D&D 5E Jump distance buffs

clearstream

(He, Him)
In 5e similar effects from different sources stack, right? So reflecting on Step of the Wind and the Jump spell...

Effects that multiply your jump distance multiply the number of feet you can cover, but typically don’t change your speed or movement. So you are typically limited by the lesser of your Strength score or your Speed. On the other hand, what stops you jumping more than once in your turn?

Example—A Monk 5 Drow Elf with Strength 12 and Speed of 50’ due to Mobility spends a point of Ki on Step of the Wind. He is already under the effect of the Jump spell cast by a colleague. Step of the Wind doubles his jump distance and the Jump spell triples it, so he can cover up to six times his Strength score i.e. 72’. Step of the Wind allows him to Dash with a bonus action, so he can move 30 squares (150’) this turn. He can take a 2 square (10’) run up and cover about 14 squares (70’). Having jumped, he could run another 2 squares (10’) and jump another 12 squares (60’). Alternatively he could take no run up and cover about 7 squares (35’), and do that four times, say hopping from pillar to pillar.

Summary - that monk can either take run ups and jump 26 squares (130') in say two leaps of 13 squares (65') each, or he can jump 28 squares (140') in say four hops of 7 squares (35') each. Or some mix of both. But he can't clear more than 72' in a single jump.
 
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The problem with most Jump boosts is they don't allow you to jump more than your Speed.

This means the jump rules remain fairly underwhelming for everyone but the monk.

And in the monk's case, it's the Speed that's impressive, not directly the jumping...

In other words, jumping around like that would have been much more impressive if you couldn't already move that far...

Merely converting your run speed into jumping isn't nearly as useful, unless you get to semi-fly.

Sent from my C6603 using EN World mobile app
 


The problem with most Jump boosts is they don't allow you to jump more than your Speed.

This means the jump rules remain fairly underwhelming for everyone but the monk.

And in the monk's case, it's the Speed that's impressive, not directly the jumping...

In other words, jumping around like that would have been much more impressive if you couldn't already move that far...

Merely converting your run speed into jumping isn't nearly as useful, unless you get to semi-fly.
Yes, that's right. The cap on total distance jumped per turn is your Speed, while the cap on distance jumped in a single leap is more often your Strength. But for many characters, tripling their jump distance per the Jump spell remains relevant because they can typically then leap 24' to 60' - falling within standard Speed + Dash. Where it gets fun is with the Monk of course. Rogues with Cunning Action can also jump pretty far - and being able to count your Dex modifier in repeatedly in one turn actually makes that kind of decent. Champions can get quite good leaps, too. My favourite is the Dragoon - the Monklock with Otherworldly Leap. Converting your speed to jump is useful. Gets you over walls for one thing.
 

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