New Question: Does Movement spent due to this count as moving? In the sense that a Rogue could still use Steady Aim afterwards?
You have a Speed. You can use movement up to your Speed when you move. Steady Aim sets your Speed to zero. If your speed is 0, you can't spend 15' of movement.
New Question: Does Movement spent due to this count as moving? In the sense that a Rogue could still use Steady Aim afterwards?
You have a Speed. You can use movement up to your Speed when you move. Steady Aim sets your Speed to zero. If your speed is 0, you can't spend 15' of movement.
True, and that means you can't use Portal Jumper after having used Steady Aim. But the question is about whether you can use Steady Aim after using Portal Jumper.
Steady Aim says that you can only do that "if you haven't moved this turn". So it comes down to whether teleporting in this manner counts as "moving" for the purposes of things like this. I am not sure there's a clear answer to that in the rules.
New Question: Does Movement spent due to this count as moving? In the sense that a Rogue could still use Steady Aim afterwards?
You have a Speed. You can use movement up to your Speed when you move. Steady Aim sets your Speed to zero. If your speed is 0, you can't spend 15' of movement.
I think Narthon is not saying that. The idea is first Portal Jumper, then Steady Aim.
New Question: Does Movement spent due to this count as moving? In the sense that a Rogue could still use Steady Aim afterwards?
You have a Speed. You can use movement up to your Speed when you move. Steady Aim sets your Speed to zero. If your speed is 0, you can't spend 15' of movement.
I think Narthon is not saying that. The idea is first Portal Jumper, then Steady Aim.
I think spending movement is definitionally moving, because that's literally how the rules describe moving.
Edit: And natural language - to move is to change your place in space. Any teleportation effect should count as moving, whether it uses your available movement or not. ie, I don't think you can misty step before you use Steady Aim either. The word 'move' in Steady Aim is lowercase, so natural language definition, not technical rules definition.
Edit2: okay, you can't misty step anyway, because they're both bonus actions, but even if you could ignore that... Technically if someone managed to push you during your turn, you couldn't steady aim either.
New Question: Does Movement spent due to this count as moving? In the sense that a Rogue could still use Steady Aim afterwards?
You have a Speed. You can use movement up to your Speed when you move. Steady Aim sets your Speed to zero. If your speed is 0, you can't spend 15' of movement.
I think Narthon is not saying that. The idea is first Portal Jumper, then Steady Aim.
I think spending movement is definitionally moving, because that's literally how the rules describe moving.
Edit: And natural language - to move is to change your place in space. Any teleportation effect should count as moving, whether it uses your available movement or not. ie, I don't think you can misty step before you use Steady Aim either. The word 'move' in Steady Aim is lowercase, so natural language definition, not technical rules definition.
Regarding movement and teleport:
Teleportation is a special kind of magical transportation. If you teleport, you disappear and reappear elsewhere instantly, without moving through the intervening space. This transportation doesn’t expend movement unless a rule tells you otherwise, and teleportation never provokes Opportunity Attacks.
New Question: Does Movement spent due to this count as moving? In the sense that a Rogue could still use Steady Aim afterwards?
I don't know the reason, but they had this answer in the 5e SAC 1.14, removed in later versions:
Is standing up from prone considered moving? Standing up costs movement but moves you nowhere. When the game refers to you moving, it means moving some distance. It doesn’t mean making a gesture or standing up in place. To move while prone, you crawl or use magic (PH, 191)
So, if you agree with that ruling, then you can apply it the same way to Portal Jumper.
New Question: Does Movement spent due to this count as moving? In the sense that a Rogue could still use Steady Aim afterwards?
You have a Speed. You can use movement up to your Speed when you move. Steady Aim sets your Speed to zero. If your speed is 0, you can't spend 15' of movement.
I think Narthon is not saying that. The idea is first Portal Jumper, then Steady Aim.
I think spending movement is definitionally moving, because that's literally how the rules describe moving.
Edit: And natural language - to move is to change your place in space. Any teleportation effect should count as moving, whether it uses your available movement or not. ie, I don't think you can misty step before you use Steady Aim either. The word 'move' in Steady Aim is lowercase, so natural language definition, not technical rules definition.
Regarding movement and teleport:
Teleportation is a special kind of magical transportation. If you teleport, you disappear and reappear elsewhere instantly, without moving through the intervening space. This transportation doesn’t expend movement unless a rule tells you otherwise, and teleportation never provokes Opportunity Attacks.
I would note that it doesn't say teleportation isn't movement. it says you don't move through the intervening space. ie, you are never present in any of the spaces between where you started and where you finished. It's not just 'moving', but 'moving through' in that sentence. But you still move, from one space to the other.
(That comports with your next post on standing from prone - movement only happens if you change spaces, and teleportation does cause you to change spaces. You have moved some distance).
Fascinating discussion. I think its fair to say that this is debatable and DM dependent, as are so many other less-then-clear rulings. Although I would tend to dissallow using portal jump and steady aim.
Portal Jumper plus 2024 Arch Fey Patron basically = NightCrawler from the X Men. You can Misty Step as part of an attack, as a bonus action, or a reaction or all of the above and you can Portal jump as part of your movement. Many of the Misty steps cause damage or turn you invisable or leave the enemy wyou stepped away from with disadvantage till your next round etc...
Woah. I never thought of movement speed being reduced to zero when you are grappled. Combined with possibly not being able to pass through surfaces and… well… it’s still a solid origin feat, but not the miracle necessity that I thought it was.
Yeah, you'd have to break the grapple before being able to teleport out of there!
Woah. I never thought of movement speed being reduced to zero when you are grappled. Combined with possibly not being able to pass through surfaces and… well… it’s still a solid origin feat, but not the miracle necessity that I thought it was.
Yeah, you'd have to break the grapple before being able to teleport out of there!
Freedom of Movement requires you to spend 5' of movement to break a grapple... that means it must be possible to spend movement while restrained, at least so long as you are no longer restrained after spending that movement.
The movement rules aren't terribly clear on when you check the validity of a move. But Freedom of movement suggest you check after making each square of the move. ie, you have Speed 0', but by spending 5' of movement you end the grapple and get your normal Speed back, and you now have enough Speed to deduct 5' of movement, so it's legal.
This also suggests that, for example, if you were in a Spirit Guardians with 30' base Speed halved to 15', and you spent 15' to get to the edge of spirit guardians, you could spend another 5' of movement to exit Spirit Guardians because after that move you'd have 10' of movement left. (ie, you can keep moving until you attempt to make a move that would put you at negative movement remaining, and that attempt to move fails).
That's a little unintuitive, but required to make Freedom of Movement work as written. And the general movement rules are vague enough that it's a possible interpretation. (Not the best interpretation in the general movement rules by themselves, but the best interpretation once you factor Freedom of Movement's text in).
And that means you should be able to use Portal Jumper to escape a grapple, because you will be at 0 or greater movement after spending movement on Portal Jumper.
It does wound confusing. I understand that it can be a complex game, but one would think tests and such by “experts” would correct these things before they are published. In the age of patches and rewrites however, this seems less common.
Anyway, thank you all for participating in the topic! I always get a kick out of how involved the community here is.
Woah. I never thought of movement speed being reduced to zero when you are grappled. Combined with possibly not being able to pass through surfaces and… well… it’s still a solid origin feat, but not the miracle necessity that I thought it was.
Yeah, you'd have to break the grapple before being able to teleport out of there!
Freedom of Movement requires you to spend 5' of movement to break a grapple... that means it must be possible to spend movement while restrained, at least so long as you are no longer restrained after spending that movement.
The movement rules aren't terribly clear on when you check the validity of a move. But Freedom of movement suggest you check after making each square of the move. ie, you have Speed 0', but by spending 5' of movement you end the grapple and get your normal Speed back, and you now have enough Speed to deduct 5' of movement, so it's legal.
Just because FoM enables it doesn't mean it's a generalized mechanic. This is a specific-beats-general thing. FoM says you can spend move to break a grapple, therefore, while you're under FoM, you can do that, even if it's inconsistent with the mechanics in general.
This also suggests that, for example, if you were in a Spirit Guardians with 30' base Speed halved to 15', and you spent 15' to get to the edge of spirit guardians, you could spend another 5' of movement to exit Spirit Guardians because after that move you'd have 10' of movement left. (ie, you can keep moving until you attempt to make a move that would put you at negative movement remaining, and that attempt to move fails).
The Artificer's Cartographer's teleport specifically says you can't use it if your speed is 0. It is annoying/interesting that they didn't specifically add a line clarifying that case for Portal Jump from this feat.
Woah. I never thought of movement speed being reduced to zero when you are grappled. Combined with possibly not being able to pass through surfaces and… well… it’s still a solid origin feat, but not the miracle necessity that I thought it was.
Yeah, you'd have to break the grapple before being able to teleport out of there!
Freedom of Movement requires you to spend 5' of movement to break a grapple... that means it must be possible to spend movement while restrained, at least so long as you are no longer restrained after spending that movement.
The movement rules aren't terribly clear on when you check the validity of a move. But Freedom of movement suggest you check after making each square of the move. ie, you have Speed 0', but by spending 5' of movement you end the grapple and get your normal Speed back, and you now have enough Speed to deduct 5' of movement, so it's legal.
Just because FoM enables it doesn't mean it's a generalized mechanic. This is a specific-beats-general thing. FoM says you can spend move to break a grapple, therefore, while you're under FoM, you can do that, even if it's inconsistent with the mechanics in general.
This also suggests that, for example, if you were in a Spirit Guardians with 30' base Speed halved to 15', and you spent 15' to get to the edge of spirit guardians, you could spend another 5' of movement to exit Spirit Guardians because after that move you'd have 10' of movement left. (ie, you can keep moving until you attempt to make a move that would put you at negative movement remaining, and that attempt to move fails).
Yeah, no.
I would have expected it to call this out as an exception on Freedom of Movement. It reads like they simply assume you can spend movement so long as it results in a state with >=0 movement remaining, not like they were intentionally making an exception.
And again, the actual movement rules are pretty ambiguous.
The Artificer's Cartographer's teleport specifically says you can't use it if your speed is 0. It is annoying/interesting that they didn't specifically add a line clarifying that case for Portal Jump from this feat.
The wording is different. Cartographer's Portal Jump feature says you use half your movement to do it, so there has to be "can't use it if your Speed is 0" language to avoid "half of 0 is still 0" confusion
On your turn, you can spend an amount of movement equal to half your Speed (round down) to teleport to an unoccupied space
The Portal Jumper feat just says you spend 15 feet of your movement, so if you don't have 15 feet to spend, you can't use it
You can spend 15 feet of movement to teleport to an unoccupied space you can see within 15 feet of yourself
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Active characters:
Edoumiaond Willegume "Eddie" Podslee, Vegetanian scholar (College of Spirits bard) Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric) Peter "the Pied Piper" Hausler, human con artist/remover of vermin (Circle of the Shepherd druid) PIPA - Planar Interception/Protection Aeormaton, warforged bodyguard and ex-wizard hunter (Warrior of the Elements monk/Cartographer artificer) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
Steady Aim says that you can only do that "if you haven't moved this turn". So it comes down to whether teleporting in this manner counts as "moving" for the purposes of things like this. I am not sure there's a clear answer to that in the rules.
If it happens during your movement and costs you some portion of your movement for that turn, I'd have a hard time ruling that it didn't count as having moved on that turn -- in the same way that standing up from being prone would prevent you from using Steady Aim, even though you haven't left your square on the map
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Active characters:
Edoumiaond Willegume "Eddie" Podslee, Vegetanian scholar (College of Spirits bard) Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric) Peter "the Pied Piper" Hausler, human con artist/remover of vermin (Circle of the Shepherd druid) PIPA - Planar Interception/Protection Aeormaton, warforged bodyguard and ex-wizard hunter (Warrior of the Elements monk/Cartographer artificer) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
Freedom of Movement requires you to spend 5' of movement to break a grapple... that means it must be possible to spend movement while restrained, at least so long as you are no longer restrained after spending that movement.
The movement rules aren't terribly clear on when you check the validity of a move. But Freedom of movement suggest you check after making each square of the move. ie, you have Speed 0', but by spending 5' of movement you end the grapple and get your normal Speed back, and you now have enough Speed to deduct 5' of movement, so it's legal.
Just because FoM enables it doesn't mean it's a generalized mechanic. This is a specific-beats-general thing. FoM says you can spend move to break a grapple, therefore, while you're under FoM, you can do that, even if it's inconsistent with the mechanics in general.
I would have expected it to call this out as an exception on Freedom of Movement. It reads like they simply assume you can spend movement so long as it results in a state with >=0 movement remaining, not like they were intentionally making an exception.
That's not how exception-based systems work -- there is no need to specify that something is an exception, it simply is by existing.
And again, the actual movement rules are pretty ambiguous.
They're not, or at least not in the way you're talking about.
What there is is very poor templating on a variety of abilities that interact with them. (And this does include Freedom of Movement, which ought to explain the grapple interaction better/differently to make it clear. It works because it must work, but it's certainly not making our lives easier.)
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New Question: Does Movement spent due to this count as moving? In the sense that a Rogue could still use Steady Aim afterwards?
You have a Speed. You can use movement up to your Speed when you move. Steady Aim sets your Speed to zero. If your speed is 0, you can't spend 15' of movement.
True, and that means you can't use Portal Jumper after having used Steady Aim. But the question is about whether you can use Steady Aim after using Portal Jumper.
Steady Aim says that you can only do that "if you haven't moved this turn". So it comes down to whether teleporting in this manner counts as "moving" for the purposes of things like this. I am not sure there's a clear answer to that in the rules.
pronouns: he/she/they
I think Narthon is not saying that. The idea is first Portal Jumper, then Steady Aim.
I think spending movement is definitionally moving, because that's literally how the rules describe moving.
Edit: And natural language - to move is to change your place in space. Any teleportation effect should count as moving, whether it uses your available movement or not. ie, I don't think you can misty step before you use Steady Aim either. The word 'move' in Steady Aim is lowercase, so natural language definition, not technical rules definition.
Edit2: okay, you can't misty step anyway, because they're both bonus actions, but even if you could ignore that... Technically if someone managed to push you during your turn, you couldn't steady aim either.
Regarding movement and teleport:
I don't know the reason, but they had this answer in the 5e SAC 1.14, removed in later versions:
So, if you agree with that ruling, then you can apply it the same way to Portal Jumper.
I would note that it doesn't say teleportation isn't movement. it says you don't move through the intervening space. ie, you are never present in any of the spaces between where you started and where you finished. It's not just 'moving', but 'moving through' in that sentence. But you still move, from one space to the other.
(That comports with your next post on standing from prone - movement only happens if you change spaces, and teleportation does cause you to change spaces. You have moved some distance).
Fascinating discussion. I think its fair to say that this is debatable and DM dependent, as are so many other less-then-clear rulings. Although I would tend to dissallow using portal jump and steady aim.
Portal Jumper plus 2024 Arch Fey Patron basically = NightCrawler from the X Men. You can Misty Step as part of an attack, as a bonus action, or a reaction or all of the above and you can Portal jump as part of your movement. Many of the Misty steps cause damage or turn you invisable or leave the enemy wyou stepped away from with disadvantage till your next round etc...
Yeah, you'd have to break the grapple before being able to teleport out of there!
Freedom of Movement requires you to spend 5' of movement to break a grapple... that means it must be possible to spend movement while restrained, at least so long as you are no longer restrained after spending that movement.
The movement rules aren't terribly clear on when you check the validity of a move. But Freedom of movement suggest you check after making each square of the move. ie, you have Speed 0', but by spending 5' of movement you end the grapple and get your normal Speed back, and you now have enough Speed to deduct 5' of movement, so it's legal.
This also suggests that, for example, if you were in a Spirit Guardians with 30' base Speed halved to 15', and you spent 15' to get to the edge of spirit guardians, you could spend another 5' of movement to exit Spirit Guardians because after that move you'd have 10' of movement left. (ie, you can keep moving until you attempt to make a move that would put you at negative movement remaining, and that attempt to move fails).
That's a little unintuitive, but required to make Freedom of Movement work as written. And the general movement rules are vague enough that it's a possible interpretation. (Not the best interpretation in the general movement rules by themselves, but the best interpretation once you factor Freedom of Movement's text in).
And that means you should be able to use Portal Jumper to escape a grapple, because you will be at 0 or greater movement after spending movement on Portal Jumper.
... I am not happy about this.
It does wound confusing. I understand that it can be a complex game, but one would think tests and such by “experts” would correct these things before they are published. In the age of patches and rewrites however, this seems less common.
Anyway, thank you all for participating in the topic! I always get a kick out of how involved the community here is.
Just because FoM enables it doesn't mean it's a generalized mechanic. This is a specific-beats-general thing. FoM says you can spend move to break a grapple, therefore, while you're under FoM, you can do that, even if it's inconsistent with the mechanics in general.
Yeah, no.
The Artificer's Cartographer's teleport specifically says you can't use it if your speed is 0. It is annoying/interesting that they didn't specifically add a line clarifying that case for Portal Jump from this feat.
I would have expected it to call this out as an exception on Freedom of Movement. It reads like they simply assume you can spend movement so long as it results in a state with >=0 movement remaining, not like they were intentionally making an exception.
And again, the actual movement rules are pretty ambiguous.
The wording is different. Cartographer's Portal Jump feature says you use half your movement to do it, so there has to be "can't use it if your Speed is 0" language to avoid "half of 0 is still 0" confusion
The Portal Jumper feat just says you spend 15 feet of your movement, so if you don't have 15 feet to spend, you can't use it
Active characters:
Edoumiaond Willegume "Eddie" Podslee, Vegetanian scholar (College of Spirits bard)
Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric)
Peter "the Pied Piper" Hausler, human con artist/remover of vermin (Circle of the Shepherd druid)
PIPA - Planar Interception/Protection Aeormaton, warforged bodyguard and ex-wizard hunter (Warrior of the Elements monk/Cartographer artificer)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
If it happens during your movement and costs you some portion of your movement for that turn, I'd have a hard time ruling that it didn't count as having moved on that turn -- in the same way that standing up from being prone would prevent you from using Steady Aim, even though you haven't left your square on the map
Active characters:
Edoumiaond Willegume "Eddie" Podslee, Vegetanian scholar (College of Spirits bard)
Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric)
Peter "the Pied Piper" Hausler, human con artist/remover of vermin (Circle of the Shepherd druid)
PIPA - Planar Interception/Protection Aeormaton, warforged bodyguard and ex-wizard hunter (Warrior of the Elements monk/Cartographer artificer)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
That's not how exception-based systems work -- there is no need to specify that something is an exception, it simply is by existing.
They're not, or at least not in the way you're talking about.
What there is is very poor templating on a variety of abilities that interact with them. (And this does include Freedom of Movement, which ought to explain the grapple interaction better/differently to make it clear. It works because it must work, but it's certainly not making our lives easier.)