This is potentially an ambiguous area, as it does not follow the formatting as with "mirthful leaps" where it explicitly calls out the bonus movement as being restricted to jump rules, and this doesn't follow that precedent, it merely states that you extend your jump by the check total, your jump being the action that you took.
And if it did, there is a spell known as Haste which doubles your movement speed, meaning that all of this would be possible anyway, so they're still king of the jump.
You would need a friend to cast on you but it could work!
Yeah, that's true. But if you're lvl 20, friends shouldn't be an issue.
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A lich beholder could and would fight God. I desperately want to make it fight my players instead.
Yeah, that's true. But if you're lvl 20, friends shouldn't be an issue.
And prior to level 20, that extra jump distance is more relevant since you're less likely to cap. But still, the niche nature of it is amusing. Expect a player who does this to try to jump everywhere. Playing in a Theros campaign right now and me and the other Satyr are jumping at every opportunity with our mirthful leaps just because it's so amusing to have a race that makes a usually skipped over mechanic way more potent potentially.
Yeah, that's true. But if you're lvl 20, friends shouldn't be an issue.
And prior to level 20, that extra jump distance is more relevant since you're less likely to cap. But still, the niche nature of it is amusing. Expect a player who does this to try to jump everywhere. Playing in a Theros campaign right now and me and the other Satyr are jumping at every opportunity with our mirthful leaps just because it's so amusing to have a race that makes a usually skipped over mechanic way more potent potentially.
You will cap pretty early unless you take feats/classes with more speed. But monk/Barb will have some good time jumping.
Yeah, that's true. But if you're lvl 20, friends shouldn't be an issue.
And prior to level 20, that extra jump distance is more relevant since you're less likely to cap. But still, the niche nature of it is amusing. Expect a player who does this to try to jump everywhere. Playing in a Theros campaign right now and me and the other Satyr are jumping at every opportunity with our mirthful leaps just because it's so amusing to have a race that makes a usually skipped over mechanic way more potent potentially.
You will cap pretty early unless you take feats/classes with more speed. But monk/Barb will have some good time jumping.
If you're going for distance, desire for more mobility is a given, and with the nature of randomness, you will not likely cap out frequently in lower levels if you are going for distance travelling. You have to keep in mind that not every athletics check will result in a high roll, nor will mirthful leaps always roll high. Barbarian does get additional movement speed, as does Satyr as a 35 movement speed race. By level 5, you will have 45 movement speed, and you can take the mobile feat for an additional 10 to reach 45 at level 4 and 55 at level 5. Assuming you put your points into STR, that will be 14/15 str, with a +3 proficiency. Bestial Soul is unlocked at level 6, so anything previous to that is irrelevant. This gives you:
Max long jump: 14/15+8+25= 47/48 feet, for 3 feet wasted by mobile barbarian (mobile is a strong feat anyway, dashing through difficult terrain without penalty is always a nice, as is not evoking opportunity attacks towards people you attack, even if you miss) on a critical athletics roll. Non-mobile does miss out on ~10 feet, which is considerable, but if you're going for mobility, mobile feat is relatively painless and has some unique boons to it.
Average long jump: 14/15+4/5+15/16=33-36 feet average, meaning mobile barbarian satyr will come out of the jump with up to 10 feet of movement to spare on average, and non-mobile barbarian satyr will just about land with full expenditure on average.
Max high jump: 3+2+8+25= 38 feet maximum, meaning non-mobile barbarian satyr loses out on 3 feet of that, and mobile barbarian satyr at level 6 clears it just fine with~10 feet to go.
Average high jump: 3+2+4/5+15/16= 24-26 feet average high jump, on average resulting on the mobile barbarian satyr having ~ 20 feet of movement left over at level 6, and the non-mobile barbarian satyr having ~10 feet to go.
If you immediately went monk afterwards by level 8 you could fully utilize a crit jump as a mobile barbarian at the cost of consistency. and by level 10 you could contribute further to the consistency of jumps, albiet at the cost of primal barbarian's level 10 which is a modest control and damage ability, your first stack of brutal crits, and advantage on initiative rolls, which are all really nice to have, especially considering a satyr barbarian is probably dexterous if you're speccing for 14/15/14, 15/15/14, or 15/15/15 in STR/DEX/CON which you probably should be, really, with Satyrs being +1 DEX naturally.
TL;DR, without mobility increasers, you're really only missing out on long jump distance and your vertical leap is relatively unaffected, though by future ASI's you will start to see your crit max get affected more and more if you focus into STR for those beeg jumps and barbarian shenanigans in general. Monk is a way to utilize more and more of your max at the cost of consistency and a fair portion of the power of the barbarian, however, with satyrs being slightly more dexterous than average, there is synergy present in a monk/barbarian combo. If you go for expertise, you see these things occur more and in greater quantities, though the consistency is still a big thing. Haste and longstrider are also available investments, accessible easily by level 6 (with haste being a good support spell in general) for your allies to carry around if they're serious about making you hit those beeg jumps.
Yeah, that's true. But if you're lvl 20, friends shouldn't be an issue.
A lich beholder could and would fight God. I desperately want to make it fight my players instead.
And prior to level 20, that extra jump distance is more relevant since you're less likely to cap. But still, the niche nature of it is amusing. Expect a player who does this to try to jump everywhere. Playing in a Theros campaign right now and me and the other Satyr are jumping at every opportunity with our mirthful leaps just because it's so amusing to have a race that makes a usually skipped over mechanic way more potent potentially.
You will cap pretty early unless you take feats/classes with more speed. But monk/Barb will have some good time jumping.
If you're going for distance, desire for more mobility is a given, and with the nature of randomness, you will not likely cap out frequently in lower levels if you are going for distance travelling. You have to keep in mind that not every athletics check will result in a high roll, nor will mirthful leaps always roll high. Barbarian does get additional movement speed, as does Satyr as a 35 movement speed race. By level 5, you will have 45 movement speed, and you can take the mobile feat for an additional 10 to reach 45 at level 4 and 55 at level 5. Assuming you put your points into STR, that will be 14/15 str, with a +3 proficiency. Bestial Soul is unlocked at level 6, so anything previous to that is irrelevant. This gives you:
Max long jump: 14/15+8+25= 47/48 feet, for 3 feet wasted by mobile barbarian (mobile is a strong feat anyway, dashing through difficult terrain without penalty is always a nice, as is not evoking opportunity attacks towards people you attack, even if you miss) on a critical athletics roll. Non-mobile does miss out on ~10 feet, which is considerable, but if you're going for mobility, mobile feat is relatively painless and has some unique boons to it.
Average long jump: 14/15+4/5+15/16=33-36 feet average, meaning mobile barbarian satyr will come out of the jump with up to 10 feet of movement to spare on average, and non-mobile barbarian satyr will just about land with full expenditure on average.
Max high jump: 3+2+8+25= 38 feet maximum, meaning non-mobile barbarian satyr loses out on 3 feet of that, and mobile barbarian satyr at level 6 clears it just fine with~10 feet to go.
Average high jump: 3+2+4/5+15/16= 24-26 feet average high jump, on average resulting on the mobile barbarian satyr having ~ 20 feet of movement left over at level 6, and the non-mobile barbarian satyr having ~10 feet to go.
If you immediately went monk afterwards by level 8 you could fully utilize a crit jump as a mobile barbarian at the cost of consistency. and by level 10 you could contribute further to the consistency of jumps, albiet at the cost of primal barbarian's level 10 which is a modest control and damage ability, your first stack of brutal crits, and advantage on initiative rolls, which are all really nice to have, especially considering a satyr barbarian is probably dexterous if you're speccing for 14/15/14, 15/15/14, or 15/15/15 in STR/DEX/CON which you probably should be, really, with Satyrs being +1 DEX naturally.
TL;DR, without mobility increasers, you're really only missing out on long jump distance and your vertical leap is relatively unaffected, though by future ASI's you will start to see your crit max get affected more and more if you focus into STR for those beeg jumps and barbarian shenanigans in general. Monk is a way to utilize more and more of your max at the cost of consistency and a fair portion of the power of the barbarian, however, with satyrs being slightly more dexterous than average, there is synergy present in a monk/barbarian combo. If you go for expertise, you see these things occur more and in greater quantities, though the consistency is still a big thing. Haste and longstrider are also available investments, accessible easily by level 6 (with haste being a good support spell in general) for your allies to carry around if they're serious about making you hit those beeg jumps.