Hey guys, so im pkaying with bugbear who is a way of the shadow lvl 8 wonk/hex blade lvl 3 warlok. I was windering if I could this:
1.- Use the ring of jumping, do 10 ft + long jump expending ki piont for step of wind and jump (my char has 10 str, so it would be a 60ft long jump)
2.- while in the air, use my spear (10 ft reach + 10 ft reach from long limbed) to attack the foes I pass by with all my weapon and unarmed attacks.
3.- thanks to the buffs of the sentinel and the polearm máster feats, the darkness pre casted on my self (i have devil sight) and the shadow step of the monk I think it gets even better.
There are two ways to look at this and it's really up to your DM which way he's going to go.
You can move, attack, move, attack, etc. when you're on the ground and aren't jumping so you should be able to do the same thing as you pass by opponents while you're jumping
Because you're not able to stop moving while you're in mid-jump, you'd have to ready an attack and use that attack as you pass by an opponent as a reaction, in which case you would only be able to use one attack
I'm not sure which one I'd go with if I was the DM. I'd have to think it over, there are great arguments for both options.
Yeah but your are hiting while you pass, a rouge for instead i dont imagine him stopping to hit a char and then continueing, i imagine him going very fast slashing and stabbing. I think that you "Stop " the instant you hit but then you inmidietly keep moveing,
Now i wonder, how many times you can jump in a turn? and does jumping reduce your remain speed?
First of all, a spear by itself doesn't have Reach. Unless that was errata'd somewhere I don't know about?
Second of all, bugbears get an extra five feet of reach, not an extra ten feet. You don't get twenty-foot stabs with a spear by being a bugbear.
Third of all, the rules don't specifically state how jumping and attacking interact. As I recall, the rules state that you can break up your movement any way you'd like, and intersperse movement in between any number of attacks (or attacks between any amount of movement). A strict RAW reading could go either way - the rules state that jumping allows you to cover X distance up to your maximum jump distance or your movement speed, whichever comes first, without weighing in on whether you can do anything else while in mid-jump.
Fourth of all, assuming that by "Sentinel and Polearm master" you mean AoO cheese? Those don't work. Attacks of Opportunity are strictly triggered by enemy movement in 5e. You moving past an enemy is very different than them moving past you, and wouldn't trigger either a normal AoO or the fending AoO offered by Polearm Master. Best case is that you would get your two normal attacks and maybe Flurry of Blows boot-to-the-head flying jumpkicks.
As to whether it would all work? Depends on what your DM would allow you to get away with. The rules are murky here. In general I'd frown on trying to drive-by swipe at multiple enemies with a single flying leap - at the very least you'd risk triggering a bunch of AoOs on yourself, and any DM worth the name should probably be asking for ability checks of some sort to see if you can properly power and coordinate multiple flying leap attacks off the same flying leap. Especially if the campaign isn't otherwise a wuxia/Super Martial Arts campaign.
Hey guys, so im pkaying with bugbear who is a way of the shadow lvl 8 wonk/hex blade lvl 3 warlok. I was windering if I could this:
1.- Use the ring of jumping, do 10 ft + long jump expending ki piont for step of wind and jump (my char has 10 str, so it would be a 60ft long jump)
2.- while in the air, use my spear (10 ft reach + 10 ft reach from long limbed) to attack the foes I pass by with all my weapon and unarmed attacks.
3.- thanks to the buffs of the sentinel and the polearm máster feats, the darkness pre casted on my self (i have devil sight) and the shadow step of the monk I think it gets even better.
Thanks
The rules say you can move between attacks, but not that you can attack while moving. But let's ignore that for rule of cool.
Alright, lets break this down. A level 8 monk bugbear has 45 feet of movement, and 2 attacks. A bugbear will have a 10 foot attack range with a spear as well as with unarmed strikes. On an earlier turn, you use an action to cast jump on yourself with your ring of jumping. Then on the turn in question, you use your bonus action step of the wind to dash (move speed 90), move 10-30 feet, jump 60 feet, and use your action make 2 attacks while in mid air, then use the rest of your movement (you can jump again after 10 feet, but no further than your remaining movement https://www.dndbeyond.com/sources/basic-rules/adventuring#SpecialTypesofMovement). You provoke opportunity attacks on yourself if you are within 5 feet of an enemy. Then if an enemy moves within 10 feet of you, you can use PAM and sentinel to stop them there.
With as much movement as you have after dashing, I dont see the point of jumping other than to clear a gap or wall or for style points.
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Hey guys, so im pkaying with bugbear who is a way of the shadow lvl 8 wonk/hex blade lvl 3 warlok. I was windering if I could this:
1.- Use the ring of jumping, do 10 ft + long jump expending ki piont for step of wind and jump (my char has 10 str, so it would be a 60ft long jump)
2.- while in the air, use my spear (10 ft reach + 10 ft reach from long limbed) to attack the foes I pass by with all my weapon and unarmed attacks.
3.- thanks to the buffs of the sentinel and the polearm máster feats, the darkness pre casted on my self (i have devil sight) and the shadow step of the monk I think it gets even better.
Thanks
There are two ways to look at this and it's really up to your DM which way he's going to go.
I'm not sure which one I'd go with if I was the DM. I'd have to think it over, there are great arguments for both options.
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Yeah but your are hiting while you pass, a rouge for instead i dont imagine him stopping to hit a char and then continueing, i imagine him going very fast slashing and stabbing. I think that you "Stop " the instant you hit but then you inmidietly keep moveing,
Now i wonder, how many times you can jump in a turn? and does jumping reduce your remain speed?
First of all, a spear by itself doesn't have Reach. Unless that was errata'd somewhere I don't know about?
Second of all, bugbears get an extra five feet of reach, not an extra ten feet. You don't get twenty-foot stabs with a spear by being a bugbear.
Third of all, the rules don't specifically state how jumping and attacking interact. As I recall, the rules state that you can break up your movement any way you'd like, and intersperse movement in between any number of attacks (or attacks between any amount of movement). A strict RAW reading could go either way - the rules state that jumping allows you to cover X distance up to your maximum jump distance or your movement speed, whichever comes first, without weighing in on whether you can do anything else while in mid-jump.
Fourth of all, assuming that by "Sentinel and Polearm master" you mean AoO cheese? Those don't work. Attacks of Opportunity are strictly triggered by enemy movement in 5e. You moving past an enemy is very different than them moving past you, and wouldn't trigger either a normal AoO or the fending AoO offered by Polearm Master. Best case is that you would get your two normal attacks and maybe Flurry of Blows boot-to-the-head flying jumpkicks.
As to whether it would all work? Depends on what your DM would allow you to get away with. The rules are murky here. In general I'd frown on trying to drive-by swipe at multiple enemies with a single flying leap - at the very least you'd risk triggering a bunch of AoOs on yourself, and any DM worth the name should probably be asking for ability checks of some sort to see if you can properly power and coordinate multiple flying leap attacks off the same flying leap. Especially if the campaign isn't otherwise a wuxia/Super Martial Arts campaign.
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The rules say you can move between attacks, but not that you can attack while moving. But let's ignore that for rule of cool.
Alright, lets break this down. A level 8 monk bugbear has 45 feet of movement, and 2 attacks. A bugbear will have a 10 foot attack range with a spear as well as with unarmed strikes. On an earlier turn, you use an action to cast jump on yourself with your ring of jumping. Then on the turn in question, you use your bonus action step of the wind to dash (move speed 90), move 10-30 feet, jump 60 feet, and use your action make 2 attacks while in mid air, then use the rest of your movement (you can jump again after 10 feet, but no further than your remaining movement https://www.dndbeyond.com/sources/basic-rules/adventuring#SpecialTypesofMovement). You provoke opportunity attacks on yourself if you are within 5 feet of an enemy. Then if an enemy moves within 10 feet of you, you can use PAM and sentinel to stop them there.
With as much movement as you have after dashing, I dont see the point of jumping other than to clear a gap or wall or for style points.