If a monk spends a focus point to activate the full Step of the Wind, doubling their jump distance, does that allow them to jump 60' by spending 10' of movement when utilizing the Jump spell?
It depends on whether we're talking about 5e or 5.5e.
A strict reading of the 5.5e rules would say no. Step of the Wind modifies your maximum jump distance (which is calculated based on your Strength score). Jump gives you the ability to jump up to 30 feet by spending only 10 feet of movement; it doesn't modify or interact with your maximum jump distance at all.
(That said, the 5.5e version of Jump is a pretty badly worded spell and it's somewhat difficult to tell how it's really intended to work, so some DMs might allow it anyway.)
The 5e version of Jumpdoes modify your maximum jump distance (tripling it). I don't see any reason why that wouldn't stack with Step of the Wind doubling it, which would mean your jump distance is multiplied by 6 when both are combined. Wheeeeeeee.
A strict reading of the 5.5e rules would say no. Step of the Wind modifies your maximum jump distance (which is calculated based on your Strength score). Jump gives you the ability to jump up to 30 feet by spending only 10 feet of movement; it doesn't modify or interact with your maximum jump distance at all.
I don't see anything in long jump or high jump that talks about "maximum jump distance" -- they are all just like the jump spell just talking about "you can jump X distance." Is there a reason why doubling your max jump distance would not include str-based + spell-based jump? I'm not trying to be difficult, I just am not sure of stuff.
A strict reading of the 5.5e rules would say no. Step of the Wind modifies your maximum jump distance (which is calculated based on your Strength score). Jump gives you the ability to jump up to 30 feet by spending only 10 feet of movement; it doesn't modify or interact with your maximum jump distance at all.
I don't see anything in long jump or high jump that talks about "maximum jump distance" -- they are all just like the jump spell just talking about "you can jump X distance." Is there a reason why doubling your max jump distance would not include str-based + spell-based jump? I'm not trying to be difficult, I just am not sure of stuff.
When I say "maximum jump distance" I'm talking about where it says "you leap horizontally a number of feet up to your Strength score" (for long jump) or "you leap into the air a number of feet equal to 3 plus your Strength modifier". Those numbers are what's being doubled by Step of the Wind. The 5e version of Jump also increases these numbers. The 5.5e version does not.
If a monk spends a focus point to activate the full Step of the Wind, doubling their jump distance, does that allow them to jump 60' by spending 10' of movement when utilizing the Jump spell?
No. The jump spell does not let you jump by spending 10' of movement, it lets you jump up to 30' by spending 10' of movement. Even if you are normally capable of jumping 50', you can only jump 30' with the jump spell.
The cool thing about 5.5e Jump is that it doesn't specify what kind of jump. So it might seem like meh for long jumps, but for high jumps, it turns you into Super Mario :)
If a monk spends a focus point to activate the full Step of the Wind, doubling their jump distance, does that allow them to jump 60' by spending 10' of movement when utilizing the Jump spell?
Step of the Wind:
you can expend 1 Focus Point to take both the Disengage and Dash actions as a Bonus Action, and your jump distance is doubled for the turn.
Jump Spell:
Once on each of its turns until the spell ends, that creature can jump up to 30 feet by spending 10 feet of movement.
General rules for jumping:
On your turn, you can move a distance equal to your Speed or less
However you’re moving with your Speed, you deduct the distance of each part of your move from it until it is used up or until you are done moving, whichever comes first.
. . .
When you jump, you make either a Long Jump (horizontal) or a High Jump (vertical)
. . .
When you make a Long Jump, you leap horizontally a number of feet up to your Strength score if you move at least 10 feet immediately before the jump. When you make a standing Long Jump, you can leap only half that distance. Either way, each foot you jump costs a foot of movement.
One of the main things to notice from this combination of rules is that in general you are using up your movement while jumping and your total movement is capped by your Speed. So, if your speed is 30 feet, for example, then at the end of your turn you cannot end up more than 30 feet away from where you started it unless something is done to change this, such as taking the Dash action or something. Note that the change in jump distance (calculated from the Strength score) from Step of the Wind does not actually change this restriction. Because of that, Step of the Wind also allows the Dash action as a Bonus Action in order to give you more movement to work with in order to be able to actually take advantage of the increased Jump distances without being immediately restricted by the movement cap.
The Jump spell works differently. This overrides the general rule that consumes a foot of movement for every foot that is jumped. Instead, such a creature can spend only 10 feet of movement in order to jump 30 feet (and no running start is required). Such a creature that has a Speed of 30 feet can now jump 30 feet and then move another 20 feet or vice versa.
As mentioned earlier in the thread, the changes to how far you can jump from these two features don't really stack. But using both of these features together could still have some benefit by being able to take the Disengage and Dash actions as a Bonus action and then proceeding with the rest of the turn with the increased movement cap from that Dash action. Also, when it comes time to execute your jump, if it is somehow situationally better to not use the rules provided by the Jump spell then you can do that since using the rule provided by the Jump spell is optional (it says that creatures "can" do what it says).
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If a monk spends a focus point to activate the full Step of the Wind, doubling their jump distance, does that allow them to jump 60' by spending 10' of movement when utilizing the Jump spell?
It depends on whether we're talking about 5e or 5.5e.
A strict reading of the 5.5e rules would say no. Step of the Wind modifies your maximum jump distance (which is calculated based on your Strength score). Jump gives you the ability to jump up to 30 feet by spending only 10 feet of movement; it doesn't modify or interact with your maximum jump distance at all.
(That said, the 5.5e version of Jump is a pretty badly worded spell and it's somewhat difficult to tell how it's really intended to work, so some DMs might allow it anyway.)
The 5e version of Jump does modify your maximum jump distance (tripling it). I don't see any reason why that wouldn't stack with Step of the Wind doubling it, which would mean your jump distance is multiplied by 6 when both are combined. Wheeeeeeee.
pronouns: he/she/they
I don't see anything in long jump or high jump that talks about "maximum jump distance" -- they are all just like the jump spell just talking about "you can jump X distance." Is there a reason why doubling your max jump distance would not include str-based + spell-based jump? I'm not trying to be difficult, I just am not sure of stuff.
When I say "maximum jump distance" I'm talking about where it says "you leap horizontally a number of feet up to your Strength score" (for long jump) or "you leap into the air a number of feet equal to 3 plus your Strength modifier". Those numbers are what's being doubled by Step of the Wind. The 5e version of Jump also increases these numbers. The 5.5e version does not.
pronouns: he/she/they
No. The jump spell does not let you jump by spending 10' of movement, it lets you jump up to 30' by spending 10' of movement. Even if you are normally capable of jumping 50', you can only jump 30' with the jump spell.
Yup.
5.0 Yes
5.5 No
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The cool thing about 5.5e Jump is that it doesn't specify what kind of jump. So it might seem like meh for long jumps, but for high jumps, it turns you into Super Mario :)
Step of the Wind:
Jump Spell:
General rules for jumping:
One of the main things to notice from this combination of rules is that in general you are using up your movement while jumping and your total movement is capped by your Speed. So, if your speed is 30 feet, for example, then at the end of your turn you cannot end up more than 30 feet away from where you started it unless something is done to change this, such as taking the Dash action or something. Note that the change in jump distance (calculated from the Strength score) from Step of the Wind does not actually change this restriction. Because of that, Step of the Wind also allows the Dash action as a Bonus Action in order to give you more movement to work with in order to be able to actually take advantage of the increased Jump distances without being immediately restricted by the movement cap.
The Jump spell works differently. This overrides the general rule that consumes a foot of movement for every foot that is jumped. Instead, such a creature can spend only 10 feet of movement in order to jump 30 feet (and no running start is required). Such a creature that has a Speed of 30 feet can now jump 30 feet and then move another 20 feet or vice versa.
As mentioned earlier in the thread, the changes to how far you can jump from these two features don't really stack. But using both of these features together could still have some benefit by being able to take the Disengage and Dash actions as a Bonus action and then proceeding with the rest of the turn with the increased movement cap from that Dash action. Also, when it comes time to execute your jump, if it is somehow situationally better to not use the rules provided by the Jump spell then you can do that since using the rule provided by the Jump spell is optional (it says that creatures "can" do what it says).