Do You Take Damage from Jumping in 5e?
Jumping is a crucial part of many tabletop games, including Dungeons & Dragons (D&D) 5th edition (5e). However, a question that often arises is: do you take damage from jumping in 5e? In this article, we’ll dive into the rules and explore the answers to this question.
Initial Answer
At the outset, the short answer is: no, you don’t take damage from jumping in 5e. The rulebook doesn’t specify damage for jumping, and in fact, the process of jumping is presented as a skillful maneuver, with the possibility of gaining advantage or getting bonus movement.
What’s the Difference between Falling and Jumping?
Falling and jumping are often used interchangeably, but they have distinct differences in the context of D&D. Falling refers to descending from a height, whether intentional or unintentional, which can result in damage (see the Falling section below). Jumping, on the other hand, is an action that propels a character upward, usually using Strength or Dexterity to increase the distance or height. Since jumping is a voluntary action, it’s not considered falling.
Falling
Now, let’s talk about falling. The rules for falling are clear: if you fall, you take damage. Fall Damage is a mechanical aspect of the game that simulates the risk of injury from hitting the ground. The rule is straightforward: you take 1d6 damage for every 10 feet you fall, up to a maximum of 20d6. The table below illustrates this rule:
Distance (feet) | Fall Damage (1d6) |
---|---|
10 | 1d6 |
20 | 2d6 |
30 | 3d6 |
40 | 4d6 |
… | … |
200 | 20d6 |
Free Fall and Terminal Velocity
Free Fall is the act of falling without any intentional action to slow or stop your descent. Terminal Velocity is the point at which an object’s speed is no longer increasing, usually due to air resistance. In D&D, terminal velocity is about 200 km/h (120 mph). Once you reach terminal velocity, you’ll stop accelerating, but you can still take damage from hitting the ground.
Case Study: Keyleth’s Death
In Critical Role’s campaign, Keyleth (played by Marisha Ray) falls from a great height and takes 363 points of damage. While this might seem excessive, the rules support the result: Keyleth was falling 1000 feet at Terminal Velocity, which is 200 km/h or approximately 120 mph. Since she didn’t slow her descent, she continued to take damage from her downward momentum.
Asexuality and Demisexual
Keyleth is demisexual, a character whose romantic orientation is explicitly mentioned by the show’s creators. This information adds to the richness of the character’s personality and background, allowing players to develop deeper connections with their characters.
Vex’s Ranger Abilities
Vex’ahlia, or Vex, is a skilled ranger/rogue played by Laura Bailey. Vex’s abilities are well-rounded, showcasing the character’s versatility in combat, exploration, and social situations. As a half-elf, Vex’s mix of human and elf traits provides an interesting combination of abilities and characteristics.
Conclusion
To summarize: jumping in 5e doesn’t cause damage, while falling does. If you’re intentionally or unintentionally descending from a height, you might take damage, but jumping upward doesn’t pose the same risk. By understanding the rules for falling and jumping, you’ll be better equipped to navigate the world of Dungeons & Dragons and make the most of your adventures.