Hey guys, i have some question about the jumping special movement, the rules doesnt talk about jumping interfiering with your remain speen on your turn and nether how many times you can jump, if you have 30 speed and move the 10 feets before jumping you could be able to jump 3 times?
Can a monk bugbear (45 speed) with the ring of jumping (jumpx3) use the ring and a ki point to use step of the wind (jumpx2) to get jumping of 60 ft and then in the turn use 4 times jump spending 40 feet of movement to travel 240 feet in 1 turn.?
Long Jump. When you make a long jump, you cover a number of feet up to your Strengthscore if you move at least 10 feet on foot immediately before the jump. When you make a standing long jump, you can leap only half that distance. Either way, each foot you clear on the jump costs a foot of movement.
This rule assumes that the height of your jump doesn’t matter, such as a jump across a stream or chasm. At your GM’s option, you must succeed on a DC 10 Strength (Athletics) check to clear a low obstacle (no taller than a quarter of the jump’s distance), such as a hedge or low wall. Otherwise, you hit it.
When you land in difficult terrain, you must succeed on a DC 10 Dexterity (Acrobatics) check to land on your feet. Otherwise, you land prone.
High Jump. When you make a high jump, you leap into the air a number of feet equal to 3 + your Strength modifier if you move at least 10 feet on foot immediately before the jump. When you make a standing high jump, you can jump only half that distance. Either way, each foot you clear on the jump costs a foot of movement. In some circumstances, your GM might allow you to make a Strength (Athletics) check to jump higher than you normally can.
You can extend your arms half your height above yourself during the jump. Thus, you can reach above you a distance equal to the height of the jump plus 1½ times your height.
The rules for long jump specifically state "Each foot you clear costs one foot of movement". In this case, your bugbear Monk has 45 feet of movement, which means they can move 45 feet normally on their turn. How they move that 45 feet is irrelevant - whether they're hoofing it or leaping through the air. Ring of Jumping and Step of the Wind exist to allow you to cross larger gaps or make larger jumps; they don't actually increase the total amount of movement you can make use of on your turn.
Ring of Jumping?Step of the Wind combination would mean that you would most likely be able to use the entirety of your remaining 35 feet of movement after the ten-foot running start to jump, but after that you're done. Your DM might let you have the remaining jump distance for a single full-power leap depending on how wuxia they're feeling (I'd allow it with an Athletics check, probably), but no DM should let you cover 240 feet in one turn without dashing just because you can Jump Good.
Wait for someone to point out what I should already know.
???
Profit.
It should be noted that with the bonus action dash of step of the wind, your movement is 90 for the turn. But yeah, as you already pasted yourself, "each foot you clear on the jump costs a foot of movement." So your monk would have a max movement of 135 with 2 dashes regardless of jumps.
Hey guys, i have some question about the jumping special movement, the rules doesnt talk about jumping interfiering with your remain speen on your turn and nether how many times you can jump, if you have 30 speed and move the 10 feets before jumping you could be able to jump 3 times?
Can a monk bugbear (45 speed) with the ring of jumping (jumpx3) use the ring and a ki point to use step of the wind (jumpx2) to get jumping of 60 ft and then in the turn use 4 times jump spending 40 feet of movement to travel 240 feet in 1 turn.?
Jumping
Your Strength determines how far you can jump.
Long Jump. When you make a long jump, you cover a number of feet up to your Strengthscore if you move at least 10 feet on foot immediately before the jump. When you make a standing long jump, you can leap only half that distance. Either way, each foot you clear on the jump costs a foot of movement.
This rule assumes that the height of your jump doesn’t matter, such as a jump across a stream or chasm. At your GM’s option, you must succeed on a DC 10 Strength (Athletics) check to clear a low obstacle (no taller than a quarter of the jump’s distance), such as a hedge or low wall. Otherwise, you hit it.
When you land in difficult terrain, you must succeed on a DC 10 Dexterity (Acrobatics) check to land on your feet. Otherwise, you land prone.
High Jump. When you make a high jump, you leap into the air a number of feet equal to 3 + your Strength modifier if you move at least 10 feet on foot immediately before the jump. When you make a standing high jump, you can jump only half that distance. Either way, each foot you clear on the jump costs a foot of movement. In some circumstances, your GM might allow you to make a Strength (Athletics) check to jump higher than you normally can.
You can extend your arms half your height above yourself during the jump. Thus, you can reach above you a distance equal to the height of the jump plus 1½ times your height.
The rules for long jump specifically state "Each foot you clear costs one foot of movement". In this case, your bugbear Monk has 45 feet of movement, which means they can move 45 feet normally on their turn. How they move that 45 feet is irrelevant - whether they're hoofing it or leaping through the air. Ring of Jumping and Step of the Wind exist to allow you to cross larger gaps or make larger jumps; they don't actually increase the total amount of movement you can make use of on your turn.
Ring of Jumping?Step of the Wind combination would mean that you would most likely be able to use the entirety of your remaining 35 feet of movement after the ten-foot running start to jump, but after that you're done. Your DM might let you have the remaining jump distance for a single full-power leap depending on how wuxia they're feeling (I'd allow it with an Athletics check, probably), but no DM should let you cover 240 feet in one turn without dashing just because you can Jump Good.
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It should be noted that with the bonus action dash of step of the wind, your movement is 90 for the turn. But yeah, as you already pasted yourself, "each foot you clear on the jump costs a foot of movement." So your monk would have a max movement of 135 with 2 dashes regardless of jumps.