Maybe the ruling could depend on if you got surprised. I wouldn't think misty step would apply if my character unexpectedly fell into a pit trap. However, if my character was climbing something precarious, or attempting an extra big jump, and said, "If this starts going south, I'm ready to misty step myself to safety," I think it might be reasonable.
I thought about using it to clear a 40' jump, if I ran and jumped as far as I could (10 feet), then misty stepped the rest of the way. Probably with a weird shoulder roll landing at the end--so disorienting!
When you only get a few spells, you start really thinking about options!
Per the rules, the first thing - saying if you start to fall you'll Misty Step - wouldn't be possible as it would technically be Readying the Misty Step, which - since it's a bonus action, not an action - you cannot do.
The second thing - jumping 10 feet out and teleporting the remaining 30' - would definitely be doable, so long as you specify it's what you're doing, like Emmber said.
Personally I don't like that bonus actions can't be Readied, so I would allow it. But it's not doable per RAW.
I'm not following this line of thought can you elaborate a little more detail.
So now the real question; if you're using the XGtE 500 ft/round rule, and you fall from a 530' height... can you Misty Step to safety after your round of falling, or do you maintain your momentum?
Alas, we may never know.
Technically in 5e there's no such thing as momentum. If you Misty Stepped in that situation you'd be totally fine.
There may be no such thing as momentum, but there’s also nothing about Misty Step to suggest casting it ends a fall. That is to say, when you cast Misty Step and end up 30 feet higher, you’re not falling again. You’re still falling.
So now the real question; if you're using the XGtE 500 ft/round rule, and you fall from a 530' height... can you Misty Step to safety after your round of falling, or do you maintain your momentum?
Alas, we may never know.
Technically in 5e there's no such thing as momentum. If you Misty Stepped in that situation you'd be totally fine.
There may be no such thing as momentum, but there’s also nothing about Misty Step to suggest casting it ends a fall. That is to say, when you cast Misty Step and end up 30 feet higher, you’re not falling again. You’re still falling.
If you Misty Step up into the air that is. Jaysburn suggested a 530ft fall. You instantly fall 500 ft and Misty Step the remaining 30 ft to the ground - so you're not falling any more.
Now - whether Misty Stepping up would add 30 ft to your fall or reset the fall height is anybody's guess.
So now the real question; if you're using the XGtE 500 ft/round rule, and you fall from a 530' height... can you Misty Step to safety after your round of falling, or do you maintain your momentum?
Alas, we may never know.
Technically in 5e there's no such thing as momentum. If you Misty Stepped in that situation you'd be totally fine.
There may be no such thing as momentum, but there’s also nothing about Misty Step to suggest casting it ends a fall. That is to say, when you cast Misty Step and end up 30 feet higher, you’re not falling again. You’re still falling.
If you Misty Step up into the air that is. Jaysburn suggested a 530ft fall. You instantly fall 500 ft and Misty Step the remaining 30 ft to the ground - so you're not falling any more.
Now - whether Misty Stepping up would add 30 ft to your fall or reset the fall height is anybody's guess.
Ah, I misunderstood the original idea, yeah. But I'm still not sure it matters. The point remains that Misty Step doesn't stop your fall. What stops your fall is that you're on the ground; i.e. you've landed. Even without momentum, the RAW can be swung to simulate it (albeit with a 30-foot shorter fall). Definitely a DM call, but if it ever come up in my game, I'd probably rule in favor of realism, such as it is.
Well as I said - momentum in 5e doesn't exist. So the only thing you would be concerned with is - are you still falling or not - and if you are - how far have you actually fallen. This is why a DM would need to rule whether teleporting resets the fall height (momentum not conserved) or not (momentum conserved).
All that said - I think this is getting a little off-topic from the OP.
Not only is there no such thing as momentum, "a fall" is not defined in the rules. Sure, there's some things we'd clearly recognize as "a fall"... fall off a 30 foot ledge and land on the ground 30 feet below, "a fall!" But...
A 30 foot-high jump that you initiated.... "a fall" when you land?
(Related to above) Grappled by an enemy, they jump or flyl while dragging you against your will.... "a fall" when you land?
Falling for 30 feet, but you teleport to a point on the ground that you can see before hitting the ground?
Thrown horizontally or vertically (up) against a surface?
As far as fall speed goes, 500' in a single round (6s) is perfectly realistic (ignoring air resistance, fall distance in that time is 579') and you could probably say 1000'/round for additional rounds, but we have zero information about how long any specific action takes; if a bonus action takes 1s there's plenty of time to misty step yourself (only 16' fall), if it takes 2s there isn't (you fall 64'). Given that Feather Fall is capable of saving you from taking damage from a 10' fall, it can't require more than 0.75s (9' fall) for that particular reaction, but that doesn't help in general.
As far as fall speed goes, 500' in a single round (6s) is perfectly realistic (ignoring air resistance, fall distance in that time is 579') and you could probably say 1000'/round for additional rounds, but we have zero information about how long any specific action takes; if a bonus action takes 1s there's plenty of time to misty step yourself (only 16' fall), if it takes 2s there isn't (you fall 64'). Given that Feather Fall is capable of saving you from taking damage from a 10' fall, it can't require more than 0.75s (9' fall) for that particular reaction, but that doesn't help in general.
The thing is the XGtE rules are very clear - you fall that 500 feet instantly the instant you start falling. So either you cast it before you fall or after. There's no in-between.
As far as fall speed goes, 500' in a single round (6s) is perfectly realistic (ignoring air resistance, fall distance in that time is 579') and you could probably say 1000'/round for additional rounds, but we have zero information about how long any specific action takes; if a bonus action takes 1s there's plenty of time to misty step yourself (only 16' fall), if it takes 2s there isn't (you fall 64'). Given that Feather Fall is capable of saving you from taking damage from a 10' fall, it can't require more than 0.75s (9' fall) for that particular reaction, but that doesn't help in general.
The thing is the XGtE rules are very clear - you fall that 500 feet instantly the instant you start falling. So either you cast it before you fall or after. There's no in-between.
I would not say that they are "very clear" in that respect, there certainly is an in-between... it's just that that in-between is the turns after your own and your second turn before it ends, which is awkward.
The section in Xanathar's points out that "immediately dropping the entire distance" is precisely what it is attempting to avoid, and that "realistically, a fall from such a height can take more than a few seconds."
Rate of Falling
The rule for falling assumes that a creature immediately drops the entire distance when it falls. But what if a creature is at a high altitude when it falls, perhaps on the back of a griffon or on board an airship? Realistically, a fall from such a height can take more than a few seconds, extending past the end of the turn when the fall occurred. If you’d like high-altitude falls to be properly time-consuming, use the following optional rule.
When you fall from a great height, you instantly descend up to 500 feet. If you’re still falling on your next turn, you descend up to 500 feet at the end of that turn. This process continues until the fall ends, either because you hit the ground or the fall is otherwise halted.
I agree that they then went on to poorly describe "instantly" descending up to 500 feet, putting us right back in the situation they claimed to be trying to avoid. However then, you remain hovering at that height in mid-air through everyone else's turn, and the rest of your next turn, before instantly falling another 500 feet at the end of your second turn.
That sucks, and considering its an optional rule which was attempting to more "realistically" simulate a fall taking more than a few seconds... I think that treating falling as a mandatory and unmodifiable 500 foot movement straight down on your turn is probably a better solution. It would accomplish the same thing (you drop 500 feet during your turn), but open up cool stuff like taking actions during the fall at different heights.
Not gonna claim its RAW, but if we're throwing around optional rules from XGtE, you might as well consider a reasonable houserule instead.
Now, Feather Fall has a trigger of "you or creature within 60' falls", and because it only lasts for 1 minute at 60'/round, if you cast at the instant you fall and the fall is more than 600', it expires before you land, and even if it's a shorter fall, you might not want to be floating down at 60'/round for multiple rounds if there's flying critters that might use the opportunity to harass you. So, can you cast feather fall in the middle of a fall? (because D&D needs HALO jumps...).
So if I’m jumping a gap that is 40 feet wide and 50 feet deep and I miss jump across. Or if I was pushed off the edge and fell into the gap
based on the conversation two things occur
1) I cannot cast Misty Step to Bamf to the lip of the gap. Because....yeah not clear on why. 2) I fall immediately 500 feet which in this case 50 feet to the ground and taking 5d6 fall damage.
Now, Feather Fall has a trigger of "you or creature within 60' falls", and because it only lasts for 1 minute at 60'/round, if you cast at the instant you fall and the fall is more than 600', it expires before you land, and even if it's a shorter fall, you might not want to be floating down at 60'/round for multiple rounds if there's flying critters that might use the opportunity to harass you. So, can you cast feather fall in the middle of a fall? (because D&D needs HALO jumps...).
While feather falling, cast and drop levitate. Now you will float gently to the ground regardless of how far you fall.
So if I’m jumping a gap that is 40 feet wide and 50 feet deep and I miss jump across. Or if I was pushed off the edge and fell into the gap
based on the conversation two things occur
1) I cannot cast Misty Step to Bamf to the lip of the gap. Because....yeah not clear on why. 2) I fall immediately 500 feet which in this case 50 feet to the ground and taking 5d6 fall damage.
First off, sorry for taking a left turn on your original question! I hope it was okay!
I see it as (after reading what everyone said), if the DM says so, your strength 10 guy can make a running 40 ft jump with a misty step built in (decided ahead of time). A 40 foot jump normally can't be attempted without magic.
However, if you fall unexpectedly, misty step (a bonus action) is too slow to save you.
Feather fall, a "reaction to a fall", is fast enough to save you. (I kinda picture the verbal component as a horrified gasp when someone falls.)
DM discretion as always, though. I imagine if you planned on "I use misty step if I feel a handhold start to give," the DM might allow something like that, if there's a place you could teleport to.
I'm not following this line of thought can you elaborate a little more detail.
I'm not following this line of thought can you elaborate a little more detail.
There may be no such thing as momentum, but there’s also nothing about Misty Step to suggest casting it ends a fall. That is to say, when you cast Misty Step and end up 30 feet higher, you’re not falling again. You’re still falling.
If you Misty Step up into the air that is. Jaysburn suggested a 530ft fall. You instantly fall 500 ft and Misty Step the remaining 30 ft to the ground - so you're not falling any more.
Now - whether Misty Stepping up would add 30 ft to your fall or reset the fall height is anybody's guess.
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).
Ah, I misunderstood the original idea, yeah. But I'm still not sure it matters. The point remains that Misty Step doesn't stop your fall. What stops your fall is that you're on the ground; i.e. you've landed. Even without momentum, the RAW can be swung to simulate it (albeit with a 30-foot shorter fall). Definitely a DM call, but if it ever come up in my game, I'd probably rule in favor of realism, such as it is.
I honestly don't think realism can ever enter into a discussion about the conservation of momentum with regard to teleporting! ; )
I think we call all agree it's a blank spot in the rules and up to the whim of the 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).
Well as I said - momentum in 5e doesn't exist. So the only thing you would be concerned with is - are you still falling or not - and if you are - how far have you actually fallen. This is why a DM would need to rule whether teleporting resets the fall height (momentum not conserved) or not (momentum conserved).
All that said - I think this is getting a little off-topic from the OP.
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).
Not only is there no such thing as momentum, "a fall" is not defined in the rules. Sure, there's some things we'd clearly recognize as "a fall"... fall off a 30 foot ledge and land on the ground 30 feet below, "a fall!" But...
Reasonable minds could differ on these.
dndbeyond.com forum tags
I'm going to make this way harder than it needs to be.
As far as fall speed goes, 500' in a single round (6s) is perfectly realistic (ignoring air resistance, fall distance in that time is 579') and you could probably say 1000'/round for additional rounds, but we have zero information about how long any specific action takes; if a bonus action takes 1s there's plenty of time to misty step yourself (only 16' fall), if it takes 2s there isn't (you fall 64'). Given that Feather Fall is capable of saving you from taking damage from a 10' fall, it can't require more than 0.75s (9' fall) for that particular reaction, but that doesn't help in general.
The thing is the XGtE rules are very clear - you fall that 500 feet instantly the instant you start falling. So either you cast it before you fall or after. There's no in-between.
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).
I would not say that they are "very clear" in that respect, there certainly is an in-between... it's just that that in-between is the turns after your own and your second turn before it ends, which is awkward.
The section in Xanathar's points out that "immediately dropping the entire distance" is precisely what it is attempting to avoid, and that "realistically, a fall from such a height can take more than a few seconds."
I agree that they then went on to poorly describe "instantly" descending up to 500 feet, putting us right back in the situation they claimed to be trying to avoid. However then, you remain hovering at that height in mid-air through everyone else's turn, and the rest of your next turn, before instantly falling another 500 feet at the end of your second turn.
That sucks, and considering its an optional rule which was attempting to more "realistically" simulate a fall taking more than a few seconds... I think that treating falling as a mandatory and unmodifiable 500 foot movement straight down on your turn is probably a better solution. It would accomplish the same thing (you drop 500 feet during your turn), but open up cool stuff like taking actions during the fall at different heights.
Not gonna claim its RAW, but if we're throwing around optional rules from XGtE, you might as well consider a reasonable houserule instead.
dndbeyond.com forum tags
I'm going to make this way harder than it needs to be.
Now, Feather Fall has a trigger of "you or creature within 60' falls", and because it only lasts for 1 minute at 60'/round, if you cast at the instant you fall and the fall is more than 600', it expires before you land, and even if it's a shorter fall, you might not want to be floating down at 60'/round for multiple rounds if there's flying critters that might use the opportunity to harass you. So, can you cast feather fall in the middle of a fall? (because D&D needs HALO jumps...).
That's.... that's exactly what the three posts above yours are specifically about, my dude. :/
dndbeyond.com forum tags
I'm going to make this way harder than it needs to be.
No, those were about misty step. I was asking about feather fall.
True, my bad. What I mean was, "can you do something in the middle of your fall instead of before/after it?", that's what the above posts were about.
dndbeyond.com forum tags
I'm going to make this way harder than it needs to be.
I absolutely think you should be able to cast during a fall - but XGtE's optional rule suggests you can't do that because it says falling is instant.
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 if I’m jumping a gap that is 40 feet wide and 50 feet deep and I miss jump across. Or if I was pushed off the edge and fell into the gap
based on the conversation two things occur
1) I cannot cast Misty Step to Bamf to the lip of the gap. Because....yeah not clear on why.
2) I fall immediately 500 feet which in this case 50 feet to the ground and taking 5d6 fall damage.
While feather falling, cast and drop levitate. Now you will float gently to the ground regardless of how far you fall.
"Not all those who wander are lost"
First off, sorry for taking a left turn on your original question! I hope it was okay!
I see it as (after reading what everyone said), if the DM says so, your strength 10 guy can make a running 40 ft jump with a misty step built in (decided ahead of time). A 40 foot jump normally can't be attempted without magic.
However, if you fall unexpectedly, misty step (a bonus action) is too slow to save you.
Feather fall, a "reaction to a fall", is fast enough to save you. (I kinda picture the verbal component as a horrified gasp when someone falls.)
DM discretion as always, though. I imagine if you planned on "I use misty step if I feel a handhold start to give," the DM might allow something like that, if there's a place you could teleport to.
So why is the bonus action too slow. That is where I’m failing to connect the reasoning to the rules.