Halfling Nimbleness. You can move through the space of any creature that is of a size larger than yours.
Combine that with
REPELLING BLAST Prerequisite: eldritch blast cantrip When you hit a creature with eldritch blast. you can push the creature up to 10 feet away from you in a straight line.
So if a Halfling takes a 5ft step into a medium size creatures space, does that mean they can Repelling Blast the enemy 10, 20, or even up to 40 feet... Straight up? Then with the rest of their movement, leave the unthreatened area so they don't get landed on?
You can't *stop* in the enemy's space without a variant rule in place (e.g. there are variant rules for climbing onto a creature) or a homebrew, so you can't stop long enough to attack.
You also don't need to. Repelling blast need only be away and straight - a straight 45 degree angle up is both, and diagonals are ordinarily the same distance as flat. You could do this from e g. adjacent to the target.
However, more than 10 feet is only possible if your DM neglects to have the target fall between attacks - the PHB has no clarity on this, but Xanathar's has you fall immediately. There are certainly DMs under which you can multihit a target high and they won't fall until the end. Ask your DM.
Why can't you stop? It says you can't "End" your turn, not stop on the way.
Up to all 4 beams are cast at the same time. So there isn't a moment of time in between for the enemy to essential move on your turn. Otherwise You are saying that Sure a blast can be done, but after every blast they have to fall up to 500' a round after each separate hit. If you are slung into the sky, you don't get to essentially teleport to the ground afterwards, take the damage, and keep on going. On your turn, you begin falling, and if you have a way to do slowfall (spell kind of for the point of countering this) you'd use your reaction not to go splat.
Also a 45 degree angle wouldn't be worth as much, it would only give 7ft of left per hit, but that doesn't matter as you said they are suppose to fall after each hit, which would put them back down on the ground and make a second 45 degree angle hit, less of a thing, turning it into just a horizontal push again, negating the whole point of this.
Basically what it boils down to is everything you've said stacks up to mean, "No, you can't do that." And I feel you have a misunderstanding of some of the base, and I stress "suggested" rules. Or you've not understood what I was getting at in the first place as in you don't know how eldritch blast even works (didn't bother to look it up) and commented on something you don't know about, but instead of ever commenting that you are unsure you insist on basically telling me I'm wrong on all accounts.
Some clarification to help you, Repelling eldritch blast does 10 feet of shoving, per shot that hits. Which I stated previously above. 1 blast can do 10 ft, a high level warlock can do 4 blasts, each with their own separate hits and own separate attack rolls, in a single casting. Which if the Warlock can meta magic (Sorcerer levels) a quicked cantrip [bonus actioning a cantrip is doable]. They could blast off two barrages of 4 bolts, for 8 bolts with 8 attack rolls, with the potential of 80 feet of shove in a straight line.
A combat round, meaning from when you start your turn, till the start of your next turn is [6 Seconds]. If people immediately fall after each hit, then even if getting to toss them straight up (which you say is not allowed) they would get thrown 10 feet up in the air, then instantly fall 10 feet (taking 1D6). completely glossing over the issue of the enemy being instantly shoved back into the square you occupy now. Lets say a meta-magic [hasten spell] double cantrip cast of eldritch blast hits all 8 blasts, That is 8 times the target is going to instantaneously accelerate up and then accelerate back down. All I'm saying is G-forces on that, and that would be kinda stupid to have the dude bounce up and down 160' on your turn while you are blasting him.
The ruling for falling is you fall up to 500' on your turn. When it is your move in the initiative you will move up to 500' towards gravity. You don't fall on other people's turns.
And the only allowing 45 degree angle thing severely reduces damage potential. As I said 10 feet diagonally at 45 degrees is only 7 feet of vertical lift. Meaning even a 17th level warlock casually casting the spell, and getting all 4 hits, could at max lift an enemy 28 feet for 2d6 falling damage. Granted all things considered, who said I can't shoot Eldritch blasts out of my big toe after I place my foot between yours within a 6 second combat round? That'd be straight up.
If you needed or wanted clarification, ask for it. If you don't know all the mechanics to a spell, take a moment to look/ask/or say so instead of just assuming. And I seriously hope that you misunderstood that the 10ft throw up to 40 feet of throw was during multiple turns [because I meant up to 40ft on one single turn from one single casting]. Because if your DM is making things fall immediately after you hit/throw them up and it is still your turn, that means you can't have anyone else catch anything. Cause if it falls on your turn, it falls back down to the ground before it becomes someone else's turn to catch it.
And over all, yes, the DM has final say. But here is the thing, what if I'm asking for others opinions because I'm the DM. Or more to the point because that's what this was in the first place, it was a funny idea, and nothing in the rules would prevent this.
Is there documentation somewhere saying Repelling Blast's push work on each beam or on the single Eldritch Blast that is comprised of 1-4 beams?
As a DM I'm not a fan of spells/abilities that move creatures without having any size limitations, e,g. you could move a living mountain with a cantrip, or make it fall over will ball bearings. In regards to your question, I'd probably rule that the target is pushed backwards away from the caster, not straight up into the air.
Is there documentation somewhere saying Repelling Blast's push work on each beam or on the single Eldritch Blast that is comprised of 1-4 beams?
As a DM I'm not a fan of spells/abilities that move creatures without having any size limitations, e,g. you could move a living mountain with a cantrip, or make it fall over will ball bearings. In regards to your question, I'd probably rule that the target is pushed backwards away from the caster, not straight up into the air.
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock) Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric) Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
Mechanically speaking since all that is needed is a successful attack roll to trigger the 10 foot of push. It is kind of broken if you take it Rules As Written. Because it just states "do it" without any limitation.
Main problem I have is that the rules also don't have any say on what happens when a creature standing in a square up against a wall gets 10 feet of pushing force flung at them. There is no rules for slamming a target into a wall, but there is fall damage rules.
I know most people look at the push thing and try to limit it to only being useful for shoving enemies off of cliffs, but if a DM keeps terrain to not include drop offs after a player is allowed to select said invocation, kind of nerfs the character and they will be forced to change 1 invocation at level up. Instead of gaining at least a minor damage or utility from the one thing warlocks do 98% of the time, Eldritch Blast.
And yeah, as Anton pointed out, there has been mention that each bolt gets it's own 10 feet of push. Because each bolt rolls separate to hit and each bolt can target completely different targets.
Mainly this was a HAHA idea. That a halfling could run up to you, basically uppercut you in the junk with multiple Eldritch Blast bolts, and send you flying into the air.
Though on a more serious note. If a halfling is inside a hostile creatures space while performing an action (I can't find any rules that say this is not possible.) to make a ranged attack roll, they will be suffering from a -5 penalty to hit (Unless using Crossbow expert to negate that, and many agree it works for spell casting.)
And during melee combat you can say that you're describing the combatant's slashing their opponent in various ways while moving through the enemies square. So how would that be any different than a caster (Who happens to be shorter than most enemies) aiming up at point blank range to eldritch blast their opponent? Away from in a straight line from there would be in at least some upward direction. If the Invocation was suppose to be horizontal only, it probably would have specified, but instead it just says in a straight line away from you.
Another scenario here, the warlock looks down a well and see's a horrible monster climbing up. 10 feet away would be back down the well, and if it is a dry well that the warlock cause the monster to hit the bottom, is that fall damage?
There is honestly too many situations of creatures hitting inanimate objects that have gone unanswered outside of gravity + sudden stop = pain.
As a DM I'm not a fan of spells/abilities that move creatures without having any size limitations, e,g. you could move a living mountain with a cantrip, or make it fall over will ball bearings. In regards to your question, I'd probably rule that the target is pushed backwards away from the caster, not straight up into the air.
You are not alone in that. The designer do say that they makes intentional choices about which instances have size limitations or not (but Ball Bearings not having a restriction is just stupid I'd agree).
Why can't you stop? It says you can't "End" your turn, not stop on the way.
That's not quite accurate. The actual rule is this:
Whether a creature is a friend or an enemy, you can't willingly end your move in its space.
While you can break up your movement, moving and taking an action are discrete affairs. In order to take your action, you must first stop moving. Doing so in the middle of another creature's space would be ending your move in its space, and is not allowed.
After digging around some more it had to be clarified more specifically by Jeremy Crawford. You can move through another creatures space (restrictions applicable), but you can't willingly stop your movement, this includes doing anything other than just moving. So the concept of walking and launching spells are by rules mutually exclusive. Even if thematically you wish to describe the character/creature as sliding down a slanted rock face with releasing a blast of magic. For that instance of the attack being made, you are considered stopped.
Meaning if an ally is between you and the enemy, you can't do anything unless you have a ranged option, and then that grants the enemy half cover. I.E. [Y][_][_][A][E] Y=You, _=empty, A=Ally, and E=enemy. Say this is a 5 foot wide hallway. Unless Y has a ranged option, Y can do nothing to E, as any attempt to push (charger feat/monk ability) requires you to be considered stopped while withing A's square, and that is not allowed. Y could use an Eldritch blast with Repelling Blast to shove E away from A, then just pass through A's square (apply difficult terrain rules/size difference rules) and then Y is in a square between A and E.
So far I haven't found any official ruling on what happens when you are UNwillingly stopped inside of another creatures, by say mean of the Sentinel feat or other methods.
So in conclusion so far, it seems the idea of a halfling stepping inside the enemy's square to attack them, is not allowed by Rules As Written. And there is no specified rules for what to do when shoving anything into something else, unless it involves gravity/falling damage.
I've run into a few other things to consider. You can fall 10 feet and take 1d6 fall damage, but there is no ruling for willingly hopping off a 10 foot roof. DM might give you an acrobatics check, but I can't find any official ruling or DC check. I'm sure if there is a fake wall trap that springs out and hits a player, there is probably going to be a damage roll. So wall can be yeeted at you and do damage, but you can't be yeeted at the wall and do damage? There is so much stuff that does shoving or pushing in various directions, there should be some sort of official ruling on it. I mean what if you are in a decrepit old tower and the walls aren't so good? Why blast a hole then shove the enemy out when you can use an ability to slam them into and maybe through said wall?
Say I give the decrepit tower wall 5hp, it would be really easy to use just about anything to make an AC5 (same to hit a square of floor) attack roll and put a hole in the tower. But according to RAW I can push an opponent into the wall an infinite amount of times and it won't do any damage to the enemy or the wall. So RAW we have to attack the wall first, then shove the enemy out the hole. Or we[DM] has to make a choice as to how it should work to make more sense. If we just count it as basically a normal unarmed attack for 1d4 for each shove (regardless of distance) it can take 2 to 5 slams to break the 5HP wall with the enemy. If we rule it as fall damage but horizontal and do 1d6 per 10 feet that can't be moved, it could take 1 to 5 slams to break the 5HP wall with the enemy. Then it suddenly becomes another choice, when the wall is broke, does the enemy continue traveling through it or do they bounce off and require one more push? And if we are damaging the wall by smacking the wall with the enemy, is the enemy taking that damage too? Or are we splitting the damage between the object hitting the wall and the wall? There is probably rules somewhere I haven't stumbled across yet for breaking object and therefore walls too, but did they not think that a player at some point is going to try to yeet an enemy through a wall at some point? I'll admit I'm ramble ranting at this point. What is your thoughts?
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Halfling Nimbleness. You can move through the
space of any creature that is of a size larger than yours.
Combine that with
REPELLING BLAST
Prerequisite: eldritch blast cantrip
When you hit a creature with eldritch blast. you can push
the creature up to 10 feet away from you in a straight line.
So if a Halfling takes a 5ft step into a medium size creatures space, does that mean they can Repelling Blast the enemy 10, 20, or even up to 40 feet... Straight up? Then with the rest of their movement, leave the unthreatened area so they don't get landed on?
You can't *stop* in the enemy's space without a variant rule in place (e.g. there are variant rules for climbing onto a creature) or a homebrew, so you can't stop long enough to attack.
You also don't need to. Repelling blast need only be away and straight - a straight 45 degree angle up is both, and diagonals are ordinarily the same distance as flat. You could do this from e g. adjacent to the target.
However, more than 10 feet is only possible if your DM neglects to have the target fall between attacks - the PHB has no clarity on this, but Xanathar's has you fall immediately. There are certainly DMs under which you can multihit a target high and they won't fall until the end. Ask your DM.
Why can't you stop? It says you can't "End" your turn, not stop on the way.
Up to all 4 beams are cast at the same time. So there isn't a moment of time in between for the enemy to essential move on your turn. Otherwise You are saying that Sure a blast can be done, but after every blast they have to fall up to 500' a round after each separate hit. If you are slung into the sky, you don't get to essentially teleport to the ground afterwards, take the damage, and keep on going. On your turn, you begin falling, and if you have a way to do slowfall (spell kind of for the point of countering this) you'd use your reaction not to go splat.
Also a 45 degree angle wouldn't be worth as much, it would only give 7ft of left per hit, but that doesn't matter as you said they are suppose to fall after each hit, which would put them back down on the ground and make a second 45 degree angle hit, less of a thing, turning it into just a horizontal push again, negating the whole point of this.
Basically what it boils down to is everything you've said stacks up to mean, "No, you can't do that." And I feel you have a misunderstanding of some of the base, and I stress "suggested" rules. Or you've not understood what I was getting at in the first place as in you don't know how eldritch blast even works (didn't bother to look it up) and commented on something you don't know about, but instead of ever commenting that you are unsure you insist on basically telling me I'm wrong on all accounts.
Some clarification to help you,
Repelling eldritch blast does 10 feet of shoving, per shot that hits. Which I stated previously above. 1 blast can do 10 ft, a high level warlock can do 4 blasts, each with their own separate hits and own separate attack rolls, in a single casting. Which if the Warlock can meta magic (Sorcerer levels) a quicked cantrip [bonus actioning a cantrip is doable]. They could blast off two barrages of 4 bolts, for 8 bolts with 8 attack rolls, with the potential of 80 feet of shove in a straight line.
A combat round, meaning from when you start your turn, till the start of your next turn is [6 Seconds]. If people immediately fall after each hit, then even if getting to toss them straight up (which you say is not allowed) they would get thrown 10 feet up in the air, then instantly fall 10 feet (taking 1D6). completely glossing over the issue of the enemy being instantly shoved back into the square you occupy now. Lets say a meta-magic [hasten spell] double cantrip cast of eldritch blast hits all 8 blasts, That is 8 times the target is going to instantaneously accelerate up and then accelerate back down. All I'm saying is G-forces on that, and that would be kinda stupid to have the dude bounce up and down 160' on your turn while you are blasting him.
The ruling for falling is you fall up to 500' on your turn. When it is your move in the initiative you will move up to 500' towards gravity. You don't fall on other people's turns.
And the only allowing 45 degree angle thing severely reduces damage potential. As I said 10 feet diagonally at 45 degrees is only 7 feet of vertical lift. Meaning even a 17th level warlock casually casting the spell, and getting all 4 hits, could at max lift an enemy 28 feet for 2d6 falling damage. Granted all things considered, who said I can't shoot Eldritch blasts out of my big toe after I place my foot between yours within a 6 second combat round? That'd be straight up.
If you needed or wanted clarification, ask for it. If you don't know all the mechanics to a spell, take a moment to look/ask/or say so instead of just assuming. And I seriously hope that you misunderstood that the 10ft throw up to 40 feet of throw was during multiple turns [because I meant up to 40ft on one single turn from one single casting]. Because if your DM is making things fall immediately after you hit/throw them up and it is still your turn, that means you can't have anyone else catch anything. Cause if it falls on your turn, it falls back down to the ground before it becomes someone else's turn to catch it.
And over all, yes, the DM has final say. But here is the thing, what if I'm asking for others opinions because I'm the DM. Or more to the point because that's what this was in the first place, it was a funny idea, and nothing in the rules would prevent this.
Is there documentation somewhere saying Repelling Blast's push work on each beam or on the single Eldritch Blast that is comprised of 1-4 beams?
As a DM I'm not a fan of spells/abilities that move creatures without having any size limitations, e,g. you could move a living mountain with a cantrip, or make it fall over will ball bearings. In regards to your question, I'd probably rule that the target is pushed backwards away from the caster, not straight up into the air.
FWIW, there's a JC tweet suggesting each beam can make a separate push with Repelling Blast: https://twitter.com/JeremyECrawford/status/616020559600599040?ref_src=twsrc^tfw
Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock)
Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric)
Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
Mechanically speaking since all that is needed is a successful attack roll to trigger the 10 foot of push. It is kind of broken if you take it Rules As Written. Because it just states "do it" without any limitation.
Main problem I have is that the rules also don't have any say on what happens when a creature standing in a square up against a wall gets 10 feet of pushing force flung at them. There is no rules for slamming a target into a wall, but there is fall damage rules.
I know most people look at the push thing and try to limit it to only being useful for shoving enemies off of cliffs, but if a DM keeps terrain to not include drop offs after a player is allowed to select said invocation, kind of nerfs the character and they will be forced to change 1 invocation at level up. Instead of gaining at least a minor damage or utility from the one thing warlocks do 98% of the time, Eldritch Blast.
And yeah, as Anton pointed out, there has been mention that each bolt gets it's own 10 feet of push. Because each bolt rolls separate to hit and each bolt can target completely different targets.
Mainly this was a HAHA idea. That a halfling could run up to you, basically uppercut you in the junk with multiple Eldritch Blast bolts, and send you flying into the air.
Though on a more serious note. If a halfling is inside a hostile creatures space while performing an action (I can't find any rules that say this is not possible.) to make a ranged attack roll, they will be suffering from a -5 penalty to hit (Unless using Crossbow expert to negate that, and many agree it works for spell casting.)
And during melee combat you can say that you're describing the combatant's slashing their opponent in various ways while moving through the enemies square. So how would that be any different than a caster (Who happens to be shorter than most enemies) aiming up at point blank range to eldritch blast their opponent? Away from in a straight line from there would be in at least some upward direction. If the Invocation was suppose to be horizontal only, it probably would have specified, but instead it just says in a straight line away from you.
Another scenario here, the warlock looks down a well and see's a horrible monster climbing up. 10 feet away would be back down the well, and if it is a dry well that the warlock cause the monster to hit the bottom, is that fall damage?
There is honestly too many situations of creatures hitting inanimate objects that have gone unanswered outside of gravity + sudden stop = pain.
Repelling Blast triggers on a hit, just the same as the damage does. I'd consider that to be enough evidence.
You are not alone in that. The designer do say that they makes intentional choices about which instances have size limitations or not (but Ball Bearings not having a restriction is just stupid I'd agree).
That's not quite accurate. The actual rule is this:
While you can break up your movement, moving and taking an action are discrete affairs. In order to take your action, you must first stop moving. Doing so in the middle of another creature's space would be ending your move in its space, and is not allowed.
After digging around some more it had to be clarified more specifically by Jeremy Crawford. You can move through another creatures space (restrictions applicable), but you can't willingly stop your movement, this includes doing anything other than just moving. So the concept of walking and launching spells are by rules mutually exclusive. Even if thematically you wish to describe the character/creature as sliding down a slanted rock face with releasing a blast of magic. For that instance of the attack being made, you are considered stopped.
Meaning if an ally is between you and the enemy, you can't do anything unless you have a ranged option, and then that grants the enemy half cover.
I.E. [Y][_][_][A][E] Y=You, _=empty, A=Ally, and E=enemy. Say this is a 5 foot wide hallway. Unless Y has a ranged option, Y can do nothing to E, as any attempt to push (charger feat/monk ability) requires you to be considered stopped while withing A's square, and that is not allowed. Y could use an Eldritch blast with Repelling Blast to shove E away from A, then just pass through A's square (apply difficult terrain rules/size difference rules) and then Y is in a square between A and E.
So far I haven't found any official ruling on what happens when you are UNwillingly stopped inside of another creatures, by say mean of the Sentinel feat or other methods.
So in conclusion so far, it seems the idea of a halfling stepping inside the enemy's square to attack them, is not allowed by Rules As Written. And there is no specified rules for what to do when shoving anything into something else, unless it involves gravity/falling damage.
I've run into a few other things to consider. You can fall 10 feet and take 1d6 fall damage, but there is no ruling for willingly hopping off a 10 foot roof. DM might give you an acrobatics check, but I can't find any official ruling or DC check. I'm sure if there is a fake wall trap that springs out and hits a player, there is probably going to be a damage roll. So wall can be yeeted at you and do damage, but you can't be yeeted at the wall and do damage? There is so much stuff that does shoving or pushing in various directions, there should be some sort of official ruling on it. I mean what if you are in a decrepit old tower and the walls aren't so good? Why blast a hole then shove the enemy out when you can use an ability to slam them into and maybe through said wall?
Say I give the decrepit tower wall 5hp, it would be really easy to use just about anything to make an AC5 (same to hit a square of floor) attack roll and put a hole in the tower. But according to RAW I can push an opponent into the wall an infinite amount of times and it won't do any damage to the enemy or the wall. So RAW we have to attack the wall first, then shove the enemy out the hole. Or we[DM] has to make a choice as to how it should work to make more sense. If we just count it as basically a normal unarmed attack for 1d4 for each shove (regardless of distance) it can take 2 to 5 slams to break the 5HP wall with the enemy. If we rule it as fall damage but horizontal and do 1d6 per 10 feet that can't be moved, it could take 1 to 5 slams to break the 5HP wall with the enemy. Then it suddenly becomes another choice, when the wall is broke, does the enemy continue traveling through it or do they bounce off and require one more push? And if we are damaging the wall by smacking the wall with the enemy, is the enemy taking that damage too? Or are we splitting the damage between the object hitting the wall and the wall? There is probably rules somewhere I haven't stumbled across yet for breaking object and therefore walls too, but did they not think that a player at some point is going to try to yeet an enemy through a wall at some point? I'll admit I'm ramble ranting at this point. What is your thoughts?