I like coming up with wacky things to do with the rules and interesting character concepts. I have always liked thinking about having a character that could not have a way to knock a flying character out of the air with melee without having to fly.
So, the concept I came up with requires you to either have magical items to make your strength 20 but not necessary but you need to make your ASI line up enough to get 20 strength. You can jump higher and further with a higher strength. I will be using 20 as a baseline. You will need the mobile and Athlete feat and magic initiate unless you have a spell caster that will cast Jump on you.
You will be taking 7 levels in Fighter/Champion and 2 levels in monk. Without the mobile feat you need to move 10 feet for a running high jump or long jump.
Long Jump: When you make a long jump, you cover a number of feet up to your Strength score.
High Jump. When you make a high jump, you leap into the air a number of feet equal to 3 + your Strength modifier.
Fighter Champion: Remarkable Athlete: In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.
Long jump with a 20 strength is 20 feet.
High jump with 20 strength is 5+3 = 8 feet
with remarkable athlete
Long Jump: 25 feet.
High Jump 13 feet.
Step of the Wind. You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
With Step of the Wind
Long Jump: 50 feet
High Jump: 23 feet
Jump Spell: The creature’s jump distance is tripled until the spell ends.
With magic initiate the the jump spell cast on you or someone casting jump on you.
Long Jump: 150 feet
High Jump: 69 feet
From my math with a five foot step. You can jump 150 feet long, and about 69 feet high.
Math is off for the High Jump, you have 13x2=23, should be 26 with Step of the Wind and then 78 feet after Jump spell if you assume the bonuses are multiplicative.
If bonuses are not multiplicative then it would be 100 feet long jump and 52 feet high jump. That seems to me like the correct way to do the math but I have no idea what the official rules are there
Fighter Champion: Remarkable Athlete: In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.
[...]
High jump with 20 strength is 5+3 = 8 feet
with remarkable athlete
[...]
High Jump 13 feet.
Remarkable Athlete only mentions your long jump, so it doesn't affect your high jump.
Step of the Wind. You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
With Step of the Wind
Long Jump: 50 feet
High Jump: 23 feet
I'm not sure why your base, which should have doubled from Step of the Wind, has gone from 13->23 and not 26.
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If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
So apparently as a level 3 Totem Barbarian, level 7 Champion Fighter, level 3 Thief Rogue, level 2 Monk with belt of storm giant strength and boots of striding and springing, plus a friend who can cast Jump spell, you could jump 954 feet horizontally, 360 feet vertically
But then apparently none of this matters since you can't jump further than your movement speed
So apparently as a level 3 Totem Barbarian, level 7 Champion Fighter, level 3 Thief Rogue, level 2 Monk with belt of storm giant strength and boots of striding and springing, plus a friend who can cast Jump spell, you could jump 954 feet horizontally, 360 feet vertically
But then apparently none of this matters since you can't jump further than your movement speed
Yep, nothing else matters once you max out your normal movement allowance, but for the purpose of theory crafting you I'll pop this link in as well:
Hello all!
I like coming up with wacky things to do with the rules and interesting character concepts. I have always liked thinking about having a character that could not have a way to knock a flying character out of the air with melee without having to fly.
So, the concept I came up with requires you to either have magical items to make your strength 20 but not necessary but you need to make your ASI line up enough to get 20 strength. You can jump higher and further with a higher strength. I will be using 20 as a baseline. You will need the mobile and Athlete feat and magic initiate unless you have a spell caster that will cast Jump on you.
You will be taking 7 levels in Fighter/Champion and 2 levels in monk. Without the mobile feat you need to move 10 feet for a running high jump or long jump.
Long Jump: When you make a long jump, you cover a number of feet up to your Strength score.
High Jump. When you make a high jump, you leap into the air a number of feet equal to 3 + your Strength modifier.
Fighter Champion: Remarkable Athlete: In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.
Long jump with a 20 strength is 20 feet.
High jump with 20 strength is 5+3 = 8 feet
with remarkable athlete
Long Jump: 25 feet.
High Jump 13 feet.
Step of the Wind. You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
With Step of the Wind
Long Jump: 50 feet
High Jump: 23 feet
Jump Spell: The creature’s jump distance is tripled until the spell ends.
With magic initiate the the jump spell cast on you or someone casting jump on you.
Long Jump: 150 feet
High Jump: 69 feet
From my math with a five foot step. You can jump 150 feet long, and about 69 feet high.
Let me know if my math does not work.
Math is off for the High Jump, you have 13x2=23, should be 26 with Step of the Wind and then 78 feet after Jump spell if you assume the bonuses are multiplicative.
If bonuses are not multiplicative then it would be 100 feet long jump and 52 feet high jump. That seems to me like the correct way to do the math but I have no idea what the official rules are there
Remarkable Athlete only mentions your long jump, so it doesn't affect your high jump.
I'm not sure why your base, which should have doubled from Step of the Wind, has gone from 13->23 and not 26.
If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
Heree's a handy jump claculator if you are bad at math like me: https://fexlabs.com/5ejump/
Rather handily it can factor in the various bonuses different abilities can give you as well.
So apparently as a level 3 Totem Barbarian, level 7 Champion Fighter, level 3 Thief Rogue, level 2 Monk with belt of storm giant strength and boots of striding and springing, plus a friend who can cast Jump spell, you could jump 954 feet horizontally, 360 feet vertically
But then apparently none of this matters since you can't jump further than your movement speed
Yep, nothing else matters once you max out your normal movement allowance, but for the purpose of theory crafting you I'll pop this link in as well:
https://www.caverns-and-creatures.com/dice-hard-blog/2020/12/6/character-build-tony-the-jumping-barbarian
This artilcle uses Tabaxi + Path of the Beast Barbarian but I think Totem Warrior is a better otpion.