How would this interact with vertical jumping? Math confuses me. Here's the rule:
When you jump, you can make a Strength (Athletics) check and extend your jump by a number of feet equal to the check’s total. You can make this special check only once per turn.
And the High Jump rule:
High Jump. When you make a high jump, you leap into the air a number of feet equal to 3 + your Strength modifier (minimum of 0 feet) if you move at least 10 feet on foot immediately before the jump. When you make a standing high jump, you can jump only half that distance. Either way, each foot you clear on the jump costs a foot of movement. In some circumstances, your DM might allow you to make a Strength (Athletics) check to jump higher than you normally can.
So... let's say a 20th-level barbarian has a 24 Strength. 3 + 7 = 10. So move 10 feet, jump 10 feet. Standing high jump = 5 feet. Right?
Add in Path of the Beast: Jumping ability and a 13 Athletics check along with Indomitable Might. Minimum of 24 adding to the calculations. Would that mean being able to, with a 10 foot run-up, jump 34 feet on a vertical jump? And on a standing jump, 17 feet?
And on a regular long jump, 48 feet with a 10 foot run-up (assuming a movement rate that can accommodate it or a double move)?
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"Most people are other people. Their thoughts are someone else's opinions, their lives a mimicry, their passions a quotation."
Well, the big increase from Path of the Beast: Jumping seems to match the big distance provided by Long Jump (number of feet based on Strength score), rather than High Jump (number of feed based on 3 + Strength modifier).
But the wording of Path of the Beast doesn't explicitly mention Long Jump, so by RAW you could apply it to the High Jump distance too (although your DM might house-rule against it).
But 20th level characters are basically demi-gods, so why not jump like a superhero? :-)
(Note that at level 18, if you are proficient then your average strength check is going to be 7+6+11 = 24 anyway [or 30 with expertise in Athletics], so Indomitable isn't that big an improvement.)
Remember that jumping still costs movement, so your jump distance is capped by how much movement you have, which is going to be reduced by the 10 feet of the running start. But 17 feet on a standing jump, for a 20th-level barbarian? Sure, why not. Like Farling says, you're a superhero at that point, I don't see a problem.
Does not have anything for the Path of the Beast Jumping specifically, but it does for other jumping methods. With how the path of the beast jumping reads... "Jump distance" It implies for long jump, not high jump.
So I would use the high jump calculator for a generic Jump calculation of your character before that gets added. then dive the long jump by the high jump to come up with X. then do your Path of the Beast Jump Athletics roll divided by X for the added feet, and round up to the next whole number.
That's how I would do it. Sorry, but I never said there wouldn't be any math.
My math may be wrong, I am at work and the jump calculator site is blocked here. but you get the overall idea from the explanation even if i stated the formula incorrectly.
As I read it the bonus jump distance granted by Bestial Soul applies to one jump per turn and is not restricted to any particular jump type. Also I am not sure if it is clear whether the penalty for making a standing jump is applied before or after the Bestial Soul bonus.
But really even with the most generous interpretation of the rules this does not seem to be a significant balance concern. A Gem Dragonborne can fly at a speed equal to their walking speed concentration free for one minute a day by 5th level. A Genie Warlock gets a 30ft fly speed concentration free for 10 minutes a number of times a day equal to their proficiency bonus at 6th level. The Genie Warlock also gets permanent resistance to one type of damage at the same level.
As I read it the bonus jump distance granted by Bestial Soul applies to one jump per turn and is not restricted to any particular jump type. Also I am not sure if it is clear whether the penalty for making a standing jump is applied before or after the Bestial Soul bonus.
But really even with the most generous interpretation of the rules this does not seem to be a significant balance concern. A Gem Dragonborne can fly at a speed equal to their walking speed concentration free for one minute a day by 5th level. A Genie Warlock gets a 30ft fly speed concentration free for 10 minutes a number of times a day equal to their proficiency bonus at 6th level. The Genie Warlock also gets permanent resistance to one type of damage at the same level.
I love it when I am flying around, and all of a sudden there's an anti-magic field...
Don't make class abilities obsolete, just because there's other abilities that can do what it does in their niche settings and time limits and such. 1 minute a day leaves a lot of time of the day. 10 minutes for 3-6 times a day, still leaves a lot of time of day.
Jumping. Jumping has no such similar limitations to it. When your genie or dragonborn have used up all their flying for combat, or to avoid traps or etc. And you come across something you need to reach but its too high up. You'll thank the player who can jump up and grab it after you build a 3 player tall cheerleader pyramid for them to jump off of. Rather than have to take a rest first.
Jumping ability like this: particularly helpful in Tomb of Annihilation
How would this interact with vertical jumping? Math confuses me. Here's the rule:
And the High Jump rule:
So... let's say a 20th-level barbarian has a 24 Strength. 3 + 7 = 10. So move 10 feet, jump 10 feet. Standing high jump = 5 feet. Right?
Add in Path of the Beast: Jumping ability and a 13 Athletics check along with Indomitable Might. Minimum of 24 adding to the calculations. Would that mean being able to, with a 10 foot run-up, jump 34 feet on a vertical jump? And on a standing jump, 17 feet?
And on a regular long jump, 48 feet with a 10 foot run-up (assuming a movement rate that can accommodate it or a double move)?
"Most people are other people. Their thoughts are someone else's opinions, their lives a mimicry, their passions a quotation."
― Oscar Wilde.
Well, the big increase from Path of the Beast: Jumping seems to match the big distance provided by Long Jump (number of feet based on Strength score), rather than High Jump (number of feed based on 3 + Strength modifier).
But the wording of Path of the Beast doesn't explicitly mention Long Jump, so by RAW you could apply it to the High Jump distance too (although your DM might house-rule against it).
But 20th level characters are basically demi-gods, so why not jump like a superhero? :-)
(Note that at level 18, if you are proficient then your average strength check is going to be 7+6+11 = 24 anyway [or 30 with expertise in Athletics], so Indomitable isn't that big an improvement.)
Remember that jumping still costs movement, so your jump distance is capped by how much movement you have, which is going to be reduced by the 10 feet of the running start. But 17 feet on a standing jump, for a 20th-level barbarian? Sure, why not. Like Farling says, you're a superhero at that point, I don't see a problem.
A game feature should affect any jump (long or high) unless noted otherwise.
5e Jump Calculator
Does not have anything for the Path of the Beast Jumping specifically, but it does for other jumping methods. With how the path of the beast jumping reads... "Jump distance" It implies for long jump, not high jump.
So I would use the high jump calculator for a generic Jump calculation of your character before that gets added. then dive the long jump by the high jump to come up with X. then do your Path of the Beast Jump Athletics roll divided by X for the added feet, and round up to the next whole number.
That's how I would do it. Sorry, but I never said there wouldn't be any math.
My math may be wrong, I am at work and the jump calculator site is blocked here. but you get the overall idea from the explanation even if i stated the formula incorrectly.
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As I read it the bonus jump distance granted by Bestial Soul applies to one jump per turn and is not restricted to any particular jump type. Also I am not sure if it is clear whether the penalty for making a standing jump is applied before or after the Bestial Soul bonus.
But really even with the most generous interpretation of the rules this does not seem to be a significant balance concern. A Gem Dragonborne can fly at a speed equal to their walking speed concentration free for one minute a day by 5th level. A Genie Warlock gets a 30ft fly speed concentration free for 10 minutes a number of times a day equal to their proficiency bonus at 6th level. The Genie Warlock also gets permanent resistance to one type of damage at the same level.
I love it when I am flying around, and all of a sudden there's an anti-magic field...
Don't make class abilities obsolete, just because there's other abilities that can do what it does in their niche settings and time limits and such. 1 minute a day leaves a lot of time of the day. 10 minutes for 3-6 times a day, still leaves a lot of time of day.
Jumping. Jumping has no such similar limitations to it. When your genie or dragonborn have used up all their flying for combat, or to avoid traps or etc. And you come across something you need to reach but its too high up. You'll thank the player who can jump up and grab it after you build a 3 player tall cheerleader pyramid for them to jump off of. Rather than have to take a rest first.
Jumping ability like this: particularly helpful in Tomb of Annihilation
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I'm actually thinking now that it might not be halved. So, a minimum 29' vertical, standing jump. Nifty.
"Most people are other people. Their thoughts are someone else's opinions, their lives a mimicry, their passions a quotation."
― Oscar Wilde.