This is a long and confusing scenario, but it involves a Barbarian/Monk build I have been workshopping in my head.
You have a 5/5 Barbarian Monk, base speed of 50 with Jump cast and raging. While adjacent to an enemy on your turn you use an action to Grapple. As a bonus action you Step of the Wind which increases your movement in the round to 100 ft. With an 18 strength your high jump distance should be the following: 3 + 4 (str) + 3 (tiger totem) x 3 (jump) x 2 (SotW) = 60 ft.
While grappling you can drag a grappled creature, but it's half movement and you need 10 ft of movement as a running start to high jump. So you spend 20 ft of movement to move 10 ft. Then jump straight up using the remaining 80 ft of your movement to leap 40 ft. As a free action you release the grapple.
The question is what happens next and when. At some point both of you will fall. The enemy will fall 40 ft taking 4d6 fall damage and be prone. You, with slow fall will negate any damage and land on your feet.
Would the fall happen immediately on the same turn? Would you each fall independently at the start of the next characters turn? Would the enemy fall on his next turn and your Monk still be 40 ft in the air until his turn comes back around?
Curious how others would rule this scenario plays out.
The falling variant text in Xanathar's indicates that the default PHB fall is indeed meant to be effectively instant. You're both on the ground at the end of your turn.
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.
Monk will jump and land on the turn they execute this. Enemy will fall immediately and take the damage, and will be prone. A common house rule DMs implement is that when you would be caused to fall, you don't fall until the start of your turn, so ultimately this is up to your DM. This is often implemented so that people can have a response to help someone that is falling before their initiative, because it can be very unsatisfying to have a monster shove you off a 500 foot bridge, and then without any opportunity to do anything, you fall and die instantly.
...3 + 4 (str) + 3 (tiger totem) x 3 (jump) x 2 (SotW) = 60 ft...
Lyxen, I'm assuming the bolded jump is referring to someone casting the jump spell on him (or some monk way to emulate the jump spell). I can't know for sure cause I'm not OP but that's what I'm assuming
OK, these computations are a bit silly anyway, I have found this site which might help: https://fexlabs.com/5ejump/
I guess it helps by showing that the math is correct.
Personally, I would rule that your jump distance is also halved by dragging some one. There are no specific rules for that I don't, but it seems unreasonable that you can leap normally when you walk at half speed...
Honestly, half-speed would in any case prevent the running jump.
They did facto this when they said
So you spend 20 ft of movement to move 10 ft.
For the running jump part, you just need to have moved 10 ft. before jumping, which while grappling someone would cost 2 ft. of movement per 1 ft. moved.
This is a long and confusing scenario, but it involves a Barbarian/Monk build I have been workshopping in my head.
You have a 5/5 Barbarian Monk, base speed of 50 with Jump cast and raging. While adjacent to an enemy on your turn you use an action to Grapple. As a bonus action you Step of the Wind which increases your movement in the round to 100 ft. With an 18 strength your high jump distance should be the following: 3 + 4 (str) + 3 (tiger totem) x 3 (jump) x 2 (SotW) = 60 ft.
While grappling you can drag a grappled creature, but it's half movement and you need 10 ft of movement as a running start to high jump. So you spend 20 ft of movement to move 10 ft. Then jump straight up using the remaining 80 ft of your movement to leap 40 ft. As a free action you release the grapple.
The question is what happens next and when. At some point both of you will fall. The enemy will fall 40 ft taking 4d6 fall damage and be prone. You, with slow fall will negate any damage and land on your feet.
Would the fall happen immediately on the same turn? Would you each fall independently at the start of the next characters turn? Would the enemy fall on his next turn and your Monk still be 40 ft in the air until his turn comes back around?
Curious how others would rule this scenario plays out.
The falling variant text in Xanathar's indicates that the default PHB fall is indeed meant to be effectively instant. You're both on the ground at the end of your turn.
Monk will jump and land on the turn they execute this. Enemy will fall immediately and take the damage, and will be prone. A common house rule DMs implement is that when you would be caused to fall, you don't fall until the start of your turn, so ultimately this is up to your DM. This is often implemented so that people can have a response to help someone that is falling before their initiative, because it can be very unsatisfying to have a monster shove you off a 500 foot bridge, and then without any opportunity to do anything, you fall and die instantly.
Lyxen,
I'm assuming the bolded jump is referring to someone casting the jump spell on him (or some monk way to emulate the jump spell). I can't know for sure cause I'm not OP but that's what I'm assuming
I guess it helps by showing that the math is correct.
Personally, I would rule that your jump distance is also halved by dragging some one. There are no specific rules for that I don't, but it seems unreasonable that you can leap normally when you walk at half speed...
As for the actual question, just instantly fall.
They did facto this when they said
For the running jump part, you just need to have moved 10 ft. before jumping, which while grappling someone would cost 2 ft. of movement per 1 ft. moved.
Find my D&D Beyond articles here
Ah, I assumed you were talking to RAW. That'd be your valid prerogative as DM but in this scenario the math checks out by the rules.
Find my D&D Beyond articles here