KK25Gaming Possibly
@OrangeDragon04 to be fair he went all the way to attempt something cool that sounds like it should work and did it with a niche spell and than the rules have chosen to have a stroke and make jump not work for anything beyond saving you climbing time
Jellybones' spindly little fingers as he holds that bowl and laps the milk up as he stares menacingly at the camera is something I expect of artists like Meatcanyon, but not this channel. that character was creepy and unsettling and I LOVE IT!
Please keep us up to date on Jellybones' future catventures
aw hell naw
We need a whole episode on Jellybone's shenanigans.
God please no
@@Sneemaster Fresh mother's milk.
So I’m new to this channel who is Larry
I like to think of that spell as more of a "moon jump" situation. If you are jumping a distance greater than your move speed, then that just means you are spending more than 6 seconds on the air-- in other words, you're ending your turn in the air, in motion, and will finish the jump on your next turn.
"The cliff edge was weakened by your jump, collapses under Jelly Bones' sudden appearance, and he falls to his death."
"-dead-pan- oh no, poor Jelly Bones."
"..."
"Luckily, to fill his role, I have Click-Joint Rick, the Monk/Bard Thri-Kreen. His entire upbringing was on learning of the beauty of anatomy in motion. He's mastered the sense of touch as both a weapon, _and_ an artform. He loves to grapple... and he grapples to love."
@@PeterDivine "also, I make constant clicking and slurping noises when he talks to define his character"
This was hilarious! So true, I think they should definitely make it so Jump lets you jump beyond your movement speed in the revised d&d coming out though, always felt a little underpowered to me as it is for a full action spell, even at level 1
I think it sy be a bonus action. It's still a useful spell to cast outside combat, it just need a little push in action economy.
True, jump needs boots of sprinting and jumping to become really fun. With that, an eldritch knight can turn into a freaking Dragoon from Final Fantasy.
Jump rules in D&D suck. Just 𝒓𝒖𝒍𝒆 𝒐𝒇 𝒄𝒐𝒐𝒍 it: Jump spell triples your jump distance, no limit to horizontal move range, and negates any fall damage as part of this jump.
The spell is intended for use outside of combat. In that realm, it's very good. It's just not a combat spell.
what it should be is a bonus action to cast
As a DM, I would rule this as:
Ok so your jump distance is that great, but it's greater than your movement, so you end this round mid-jump and you'll land next round.
Or just: rule of cool, let them do the cool jump
or just make it so only one use of long jump a turn to not abuse the jump mechanic since RAW its kinda shit honestly.
My Eldritch Knight: "I'll jump 150ft up to 210ft across the 30ft canyon."
DM: "How???"
Me: "Ever heard of the... Yoshi Jump?"
DM: "You're going to Combo Air Hike Trickster Jump to my BBG who is exactly 155ft away from your Party after sacrificing your Summoned Steed, aren't you?"
Me: "Yes!"
The DM: "Oh God... And who will come with you?"
The Echo Kight: "I will... My turn is next."
The DM: "The Prophesy is real..."
The Wizard: "You know, we can also just take the portals. It's easier and very common here with the Rogue's key master UA Feat on all things Portal."
The DM: "... I expected this to happen. My BBG is a very strong one. He won't lose to the party in one turn order."
The Samurai and The Battle Master: "Oh hay the portal is unlocked, nice."
The Paladin and Cleric: "God bless you soul for what's about to transpire, BBG."
The DM: "Who else will arrive too?"
The Cavalier: "Onward! To victory!"
The BBG: "I have one question to ask, GM... ... ... WHYYYYYYYY?!!!!"
The Other GM: "How's the DnD MMO going in your group?... ... ... Oh, I see."
As a DM, I would tell them that they can do it by using their next turn's action preemptively for a Dash action. Or in other words, if they want to do it they can, but they have no Action action left on their next turn.
As for anyone threatening to intentionally ruin the game, they are not welcome at my table.
I have put players on time-out before for disorderly conduct / toxic behavior. I've never had to actually kick anyone out (yet - fingers crossed), but I would in a heartbeat.
Yeah, I agree. Though I think how I'd rule it is let him land the jump, and say his cool line. But state that he is using up his movement for his next turn. Potentially giving the villain time to disengage and run away if needed.
@@TheRawrnstuff bro, the action is required for cool mid-air attacks with arrows n'stuff. also, what kind of people are you DMing for? 😂 they don't sound like nice people to play with if you have to put them on time-out for bad behavior
Jumping is one of those 5E mechanics that inevitably leads to a 10 minute break of looking up rules and arguing, with or without a spell to complicate things.
Clearly this is a sign of a clear, consistent and sensible ruleset that we should absolutely always apply rules as written because this will surely increase everyone's enjoyment of the Fantasy Roleplaying game. /s
@@MenaceGallagher its not about RAW, Jumping does this because its less than a paragraph in a part of the book most players and dms never read (for real when was the last time you read the stat and skill rules section of the PHB).
hell most tables will not even have this happen and will just have the dm go "make an acrobatics roll" because you can't call rules unclear if you never even bothered to learn them.
its the same think as tables still using Suprise rounds even thou they have not been a part of 5e since the start
I love that Jelly Bones character sheet says 4.5, he’s been workshopping the character for a while.
I love the idea of sprinting for an epic jump across a canyon just to completely lose all momentum a foot off the ground, stopping midair and immediately plummet to your death. Kind of like the motorcycle scene from cabin in the woods
oh my god! I was laughing at the last line combined the marker drawing of a face over the drawing of the character.
I have always ignored the fall mid turn rule for jumping. You start your jump this turn with your movement and next turn you will finish your jump.
Jump rules in D&D suck. Just 𝒓𝒖𝒍𝒆 𝒐𝒇 𝒄𝒐𝒐𝒍 it: Jump spell triples your jump distance, no limit to horizontal move range, and negates any fall damage as part of this jump.
There isn't a fall midturn rule in any of the books I've checked
Yeah, without this jumping and the jump spell is kinda useless. Allowing characters hangtime makes jumping long distances viable. Plus in a world of misty steps and other teleport magic, why nerf the real stuff (or in the case of jump spell, sorta real) and let the magic stuff have all the fun?
@@danieldirocco8282 Because magic is too OP in DnD
yep, usually I hear that referred to a 'hangtime'
I had a path of the elk totem barbarian (+15ft move when raging) who found a jump ring. With such high movement and strength I could almost always close the gap with enemies. Also there is no limit to how many times you can jump as long as you don't exceed your move speed, so with a jump ring you can scale anything as long as you have enough platforms and run up.
The Athletics Feat will give you a 5ft prep walk instead of a 10ft prep walk to long jump.
And my (normal human) Eldritch Knight can just Devil May Cry 4 Inertia Jump (or Yoshi Jump on my Summon Steed mount from the Paladin) over 150ft to 210ft gaps in one turn while carrying the Echo Knight's Echo (RAI for Object) for their turn after mine ends.
You can exceed move speed with a dash action to jump the maximum distance.
It should be noted that its not each jump that has to be less than your movement speed, its your total movement per turn.
@@Dragon_Lair
Only a few classes can fully utilize the Jump Spell because more Move is effectively needed.
If not, then as long as you touch the ground within 9ft or 5ft for Grid Maps. You don't take fall damage. Otherwise, why does Jumping exist if Fall Damage activates per 10ft of air travel???
Jump negates Fall Damage... For jumping.
@@absolstoryoffiction6615 I don't know D&D mechanics well, but it seems to me like a reasonable house rule that since the spell triples your jumping power it only uses one third the movement. (You'd probably also want an understanding at the table that people won't be jumping around just to stretch out their move distance.)
I nearly died of laughter at the "You do it"... the animation of the player in the background being like ): at the idea of Jellybones was just gold too 🤣🤣🤣
I love that he’s got a whole binder labeled “Nightmare Characters.”
Huh, I always assumed that jumping more than your movement speed simply meant you started next round mid-jump. Like you'd spend your turn running up to the cliff and starting the jump... and then finishing the jump next round.
Now if some bad guy shoots you out of the air mid-jump due to your magically increased hang time you might plummet into the pit...
That sounds clunky and awkward, but also potentially the source of a lot of crazy awesome moments.
sounds like a nightmare to play with but also so cool I would use this ruling to encourage jumping with is never used
I mean this certainly makes more sense than plummeting down for no reason cuz you hit your max movement 😂 Also yeah, that could be interesting to make it risky to to be midair while the enemy is charging up for their turn
Honestly this is what I would do as a DM as well, because let's face it, you don't just suddenly stop ICly when your turn ends... so why would one assume that with jump rules? That and honestly, it allows someone who manages some crazy jump distance shenanigans to make full use of them. (though I'd probably also require dash to be taken during the jump if the total distance exceeds their hustle movement rather than be able to leap and start firing arrow each turn while in the air)
RAW leaves it up to interpretation. I like to think that if you run out of movement you just end suspended in the air, I hink the simultaneous nature of turns implies this somewhat
Ah, this is the "experience" I hear talk about in some table. Far better to squeak past some rules than to have an experienced player deliberately yanking your chain through the campaign. Especially if they're a good friend
This is pretty much how the legend of 'Old Man Henderson' happened: A nightmare character designed specifically to screw with the DM.
@@tanall5959 To be fair, the DM was a dick who had it coming
Yeah, this gave me ptsd of the stunts my last DM would pull lol
For the love of god, just let the players do the cool thing, not everything needs to obey the goddamn rules 100% of the time; the GM is the final arbiter of what can or can't go, if you like the idea who *cares* if it's RAW or not
Yeah, you can listen to what a rulebook written by people who mostly outsource their work anyway say. Or you can listen to your friends who sat down for a good time. I know its a fine balance, but then again, the game doesn't exactly have 'fine balance' in a lot of cases anyway.
In cases like this, I rule that they do jump the full distance, but over multiple rounds, similar to falling. They cover their movement speed each round until they land, unless they fall straight down, in which case the normal falling rules are followed. Hits the balance between preventing bullcrap jumping movement and still allowing for spells like jump to be useful, in cases where you wouldn’t be able to do anything with your action anyway.
Larry always finds new and creative ways to make me question everything.
The problem with limiting long jump distance to your movement speed when using the jump spell, is that it makes the spell outright lie to you if the total jump distance, based off of your strength score, when trippled by the spell, ends up higher than your movement speed.
The wording of the spell is incredibly simple. "You touch a creature. The creature's jump distance is tripled until the spell ends" and that, in my opinion, should be that. Trippled jump distance.
Essentially, only while jumping, making your movement speed extend to be equal to your spell modified jump distance.
Thank you for always making animations that make me break down into laughing fits that could wake the dead. It is a wonderful highlight for the day XD
JellyBone is terrifying to me as a DM
I feel like it should end your movement midair, giving the foes a chance to swat you out of it. If you don't have the movement for it. (Keeping the same vector/final landing position if uninterrupted)
"I jump the chasm!" -Player "Ok, you cast the spell, run 24 feet, jump the one, and because you made your roll, will come down on the other side next round expending 24 feet of movement." -DM "Like a gizelle?" -Player, hopeful. "No." -DM "WHAT?!" -Player "Like a porcupine. The wizards' henchlings go in that round and you are struck with *rolls dice* 14 arrows for 79 damage. You take 2 crits. Good thing that Jump isn't a concentration spell."
Agreed. A turn is 6 second of time. Your movement is limited by how much space your character can move in that amount of time, not because "you can only move 30 feet". If I was the DM for someone doing this I would say your turn ends after jumping 1 foot, being midair, and on your next turn your jumping momentum carries over and you complete the jump.
Right, but its Larry
RAW: If you end your turn midair without a fly or hover speed, you land on the space you now occupy. This is to let grounded creatures be able to do something.
How I'd rule this: Your run is stored so that you can do a running long jump next turn, taking all your movement to get to the other side, dashing if you don't have enough movement normally. The caster would do something to make the jump impossible and then, next session, we meet Jelly Bones.
I agree about letting it 'stay'mid air.
About the fly or hover speed, you have the momentum. You're 'flying', just forward while gravity start to pull you down.
"Your master was too weak to protect you"
Ok he casts Thunderwave, pushing you off the cliff and killing you
Funny thing? This is how jump works in PF. You spend 1 action, or 2 if you don't got the feats, to jump. (The 2 action one you stride then jump), and you can go your jump distance which is what you roll for your athletics check for a long jump. Cloud jump triples this if you have that feat, and a feat allows you to long jump with no stride needed, making it asingle action. You can jump over 120 feet or more a round instead of moving 40 if your character is built for it and be the hulk and its hilarious.
How to get a DM to allow rule of cool: have a nightmare of a backup character.
Shepherd Druids are usually a safe bet. As are Rogue-Fighter and Coffeelock multiclasses. I gave a DM PTSD with Rogue-Ranger; not even a monster my level in CR, with Haste and doubled HP, in a _solo cage match,_ was enough.
Grave Domain cleric.
'Oh you killed my character, prepare for nobody to ever permanently die for the rest of this campaign, not even NPCs.'
Peace or Twilight Domain also can put terror into the heart of any dm
Any DM worth their screen--especially in a public game--would tell you to leave their table if you try to bring a broken character in with an obvious intent of ruining the game.
You aren't the only one at the table.
OTOH the most frequent rule-stretching I do as a GM is to LET the players do cool shit, because that's what the game is about to me.
But blackmailing your GM, makes you a shitty player, full stop, I don't care how bad the GM is or isn't.
Share with me your secrets oh wise master. I love Rangers.
Okay that rogue fighter mind telling me the build on why it woupd be the stuff of nightmares
"A Tabaxi..." *inner DM winces* "...warlock that has a thing for mother's milk" *inner DM breathed a sigh of relief* . To those who don't know, Tabaxi monks are broken when it comes to movement.
I'll assume true, and look forward to the chance get to play my tabaxi barbarian/monk build.
@@watcher1269 Tabaxi's have *doubles* movement, including dash actions. It resets after not moving a round.
@@Matt-fl6ys important to add here that while being very fast is cool, it is only situationally useful. If you're dashing you arent attacking, and if you're a Monk and dashing you aren't disengaging(and lets be honest while unarmored defence is good, a Monk is unlikely to win a one-on-one when they've already used their bonus action)
Tabaxi Monks Ive dealt with as a GM (Ive only seen Tabaxi's done as Monks, for obvious reasons) have only ever really used this ability to duck and weave around a battlefield, interfering where needed and disengaging to leave enemies having to move into combat or dash on their turns. Which is to say... they basically just do what Monks are meant to do in the game, and it isnt really an issue.
Or you know.
Any ranged martial with crossbow expert who doesn’t have an abismal AC and Hit Die 😂?
For reals I feel like ranged Martials are as broken as the Tf2 sniper, and by that I mean they lose absolutely nothing by being ranged, and just like Sniper they can just pull out a Melee weapon a la Bushwaka/Jarate style lol
Here is another one I discovered personally for tabaxi broken movement.
Tabaxi elk focused totem barbarian.
Can add more like warrior to get action surges to be even faster, and mobile feat.
it's a fun thought concept of basically a freight train cheetah.
Yay! more Larry. He's such a great foil for your character and makes these videos even more entertaining.
Me realizing jellybones is the tabaxi that was helping the edgecase warlock makes me wonder if zee is waging a one man war against the tabaxi.
Getting the GM to repeat your narrative back is one hell of a power move.
The kind of blackmail... Masterful
Omg “17 what”
I feel you man
This is what I would like to think of as a "hanging in mid-air" moment, wherein turn-based combat meats actions that cannot be completed in a single turn but there is nothing stopping them from being completed within the second turn. Thus, he'd jump and be one foot across the chasm by the end of his turn and then be able to finish the jump at the beginning of his next turn.
That's exactly what I was thinking. Just because his turn ends, doesn't mean his momentum does.
I'd go with that.
Thiugh I'd also be evil enough to throw a forced movement or readied action (like Thunderwave once he gets within range, shovingvhim off the chasm) at a player that didn't time their jumping to be completed on their turn. Can't dodge all that well when you are jumping.
I love the jump spell. It may be my favorite spell in DND. I got a ring of jumping one time and i was the happiest person alive. The incredible jumps you can get with it are hilarious. I had a druid with something like a 720 foot long jump jump.
My ruling on this is that they jump to end their turn, then land at the start of their next turn. Not only does it make sense (somewhat) but it makes the fight more dynamic.
If when you jump your movement ends midway-through, you simply pause and continue jumping next turn. Remember: rounds don't exist in-world, they're just a way of making combat manageable
Being suspended mid air would be a new somewhat mechanically complex thing,
For instance, flying stuff can fall 500 feet a round, and they drop if they are thrown prone, taking potential massive falling damage, being mid jump however, would potentially not do that?
In addition the standerd fall 500 feet a round max with a jump being less than that but even ignoring that:
Assuming you are a strong/ jumpy individual (lets say haragon since they can jump 15 feet) you can simply decidede to jump up at the end of your turn and spend your opponents turn up and out of reach, which for about 1/3 of monsters makes you uncreachable and makes another 1/3 substantially worse as their ranged attacks are generally worse then their melee options.
And that is only what I can think of right now, I like the idea however it would be an rulestechical nightmare
Now *that's* a sexy and intelligent way to handle this!
Well done. Here is a cookie. You must be a great DM.
AD&D says yes. Modern anything says no because ain't nobody got time to track that
I say this as someone that still uses the speed and turning radius rules for flying creatures...
No.
Thiiiiis
Telling the DM not to interrupt you is a real quick way to end your character, probably with falling rocks
I’m good with it. I feel it when it comes out, but I give him his space because he gives me mine.
Not when you have a very disturbing back up character in your pocket.
You made it across the chasm in a wonderous arc. Landing perfectly on the other side. The enemy mage having held his action casts thunderwave. Make a constitution save at 17.
Oh you failed, have fun falling and taking additional damage as the walls of the chasm are at 80 degrees, causing you to tumble all the way to the bottom of the 300 foot chasm, where the damage is continuous till you slam into the rocky crags bellow.
Then your fall triggers a small landslide from the loose rocks, smashing your character.
that dude called that bluff. that character just got +9 plot armor.
I prefer to disappear people that are causing problems by other means. Rocks don't always make sense after all.
A tear in the astral sea that's mere inches in size, but has a powerful indraft, on the other hand. Nothing like watching someone get spaghettified by what's essentially a magical black hole and not having to clean up the mess afterwards.
It also sends a VERY powerful message, more powerful than just "10 tons of rocks fall, roll a new character sheet".
Point I'm trying to make is that sometimes it helps drive the point home if you're just a little bit gruesome about your description.
Not to mention that it doesn't leave behind remains, which means nothing short of a Wish spell can bring them back (and helpfully, as the DM, you get to decide if the Wish spell does what they want it to, if for no other reason than Rule 0 but there's probably other more applicable rules).
Alternately, you could have it that the next time they open a book that they've never seen before, they set off a "fractal Glyph of Warding". In other words, "hey how much do you like your character? Too bad, they just had 50 Disintegrate spells go off targeting them".
The jump spell only states that it triples your jump distance. Boots of Striding and Springing, however, specify that while you can jump three times the normal distance, you can't jump farther than your remaining movement would allow.
The folder labelled "Nightmare Builds" is fucking hilarious.
"Oh no, a boulder fell on jellybones, now he's dead. Such a shame."
"We're in the middle of a field!'
Jump Spell in my 4E campaign ... Encounter power, move action to cast, personal range, roll Athletics +1D6:
You may move up to your normal speed as part of casting this spell, then propel yourself up to 3x the Athletics roll horizontally and 1x the Athletics roll vertically.
If you fall less than the horizonal distance traveled, you take no fall damage; otherwise take normal fall damage. There is no movement limit to the Jump spell.
Flavor text: the sheer power of this spell launches you in a diagonal arc, while softening the impact of your landing. Watch out for low ceilings and wayward trees.
Begone foul heretic! *2e Smite
I think jumping costing movement makes more sense when one considers that ‘Speed’ is just the amount of ground your character can cover in 6 seconds. Maybe you _can_ jump 50 ft, but you can only cover 30 of that in your turn because that’s just what the timeframe allows.
(laughs in monk)
@@ricardoweber5744
How are those ki points treating you?
Please give Jellybones a campaign. I need more of him (and Gabriella the goblin) in my life.
My solution for maximum fun was that a jump CAN go over your movement limit, but only in a straight line
I LOVE YOUR VIDEOS. I watch them as soon as I see them, and love the spirit that you put out through this channel. Thank you so much for these.
I especially like the fact that you have made videos trying different formats (animated spellbook, stories [story of the long journey in the snow, story of the lonely, sad, warlock? half-elf], and i'm sure i'm forgetting some), and that through them, you encourage people to play and give both entertainment while watching and help on how to actually start playing / manage games. I personnaly struggle to find time and energy to create scenarios for game sessions, gather everyone, and manage games, so i stopped (for now) being a game/ 'dungeon' master. Thanks !
I have not laughed this hard in a long time. The animation is billiant! Thank you so much for all the content you create.
Ring of jumping + harengon
Ring of jumping + hadozee
plus a beast barbarian
lvl 3 15 feat plus athletics check in feat x3 lets say a roll of 10 athletics. (lowish roll) so that's 75 feat of jump
I always homebrew it that you *can* jump beyond your max move, but doing so triggers a DEX save against falling prone. You can take the risk to extend your reach this turn (such as to get the last little bit to heal an almost dead ally), but if you use it offensively or in a way that puts you near an enemy then you risk giving them advantage on all attacks *plus* giving yourself a big ol speed debuff next round.
I personally think it’s balanced, but I’ve not been able to play test it much so who knows
Sounds like reasonable rule. Only problem I see is monks could probably abuse the rule to extend their movespeed as they would succeed the dex save most of the time.
@@2MeterLP that’s fair enough, but that then comes down to 2 things:
1. If they make it look cool, a little boost to speed isn’t that much different to normal combat for most monks, and the martial artist leaping from surface to surface is pretty badass while not throwing off balance, and
2. They may not fail their save often, but the times they do will make them regret it dearly; advantage on all attack rolls is a big blow to a glass cannon such as a monk, and the halved move speed after makes it hard to get away after.
I was more worried about rogues abusing it personally, but even then it’s not that much of a boost when used like that.
I think it largely depends on the DC of the Dex save, which you could scale with how far beyond their move they just jumped, and also the player builds. The latter is the tougher one to balance, since players with high Dex builds could abuse the jump mechanic a bit more.
Another potential optional rule is to allow other creatures an opportunity attack when a jumping creature _enters_ their attack range, since the jumping creature cannot control their momentum while airborne (unlike simply flying). An example would be jumping at an enemy that just thrust their sword at you as you approach. However, if you jump pasts your movement and _don't_ land directly next to an enemy, you can't abuse that extra movement until your next turn anyway. This might be the "killjoy" optional rule, though. Could maybe work for niche, creative ranged attackers.
This seems like a good way of ruling it.
I think the Jump Spell was meant for High Move Characters. That's why Dash and Tabaxi are great with it. And why it doesn't work on most characters... Very niche without the Wizard.
Example: 60ft Move - Jump Spell 45ft - Jump Calculations 15ft (not real number) = 60ft - 60ft = 0ft upon landing and do not take Fall Damage... All in one turn.
This is why Jump Spell is horribly written because it's very niche for High Move Characters only.
(By RAW)
I did not realize you could hold a DM hostage with the threat of a backup character
Your humor grows stronger. Gosh I just love these! Keep it up!
Great work, funny and informative as always. Can't wait for next Thursday's video.
Lesson today: Jumping is pointless, and the spell is even worse. X3
He is now isolated from the rest of the party and with his back for a canyon,
There cantrips like Gust, first level spells like Earth Tremor, Grease, Thunderwave, Gust of Wind or just use Enhance Ability: Bull’s Strength and shove the guy in the canyon.
Jump spell should be a bonus action, like Misty Step & Expeditious Retreat.
The look on jelly bones's face as he laps up the milk is horrifying
And I LOVE it, keep up the great work!
We NEED Jellybone Teeshirts!
The pic of him lapping milk and put a caption under saying.
“He’s a real Catsanova.”
WE "NEED"MOR JELLYBONES!
Love threatening the DM with your new character XD
Today, Larry has redefined the sort of player that will fill my nightmares. Also, I kinda want to pull this on someone... Yes, I'm aware I am a horrible person
Quite possibly the most shudder-inducing character concept I've ever seen.
I say the jump just happens between turns. You are mid-flight, and the distance you jump is continued during your next turn. If you have a speed of 30ft, and did this same turn (cast a spell, move 25ft, and then jump across the chasm with your running jump), you'd get 5ft...and then next round you finish the jump, moving 25ft because of it. You count as though you're in every square on your jump - excluding the landing zones - for the purposes of attacks and threat ranges (your own attacks of opportunity if you can attack before and after moving such as with Spring Attack in Pathfinder, and your opponent's such as arrows or flying creatures), and you count as prone for the purposes of enemy attacks (you can't dodge very well in midair so melee is easier to land on you, but ranged weapons need to take your momentum into account so they struggle). You may take an attack in midair before continuing the jump, but you have to acrobatics/reflex/Dex to land safely and you take a penalty on the attack roll.
In short, time is not stopped for everyone but the turn player lol
This has to be my favourite spellbook you've done now. Good work!
the common house rule is that, because jumping has no clause that you drop when you run out of movement OR that the running start has to be the same turn, you continue your long jump on your next turn. This also allows the players to smack-talk the villain mid-air.
Non hovering flying creatures... ... ...
I think the "if your Move is reduced to 0" only applies to forces movement like the Sentinel Feat. Before your character exceeds their jump distance or ends their turn.
You don't fall instantly during a Willing Move. Only during a Forced Move. But even then, you still have Actions or a Reaction to spend.
@@absolstoryoffiction6615 Flying movement has specific rules that apply specifically to flying. In fact, falling doesn't even have that specific clauses for when it triggers by RAW except for a few things like flying. It has rules on what happens _when_ you are falling, but not so much the triggering event.
Strictly speaking, any non-flying creature falls only as a GM ruling. Which is why it can be rulled by the GM that you have not triggered falling because you are still jumping.
@@voodoodummie
For jumping... By RAW, you don't activate Falling (unless Force Movement is applied) nor take fall damage. It's explicit to jump rules.
Now... As to what extent that can go? The rules sort of doesn't exist on that.
I would suggest that your Jump Distance is the safe leap before falling occurs, but there isn't even RAI about it in 5e. Maybe in previous Editions.
@@absolstoryoffiction6615 @Absol StoryofFiction I don't know which jumping rules you are looking at, but falling and fall damage are not discussed in the jumping rules in my book or online. We are still talking 5E here, right?
@@voodoodummie
Yes... Which is why Jump Rules are horribly written in 5e. Unlike in previous Editions. It's missing important clauses.
Or to put it... If you jump 10ft upward to a ledge, then by RAW, you take fall damage because you're traveling in the air (non flight or hover etc.) at 10ft.
In 3d Space, that's how this mechanic works in 5e without the DM.
Unless you use Feather Fall or teleport etc.
Since 10ft is easily achieved in 2 blocks/hex block on a grid map. I would advise that jumping ignores fall damage just to have things make sense rather than complicated for the sake of complications.
(I have heard otherwise but you are right... By RAW... Fall Damage exists with Jumping in 5e. But not Falling. Falling exists if Force Movement is applied. Excluding the "in between" turn order on a Jump Arc because the rules do not exist for it, regardless if you end your turn at 0ft or 1ft to 5ft of your Move.)
When letting the player fudge the rules is the LEAST problematic option.
Jelly bones is my favorite character
I was literally just reading this rule earlier today, and before watching your video I can say with confidence that jump does not increase the total amount of movement you get. For every foot that you jump that's one foot of your movement speed that you've used up. movement
For standard non-magically assisted jumps you have two kinds:
1. Running jump (moving at least 10 ft before your jump) gives you a jumping distance of your strength score.
2. Standing jump (moving fewer than 10 ft before your jump) gives you a jumping distance of half your strength score.
I believe the one confirmed expectation is the Haragon jump ability
it is ... very awkward spell
sure it would be too strong if incrased your movement also... if you are a 20 str barbarian you will be teleporting around each turn
but... it not doing that makes it very awkward suddenly? Idk...
@@makaramuss let's not forget that clearing a 10 foot high jump will trigger fall damage...
My interpretation was always that your movement is how much you can move in a single round, but you jump the full amount anyways. If the jump is longer than your remaining movement you end your turn in the air and continue at the start of your next turn.
That last line was absolutely chilling! Who knew he could pull off such a badass line?
Gotta love backup characters that basically serve as nuclear deterrence.
Personally, I gotta side with Larry on this one. Normal jumping leaps, I can see maybe only using the Movement. But with a spell like Jump, as long as the player isn't meta-breaking the game with it, I'd consider it it's own thing. Maybe only if the Movement is used to prime the spell or something like that.
I think that you don't fall at the end of your turn, your turn just ends mid jump. Correct me if I'm wrong.
The rules on it are pretty nebulous. I tend to rule on the "hyperjump" side of things where you don't... stop, necessarily, you're just locked into that movement on your next turn until you hit your established jump distance. Remember: Everything in D&D combat is technically all happening at once, people don't just awkwardly stop and wait for the other guy to do things, so said hyperjump just happens to be one that takes a few seconds to reach the other end.
That being said, ask your DM how *they* rule jumping in 5e, because it can and will differ from table to table.
@@kevingriffith6011 ngl i'd probably spend my last bit of movement to do a jump and eat up some of my next turns movement just so I could say that I hyper jumped...and alienate all my friends in the process.
but it's worth it.
@@kevingriffith6011 there is a general rule that if you end your turn in the air, and you don't have flight, you immediately descend.
As stupid as it is, I'm pretty sure this applies to jumping as well.
@@ihave2cows While that's true by RAW, that creates the issue seen in the above video which honestly just doesn't feel good. Your character *can* do X thing, but only if he doesn't meet Y criteria for some reason. While ending your turn floating in the air because you jumped isn't ideal either (it "looks" like your character is floating in game even though in universe they're making one continuous movement) it makes things much more consistent narratively, which I think is more important here.
@@kevingriffith6011 the way to fix that is have the jump be a held action of sorts that executes at the top of your next turn. So it was not done this turn for targeting and interactions but is done top of next turn but the action was spent the last turn. Next turn starts with reduced movement.
According to the DM's logic here, that fall would take place on the next turn anyhow, since his movement 'ended' in midair. He'll get to enjoy a Wile E. Coyote moment while the enemy picks a spell to slap his mid-air body with. The moment you make falling 'outside of character movement', is the moment the jump worked anyhow, he fell sideways.
Movement ended. Gravity took over.
Normally the rules don't allow you to just stop midair if you don't have hover. If your turn ends and you're not on the ground, you fall to the ground.
But that's because the rules suck
Falling happens the instant a creature is not on a surface that can support them and they don't have movement sufficient to keep them in the air or bring them to a supporting surface, so he would drop 500 feet as soon as he ran out of movement.
the player being paused mid-air is the correct ruling. def not "you plummet to your death" like Zee said. (which, I hope, was for comedic effect)
Although, I'd love to see a DM just let it be part of your movement since you're spending a spell slot for it.
This is the only time I'll ever admit this, but I agree with Larry here on this ruling.
Me too! Man used his full action on the spell let him do the jump and say the cool thing! The fact he even uses Jump which is essentially pointless is already showing that hes not there to minmax but just have a fun time.
@@TrixyTrixter Jump can be an uber useful spell. I have it tattooed on my Loxodon Fighter and it makes for great “Off the Top Rope” moments.
But also, if BG3 has taught me anything, Larry is absolutely getting Shoved off that cliff next round.
Given that movement is based on the distance a character/NPC can cover in 6 seconds, I've personally ruled that you can 100% jump the distance, but if it exceeds your movement you're essentially committing your movement for _ rounds in order to complete the jump. 💜
E.g. Our grung rogue loves having jump casted on him, increasing his jump distance to 75 ft. With a movement speed of 25ft, it'll take him 3 turns for a jump at maximum distance in a combat setting. Works well for us; I've considered the possibility of falling/fall damage should he get blasted mid-jump, but have ruled it out for now as it would be very clunky, and inhibit fun roleplay like the frogman shooting down 75 feet of hallway (over 2 turns, he BA dashed but wanted to shoot someone when he jumped) because "iT's noT TaLl eNOuGh" 🤙💜
1:52 Ok, that was funny 😆
I thought jumps of more distance than you have speed just finish on your next turn
Which is weird regardless
"Your master was too weak to protect you."
Coming back to this after a year. I can only imagine the cultist performing a BG3 push after he jumps over, only to fall to his death anyway.
I'm pretty sure by raw that when you jump and you've used up all your movement that you just sort of...hover there until your next turn when the jump from the previous turn is finally resolved.
I may, and likely am, wrong about this though...
So any clarifications would be appreciated!
RAW also says that if you end your turn in the air you immediately fall up to 500ft, unless you have a flying speed, or the ability to hover.
It doesn't exist in 5e...
So by RAW... Unless you can fly or have hover... Find a way to teach a surface before your turn ends... Key word, before your turn ends.
The Fall Mechanic (core rule, not the 500ft optional rule) does not say that you instantly fall... I mean you do... But it's not immediate. You can still do other Actions before you fall.
And by RAW, Jumping ignores fall damage. It's explicit for that mechanic. Just don't jump beyond your normal or buffed jump distance.
@@drizzmatec
That's an optional rule... The core rule is "infinite" instead of 500ft.
But you have Actions to do before that happens... Like Feather Fall or Misty Step etc.
Can the jump spell be a bwamb?
i mean, there is technically nothing stopping you from using a Chromatic Dragonborn from Fizbans to attempt Rocket Jumping with a fireball.
no, really. pop the immunity to the specified element and attempt the Fireball rocket jump on the next turn. Results may vary based on your DM's tolerance for rule of cool. EDIT: and if you are packing a Feather Fall spell, bring that along too.
Lol. I will say that the DM's ruling on this one is silly, but also not entirely wrong. A jump is a projectile action, if you can "leap" during your turn, then you should be able to do so for your maximum potential distance, *but* a "turn" is an expression of time, not space, so while you should be able to leap that chasm, you should not be able to do it _on that turn._ How it _should_ play out is that you run to the edge, jump, and then essentially for the rest of that turn you are hovering 1ft off the edge of the chasm. Then at the beginning of the next turn (assuming nobody knocks you out of the sky), you are forced to use your movement to cover the remaining distance, and if that's not enough, you might have to wait another turn (although if you can cast spells or anything while airborne, you _could_ cast them during that turn).
Basically, if you can magically boost your jump distance to one mile, that does not mean you can jump one mile in a single turn, but it does mean that you can leap in one turn and be airborne on a ballistic trajectory for several ingame minutes. Ideally though, there would also be some rule to boost movement speed proportional to jump distance, so that extremely long jumps would necessarily at least be a bit faster than walking speed.
Every video I see Larry in makes me love Larry more.
But also, I like the Baldur's Gate 3 solution to jumping. As long as you have any movement left, you can start a jump, and you can move your full jump distance regardless of the amount of your movement that you had left.
Because this change creates a significant speed bonus to most characters, I'd still charge a bonus action. However I'd allow players to still jump within their normal movement distance as part of the move action with no bonus action required.
(I've more or less been running it this way in pathfinder 1e for years already, re: "swift" actions, rather than "bonus" actions)
I really hated the rules about running-jumps where a player /should/ get a longer jump distance if they had a running lead up to their jump, but in practice using movement to "run" before the jump was just subtracting the distance you could jump. I understand that this system effectively is a better-dash action as a bonus action for all players, which is really powerful. But at the same time, especially in pathfinder - it's very common for players to minmax their action economy where they always have something good to spent swift actions on, so if a players really just wants to turn their swift action into more movement then I don't mind. (Pathfinder also has good rules for jump distances as a part of the acrobatics skill's rules)
Pathfinder also enables some comically-high jump distances/heights, so to explain moving that far in one round I've definitely allowed comically-fast movement from jumps, like anime characters flashing off the ground type shit, the rules still work with it, lol.
Holy crap this was absolutely hilarious, well done man