Unless whatever feature gives you more jump height says otherwise, yes.
The maximum “natural” jump height is exactly 10 feet for a 20th-level barbarian with a strength of 24, and I would absolutely inflict the 1d6 damage on them if they were to jump their full maximum jump height, because they’d have HP out the ass and it would be hilarious.
For the dangers of increasing your jump capabilities without accounting for fall damage, I direct you to Tarhiel and the Scroll of Icarian Flight from Morrowind.
Fall damage only triggers when end your movement in the air.
If you're good at jumping and can jump 20 ft and have 40 ft of movement to use then you could jump up to a height of 20 ft and still use the remaining 20 ft to reach the ground without hurting yourself.
Let's say you were given an effect to double your jump: you could jump 40 ft into the air! But, unless you use your action to Dash giving more movement to use that turn, you'll end your turn 40 ft up: so then you fall 40 ft taking 4d6 falling damage.
(Note: the figures here are only used for easy showing the examples, actual jump distance requires math and factors I cannot be bothered to go into - this is about how and when fall damage applies when jumping)
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But what if I have something like Step of the Wind and the Boots of Springing and Striding? Do I only take fall damage if the fall of the jump is more than my max possible jump height or something?
My main goal is to just make a character that make jumps like the Hulk to move around.
Fall damage only triggers when end your movement in the air.
If you're good at jumping and can jump 20 ft and have 40 ft of movement to use then you could jump up to a height of 20 ft and still use the remaining 20 ft to reach the ground without hurting yourself.
Let's say you were given an effect to double your jump: you could jump 40 ft into the air! But, unless you use your action to Dash giving more movement to use that turn, you'll end your turn 40 ft up: so then you fall 40 ft taking 4d6 falling damage.
(Note: the figures here are only used for easy showing the examples, actual jump distance requires math and factors I cannot be bothered to go into - this is about how and when fall damage applies when jumping)
Not sure where you see falling damage is only triggered when you end your turn in the air. The Player's Handbook states:
"A fall from a great height is one of the most common hazards facing an adventurer. At the end of a fall, a creature takes 1d6 bludgeoning damage for every 10 feet it fell, to a maximum of 20d6. The creature lands prone, unless it avoids taking damage from the fall."
So a fall is a fall. The question I have would be, "Is the descent from a jump considered falling?" If I jump two feet in the air, do I then "fall" two feet?
I wouldn't make a jump take damage unless you fell further than your high-jump distance. Within that range I wouldn't consider the descent a fall. Outside that range though - I definitely would.
There aren't any rules I know of that involve movement in relation to falling. It just says you take 1d6 bludgeoning damage for every 10 feet you fell. You just have to see if the dm considers the descent from jumping to be a fall.
When you make a jump (either kind) you use movement for each foot you jump. I guess I would rule that if you ran out of movement - as in - you didn't have enough to make the full distance - you'd start falling from that point.
It does not say. I think it would be silly to have a magic item or spell that damages you and makes you fall prone every time you use it. Are you the dm? If not, what does your dm say?
So I was wondering if it's ok to move forward during a high jump in anyway?
No a high jump is up. What you want is a long jump. They're both detailed in the rules. Whichever you use - you use movement to do it. So it's possible. Because it costs movement to jump you can't jump further than you can move. As I said in my previous comment - I would guess that if you tried you'd start falling from the moment your remaining movement hits 0 (but then - long jumps don't consider a height - just distance - so I would say you cannot jump further than your movement).
Lets say that my character has a high jump of over 10ft, would I take fall damage on the fall or would nothing happen?
Unless whatever feature gives you more jump height says otherwise, yes.
The maximum “natural” jump height is exactly 10 feet for a 20th-level barbarian with a strength of 24, and I would absolutely inflict the 1d6 damage on them if they were to jump their full maximum jump height, because they’d have HP out the ass and it would be hilarious.
For the dangers of increasing your jump capabilities without accounting for fall damage, I direct you to Tarhiel and the Scroll of Icarian Flight from Morrowind.
Fall damage only triggers when end your movement in the air.
If you're good at jumping and can jump 20 ft and have 40 ft of movement to use then you could jump up to a height of 20 ft and still use the remaining 20 ft to reach the ground without hurting yourself.
Let's say you were given an effect to double your jump: you could jump 40 ft into the air! But, unless you use your action to Dash giving more movement to use that turn, you'll end your turn 40 ft up: so then you fall 40 ft taking 4d6 falling damage.
(Note: the figures here are only used for easy showing the examples, actual jump distance requires math and factors I cannot be bothered to go into - this is about how and when fall damage applies when jumping)
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
But what if I have something like Step of the Wind and the Boots of Springing and Striding? Do I only take fall damage if the fall of the jump is more than my max possible jump height or something?
My main goal is to just make a character that make jumps like the Hulk to move around.
So, what your saying is I dont take fall damage as long as I land on the ground before the end of my turn?
Not sure where you see falling damage is only triggered when you end your turn in the air. The Player's Handbook states:
"A fall from a great height is one of the most common hazards facing an adventurer. At the end of a fall, a creature takes 1d6 bludgeoning damage for every 10 feet it fell, to a maximum of 20d6. The creature lands prone, unless it avoids taking damage from the fall."
So a fall is a fall. The question I have would be, "Is the descent from a jump considered falling?" If I jump two feet in the air, do I then "fall" two feet?
Up to the dm. I would say no.
So it's not considered a fall as long as I have enough movement to reach the ground?
I wouldn't make a jump take damage unless you fell further than your high-jump distance. Within that range I wouldn't consider the descent a fall. Outside that range though - I definitely would.
Mega Yahtzee Thread:
Highest 41: brocker2001 (#11,285).
Yahtzee of 2's: Emmber (#36,161).
Lowest 9: JoeltheWalrus (#312), Emmber (#12,505) and Dertinus (#20,953).
So for the descent of the jump I have to have movement speed available and it has to be less than or equal to the accent?
There aren't any rules I know of that involve movement in relation to falling. It just says you take 1d6 bludgeoning damage for every 10 feet you fell. You just have to see if the dm considers the descent from jumping to be a fall.
Does that still apply if you have something like the Jump spell or the Boots of Springing?
There may not be movement rules for falling but there are for high jumps and long jumps.
When you make a jump (either kind) you use movement for each foot you jump. I guess I would rule that if you ran out of movement - as in - you didn't have enough to make the full distance - you'd start falling from that point.
Mega Yahtzee Thread:
Highest 41: brocker2001 (#11,285).
Yahtzee of 2's: Emmber (#36,161).
Lowest 9: JoeltheWalrus (#312), Emmber (#12,505) and Dertinus (#20,953).
It does not say. I think it would be silly to have a magic item or spell that damages you and makes you fall prone every time you use it. Are you the dm? If not, what does your dm say?
My DM is very flexible with this stuff, he doesn't really care. I just want to find out what I can to make it fair.
Then I would go with jumping doesn't damage you or make you fall prone.
Ok then.
But I also need a little help with something else.
My main goal with my character is to make it so that instead of running, he just make big jumps like the Hulk.
So I was wondering if it's ok to move forward during a high jump in anyway?
No a high jump is up. What you want is a long jump. They're both detailed in the rules. Whichever you use - you use movement to do it. So it's possible. Because it costs movement to jump you can't jump further than you can move. As I said in my previous comment - I would guess that if you tried you'd start falling from the moment your remaining movement hits 0 (but then - long jumps don't consider a height - just distance - so I would say you cannot jump further than your movement).
Mega Yahtzee Thread:
Highest 41: brocker2001 (#11,285).
Yahtzee of 2's: Emmber (#36,161).
Lowest 9: JoeltheWalrus (#312), Emmber (#12,505) and Dertinus (#20,953).
Ok, but lets say I want to do a long jump but go a little higher and a little less further.
Am I allowed to adjust it?
Could it just be something like a jump height of 20ft and a jump length of 5ft?
You know, something like a long jump but in reverse.
RAW: no. Your choices are binary - either high jump or long jump. In practice - that's entirely up to your DM.
Mega Yahtzee Thread:
Highest 41: brocker2001 (#11,285).
Yahtzee of 2's: Emmber (#36,161).
Lowest 9: JoeltheWalrus (#312), Emmber (#12,505) and Dertinus (#20,953).
ok, but how fair does this sound for a rule:
When you make a high jump, you can spend extra movement to move up to 1/4 of the high jumps height?