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2) Creatures needn't hover to remain aloft (@JeremyECrawford, July 2015)(@JeremyECrawford, July 2015)

2) Creatures needn't hover to remain aloft (@JeremyECrawford, July 2015)

2) Creatures needn't hover to remain aloft (@JeremyECrawford, July 2015)

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You continue your jump on your nextOption 3: Jump continues into subsequent turn...(s)

...so long as you aren't knocked prone by an attack or effect before you start your next turn.

 

1) Things don't need to be on the ground when a round ends

DMG, page 110:

"A strong wind ... makes flying by nonmagical means nearly impossible. A flying creature in a strong wind must land at the end of its turn or fall"

This implies a creature flying doesn't normally have to end a "round" on the ground, and can instead move forward at speed as if no rounds exist--because rounds don't exist to the perception of characters in the world.

 

2) There are two answers that seem to conflict, but don't

Both are by Jeremy Crawford, but they don't actually conflict if you understand that "speed", "distance" and "Movement" are not the same things. Speed is "distance over time", the unit of time is one 6-second turn/round, so your character's speed is their movement every six seconds.

 

 

2a) Answer 1, September 2014

The two answers most often referenced seem to conflict, but don't:

"Things like the jump spell don't increase speed. You can jump crazy far, but your speed caps it."Answer 1: @JeremyECrawford, September 2014

  • "Things like the jump spell don't increase speed. You can jump crazy far, but your speed caps it."

  • "Every foot jumped costs movement, so you can jump farther than your current speed if you take the Dash action."

"Every foot jumped costs movement, so you can jump farther than your current speed if you take the Dash action."Answer 2: @JeremyECrawford, August 2017

  • "The trigger you choose for the Ready action must be a "perceivable circumstance" (PH, 193). A caster doesn't perceive turns ending".

(Jeremy Crawford, September 2014.) He tends to be infuriatingly coy and indirect, not really answeringAnswer 1 doesn't directly answer the question. HeIt addresses "speed""speed of movement", but not "distance""total distance of jump", or the transition between turns. Speed is distance moved over a specifiedspecific time increment, so is more specific than distance. I presume he thoughtread the question wasas, "Can I use all my Movement, "Can I use all my Movement then Jump to increase distance traveled in a single turn?"then Jump to increase Distance moved in a single turn?" instead of "Can my jump "overspan multiple turns.?"

 

2b) Answer 2, August 2017

"A caster doesn't perceive turns ending".

(Jeremy Crawford, Aug 2017) He saidAnswer 2 refers to "caster" because the question involved a spell, but the bigger question was triggering a Readied Action (Spell) to go off "at the end of this round". Non-casters can ready actions, so clearlyit follows that no characterno character can "perceive turns ending". If they conflict, this(This answer was posted nearly three years later, andso if the two do conflict, the most recent rulings hold.)

They don't conflict if you consider that "Speed", "Distance" and "Movement" are the prevailing onesnot identical, and have specific in-game meanings. This one feels more relevant to the question anywayDistance: how far a character moves. Speed: distance moved per turn. Movement: maximum possible distance moved in a single turn.

 

 Supporting rules:

31) Hover traitCreatures needn't be on the ground when a turn/round ends

"A strong wind ... makes flying by nonmagical means nearly impossible. A flying creature in a strong wind must land at the end of its turn or fall" (DMG p.110)

A creature flying doesn't can end its "turn" in the air, because its movement flows uninterrupted from one turn to the next. Because to characters in the game, turns/rounds don't exist at all.

2) Creatures needn't hover to remain aloft (@JeremyECrawford, July 2015)

"A flyer that lacks the hover trait can stay aloft without moving each round." (Jeremy Crawford, July 2015)

A flying creature does not need the ability to stay in one place to stay aloft during the transition from one round to the next. It can remain flying as long as it is in control of itself. This indicates that to the flying creature, it's not moving for six seconds then "waiting" then moving again, it's just moving.

 

43) "Flying Movement"Flying creatures remain so unless acted upon

PHB, page 191:

"If a flying creature is knocked prone, has its speed reduced to 0, or is otherwise deprived of the ability to move, the creature falls, unless it has the ability to hover or it is being held aloft by magic" (PHB, p.191)

This reinforced point 3, that aA creature flying under its own control doesn't have "hiccups" in their movement across turnsflight doesn't fall unless one of the listed conditions are met. This reinforces the previous points.

 

 

All of theEverything above areis consistent with a jump over severalspanning multiple turns

If aA character that doesn't know its turn has ended, it has no reason to curtail its movement options to something that can only occurbe finished in a six-second span. So, theyIt can jump further than their movement speed capits Speed, but can only cover it's movement speed out of the total distance coveredmove up to its Movement limit in a single turn.

If this were otherwise, in no D&Done in the in-game world could anyoneever throw a ball, shoot an arrow, toss a javelin, etc., if the distance from start to finish took longer than six seconds at its speed of travel: the projectile would simply stop mid-air and drop to the ground. If such a thing occurred, everyoneEveryone in the world would "perceive turns ending", since anything without flying or under the control of a spell would stop moving and drop to the ground in a predictable steady six-second pulse.

Think about this another wayAnother angle: "turns" don't exist outside of combat. TurnsTurns don't exist outside of combat. They don't exist to characters at all. They, only exist in theplayers' minds of players. If anyone or anything in their world could ever make a long jump or long throw (like archersarchers firing arrows at a high angle to increase range, giants throwing stones long distances), but couldn't insidedo so while in combat, they would be aware of the six-second "turn/round" pulse, and that doesn't really match anything in the lore, rulebooks, or novelizations, and doesn't seem at all to match the intent of the gameadd up.

You continue your jump on your next turn...

...so long as you aren't knocked prone by an attack or effect before you start your next turn.

 

1) Things don't need to be on the ground when a round ends

DMG, page 110:

"A strong wind ... makes flying by nonmagical means nearly impossible. A flying creature in a strong wind must land at the end of its turn or fall"

This implies a creature flying doesn't normally have to end a "round" on the ground, and can instead move forward at speed as if no rounds exist--because rounds don't exist to the perception of characters in the world.

 

2) There are two answers that seem to conflict, but don't

Both are by Jeremy Crawford, but they don't actually conflict if you understand that "speed", "distance" and "Movement" are not the same things. Speed is "distance over time", the unit of time is one 6-second turn/round, so your character's speed is their movement every six seconds.

 

2a) Answer 1, September 2014

"Things like the jump spell don't increase speed. You can jump crazy far, but your speed caps it."

"Every foot jumped costs movement, so you can jump farther than your current speed if you take the Dash action."

(Jeremy Crawford, September 2014.) He tends to be infuriatingly coy and indirect, not really answering the question. He addresses "speed", but not "distance". Speed is distance over a specified time, so is more specific than distance. I presume he thought the question was, "Can I use all my Movement then Jump to increase distance traveled in a single turn?" instead of "over multiple turns."

 

2b) Answer 2, August 2017

"A caster doesn't perceive turns ending".

(Jeremy Crawford, Aug 2017) He said "caster" because the question involved a spell, but the bigger question was triggering a Readied Action (Spell) to go off "at the end of this round". Non-casters can ready actions, so clearly no character can "perceive turns ending". If they conflict, this answer was posted nearly three years later, and the most recent rulings are the prevailing ones. This one feels more relevant to the question anyway.

 

3) Hover trait

"A flyer that lacks the hover trait can stay aloft without moving each round." (Jeremy Crawford, July 2015)

A flying creature does not need the ability to stay in one place to stay aloft during the transition from one round to the next. It can remain flying as long as it is in control of itself. This indicates that to the flying creature, it's not moving for six seconds then "waiting" then moving again, it's just moving.

 

4) "Flying Movement"

PHB, page 191:

"If a flying creature is knocked prone, has its speed reduced to 0, or is otherwise deprived of the ability to move, the creature falls, unless it has the ability to hover or it is being held aloft by magic"

This reinforced point 3, that a creature flying under its own control doesn't have "hiccups" in their movement across turns.

 

All of the above are consistent with a jump over several turns

If a character doesn't know its turn has ended, it has no reason to curtail its movement options to something that can only occur in a six-second span. So, they can jump further than their movement speed cap, but can only cover it's movement speed out of the total distance covered in a single turn.

If this were otherwise, in no D&D world could anyone throw a ball, shoot an arrow, toss a javelin, etc., if the distance from start to finish took longer than six seconds at its speed of travel: the projectile would simply stop mid-air and drop to the ground. If such a thing occurred, everyone in the world would "perceive turns ending", since anything without flying or under the control of a spell would stop moving and drop to the ground in a steady six-second pulse.

Think about this another way: "turns" don't exist outside of combat. Turns don't exist to characters at all. They only exist in the minds of players. If anyone or anything in their world could ever make a long jump or long throw (like archers firing arrows at a high angle to increase range), but couldn't inside combat, they would be aware of the six-second "turn/round" pulse, and that doesn't really match anything in the lore, rulebooks, or novelizations, and doesn't seem at all to match the intent of the game.

Option 3: Jump continues into subsequent turn(s)

 

The two answers most often referenced seem to conflict, but don't:

Answer 1: @JeremyECrawford, September 2014

  • "Things like the jump spell don't increase speed. You can jump crazy far, but your speed caps it."

  • "Every foot jumped costs movement, so you can jump farther than your current speed if you take the Dash action."

Answer 2: @JeremyECrawford, August 2017

  • "The trigger you choose for the Ready action must be a "perceivable circumstance" (PH, 193). A caster doesn't perceive turns ending".

Answer 1 doesn't directly answer the question. It addresses "speed of movement", but not "total distance of jump", or the transition between turns. Speed is distance moved over a specific time increment. I presume he read the question as, "Can I use all my Movement, then Jump to increase Distance moved in a single turn?" instead of "Can my jump span multiple turns?"

Answer 2 refers to "caster" because the question involved a spell, but the bigger question was triggering a Readied Action (Spell) to go off "at the end of this round". Non-casters can ready actions, so it follows that no character can "perceive turns ending". (This answer was posted nearly three years later, so if the two do conflict, the most recent rulings hold.)

They don't conflict if you consider that "Speed", "Distance" and "Movement" are not identical, and have specific in-game meanings. Distance: how far a character moves. Speed: distance moved per turn. Movement: maximum possible distance moved in a single turn.

 

Supporting rules:

1) Creatures needn't be on the ground when a turn/round ends

"A strong wind ... makes flying by nonmagical means nearly impossible. A flying creature in a strong wind must land at the end of its turn or fall" (DMG p.110)

A creature flying doesn't can end its "turn" in the air, because its movement flows uninterrupted from one turn to the next. Because to characters in the game, turns/rounds don't exist at all.

2) Creatures needn't hover to remain aloft (@JeremyECrawford, July 2015)

"A flyer that lacks the hover trait can stay aloft without moving each round."

A flying creature does not need the ability to stay in one place to stay aloft during the transition from one round to the next. It can remain flying as long as it is in control of itself. This indicates that to the flying creature, it's not moving for six seconds then "waiting" then moving again, it's just moving.

3) Flying creatures remain so unless acted upon

"If a flying creature is knocked prone, has its speed reduced to 0, or is otherwise deprived of the ability to move, the creature falls, unless it has the ability to hover or it is being held aloft by magic" (PHB, p.191)

A creature in flight doesn't fall unless one of the listed conditions are met. This reinforces the previous points.

 

Everything above is consistent with a jump spanning multiple turns

A character that doesn't know its turn has ended has no reason to curtail its movement to something that can be finished in a six-second span. It can jump further than its Speed, but can only move up to its Movement limit in a single turn.

If this were otherwise, no one in the in-game world could ever throw a ball, shoot an arrow, toss a javelin, etc., if the distance from start to finish took longer than six seconds at its speed of travel: the projectile would simply stop mid-air and drop to the ground. Everyone in the world would "perceive turns ending", since anything without flying or under the control of a spell would stop moving and drop to the ground in a predictable steady six-second pulse.

Another angle: Turns don't exist outside of combat. They don't exist to characters at all, only players' minds. If anyone or anything in their world could ever make a long jump or long throw (archers firing arrows at high angle to increase range, giants throwing stones long distances), but couldn't do so while in combat, they would be aware of the six-second "turn/round" pulse, and that doesn't add up.

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"A strong wind ... makes flying by nonmagical means nearly impossible. A flying creature in a strong wind must land at the end of its turn or fall" This implies a creature flying doesn't normally have to end a "round" on the ground, and can instead move forward at speed as if no rounds exist--because rounds don't exist to the perception of characters in the world.

This implies a creature flying doesn't normally have to end a "round" on the ground, and can instead move forward at speed as if no rounds exist--because rounds don't exist to the perception of characters in the world.

"Things like the jump spell don't increase speed. You can jump crazy far, but your speed caps it." "Every

"Every foot jumped costs movement, so you can jump farther than your current speed if you take the Dash action."

"A caster **doesn't perceive turns ending"doesn't perceive turns ending".

A flying creature does not need the ability to stay in one place to stay aloft during the transition from one round to the next. It can remain flying as long as it is in control of itself. This indicates that to the flying creature, it's not moving for six seconds then "waiting" then moving again, it's just moving.

 

"If a flying creature is knocked prone, has its speed reduced to 0, or is otherwise deprived of the ability to move, the creature falls, unless it has the ability to hover or it is being held aloft by magic" This reinforced point 3, that a creature flying under its own control doesn't have "hiccups" in their movement across turns.

This reinforced point 3, that a creature flying under its own control doesn't have "hiccups" in their movement across turns.

"A strong wind ... makes flying by nonmagical means nearly impossible. A flying creature in a strong wind must land at the end of its turn or fall" This implies a creature flying doesn't normally have to end a "round" on the ground, and can instead move forward at speed as if no rounds exist--because rounds don't exist to the perception of characters in the world.

"Things like the jump spell don't increase speed. You can jump crazy far, but your speed caps it." "Every foot jumped costs movement, so you can jump farther than your current speed if you take the Dash action."

"A caster **doesn't perceive turns ending".

A flying creature does not need the ability to stay in one place to stay aloft during the transition from one round to the next. It can remain flying as long as it is in control of itself. This indicates that to the flying creature, it's not moving for six seconds then "waiting" then moving again, it's just moving.

"If a flying creature is knocked prone, has its speed reduced to 0, or is otherwise deprived of the ability to move, the creature falls, unless it has the ability to hover or it is being held aloft by magic" This reinforced point 3, that a creature flying under its own control doesn't have "hiccups" in their movement across turns.

"A strong wind ... makes flying by nonmagical means nearly impossible. A flying creature in a strong wind must land at the end of its turn or fall"

This implies a creature flying doesn't normally have to end a "round" on the ground, and can instead move forward at speed as if no rounds exist--because rounds don't exist to the perception of characters in the world.

"Things like the jump spell don't increase speed. You can jump crazy far, but your speed caps it."

"Every foot jumped costs movement, so you can jump farther than your current speed if you take the Dash action."

"A caster doesn't perceive turns ending".

A flying creature does not need the ability to stay in one place to stay aloft during the transition from one round to the next. It can remain flying as long as it is in control of itself. This indicates that to the flying creature, it's not moving for six seconds then "waiting" then moving again, it's just moving.

 

"If a flying creature is knocked prone, has its speed reduced to 0, or is otherwise deprived of the ability to move, the creature falls, unless it has the ability to hover or it is being held aloft by magic"

This reinforced point 3, that a creature flying under its own control doesn't have "hiccups" in their movement across turns.

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