JUMP | Allows Anyone To Dunk - Spell A Day D&D 5E +1
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- Опубликовано: 20 авг 2024
- Alrighty day 197! Today is Jump. I mean it really is the name isn't it. Some particulars to cover around the main ability, but if you want a gnome to dunk Jordan this is the way.
Classes Available:
PHB: Druid, Ranger, Sorcerer, Wizard
TCE: Artificer
My Twitter: / zaktact
Magic enhancement in sports, yeh or neh?
This is something I have been trying to work on and build for, an aerial fighter/luchador that uses fall damage. Like you grapple and jump with them, then you land on them. Since that was just movement you used to jump you stand up and attack them when they are prone.
Touch spells: that's what familiars are for!
That opening clip hurt
2:18 Never forget Caz, who Emperor Palpatined his way through hoards of enemies
Familiars can cast touch spells, so a raven familiar could fly across a chasm to give someone on the far side Jump.
Harengon barbarian, jumping into melee avoiding all enemies' opportunity attacks and finding himself into melee range of the enemy spellcaster.
I can see that picture.
The main issue i have with this spell is that it does not help you fall, so falling damage is probably something you will have.
Funny stuff thoe, give this to a monk harengon and have then ba step of the wind to increase their jump again.
Behold the missile, also works stupidly well with hadoesy (?) (the monkey people from spelljammer) thanks to their glide ability.
Jumping is sadly like Stealthing, a confusing and mess of rules that need to get ironed out, however when you don't have fly, you have jump - person who will attempt to grapple a flying enemy mid-flight
I've seen a Path of the Beast Barbarian *without this* using their Jump Good movement option, just *step* from the ground to the top of a city wall.
Average roll of 10 on the d20 gets you nearly 90ft up with this spell. And on a centaur, that's a single Dash action, with 10ft for running start to spare.
A Tabaxi fighter with a greatsword you say 👀👀
Oh i misremembered some aspects of this spell, huh. One of the shortest spell texts, didn't know that. Other thing, I thought it lasted an hour. So it is literally for that one single obstacle, or for weird kind of combat encounter, not for traversing an area that requires a lot of jumping.
5-6/10 as well as long strider.
Why so high you may ask?
Both spells have a niche and they excel at it.
So this alone gets them 3-4/10.
But name ways you can add a new typ of movement or an increase in speed. There aren’t much who can do this. For jump it is quite literally a monopoly so yeah. Everything under 5/10 isn’t justified for them.
Have a nice day
AEther
the worst thing about jump is that it doesnt extend your movement.
Had the idea of using this spell on a tabaxi monk with mobile and slasher. Leaping from trees while ruining the ankles of the opponents. Could be fun, but who knows how effective it is
JOMP
Day 149 of waiting for him to cover Zone Of Truth
yump spell
0:12 I just witnessed someone fucking die
egg
Seismic toss
Would the crusher feat work with the ground?
My question is what effect would it have on the ground?
Honestly 1/10 for me. I've never had a situation come up where this spell would be useful.
This is a bad spell. Creative, very creative, players who really know the rules can squeeze some use out of it. Even then it's usually as a gimmick. Beyond that, like said, jumping just does not come up much and potentially has some decent downsides to it.
2/10