he’s correct though, at least as far as i can tell with rules as written. you’d at least need an athletics check or dex save
He is, although I’m gonna look funny at any GM that doesn’t homebrew that out. There’s even a Jeremy Crawford post from 2015 saying that he’d only consider fall damage to be for falls farther than however high you jumped, but they didn’t change it in the 2024 update. Harengons actually don’t even need magic to run into this issue, they can just jump high enough to injure themselves as of level 9
imo, a magic ring that allows you to jump higher than you’re used to should absolutely require some falling damage or a check to see if you avoid it. the character isn’t used to this, doesn’t really know how to do it. its just been gifted temporarily.
a game setting, be it DnD or video, where you have to combine your superpower rings based on drawbacks and likely situations would rule. yeah the ring of jumping and the ring of landing go together. except what if you wanna climb a mountain? If you miss your jump your dead anyway, might aswell swap out the ring of landing for the ring of being able to breathe really thin oxygen.



