I'd say they combine to 6x jump distance. They're different named effects without conditions that would preclude being activated at the same time, and they both use resources so there's not really a good way to spam them both to try and break traversal.
However, isn't the jumping distance limited by your movement? If so, I don't find this type of interaction very useful since you can't jump farther than your current speed, right? Typically 30 ft., or 60 ft. if you Dash.
When multiple game elements multiply the same source, i believe you only use the highest multiplication. For example, if you have a Strength score of 15, you can normally leap 15 feet when you make a long jump if you move at least 10 feet immediately beforehand. That's your jumping distance.
If the jump spell is cast on you, that potential jump distance is tripled for up to 45 feet. (15 x 3 = 45)
If you use Step of the Wind, that potential jump distance is doubled for up to 30 feet. (15 x 2 = 30)
If you use both Step of the Wind and the jump spell, that potential jump distance shouldn't be trippled and doubled for up to 75 or 90 feet because it doesn't make you add jumping distance togheter, but multiply the same one.
Also remember that your jump is limited by how far you can move; each foot jumped uses a foot of movement.
However, isn't the jumping distance limited by your movement? If so, I don't find this type of interaction very useful since you can't jump farther than your current speed, right?
Yes jumping is still limited by how far you can move, as clarified in Sage Advice Compendium
What happens when a jump spell gives a creature a jump distance greater than its walking speed?
Your jump is limited by how far you can move; each foot jumped uses a foot of movement. You can take the Dash action if you want to extend how far you can move on your turn.
For example, if you have a Strength score of 15, you can normally leap 15 feet when you make a long jump if you move at least 10 feet immediately beforehand. If the jump spell is cast on you, that potential jump distance is tripled. That’s a jump of 45 feet! If your speed is 30 feet, you can use only 30 feet of that jump distance on your turn, unless you take the Dash action, which allows you to leap the full 45 feet.
How does the Jump - triple your jump distance, and Step of the Wind - double your jump distance, interact?
The rules are silent on this which means that you just do what they say, i.e double and double and so on which then produces end results that are quite ridiculous usually (been quite a few threads about having a movement of 2k ft+ per turn and so on), in your case that would mean your jump distance becomes 6 x base distance.
Some games have explicit rules that say that if you have several instances of doubling a number you instead just add one more of the base number, i.e one doubling takes it to 2 x base, two doublings mean it becomes 3 x base and so on (your case with Jump + SotW would make it 4 x base). It makes for a much better system IMO.
However, isn't the jumping distance limited by your movement? If so, I don't find this type of interaction very useful since you can't jump farther than your current speed, right? Typically 30 ft., or 60 ft. if you Dash.
It is but there have been a few discussions on here where it has been argued that your jump would continue on your next turn, last one wasn't long ago so you should be able to find it still if you are interested.
The most would be 3x jump distance, due to rule of combined effects. [...]
Regarding this sentence, I don't think this should be a reason to disallow X6, as the game elements have different names in this case.
From the DMG, p. 252:
Combining Game Effects Different game features can affect a target at the same time. But when two or more game features have the same name, only the effects of one of them—the most potent one—apply while the durations of the effects overlap. For example, if a target is ignited by a fire elemental’s Fire Form trait, the ongoing fire damage doesn’t increase if the burning target is subjected to that trait again. Game features include spells, class features, feats, racial traits, monster abilities, and magic items. See the related rule in the “Combining Magical Effects” section of chapter 10 in the Player’s Handbook.
However, isn't the jumping distance limited by your movement? If so, I don't find this type of interaction very useful since you can't jump farther than your current speed, right? Typically 30 ft., or 60 ft. if you Dash.
It is but there have been a few discussions on here where it has been argued that your jump would continue on your next turn, last one wasn't long ago so you should be able to find it still if you are interested.
So if your jump is 30 and your walking speed is 30, Jump spell and Step the Wind do nothing?
I'd say it would allow you to still jump there. You'd just have a multi-turn jump. So could lead to interesting things like a BBEG trying to escape across a crevasse only to be told, "No."
Plus if you end your turn mid-air with a ranged weapon, can shoot while "flying" and out of range of melees.
Just for completeness, the 2024 Jump spell will no longer involve multiplications: "Once on each of its turns until the spell ends, that creature can jump up to 30 feet by spending 10 feet of movement."
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Sorry for asking a question that was probably asked before.
How does the Jump - triple your jump distance, and Step of the Wind - double your jump distance, interact?
For instance if your jump was 10 feet, how far can you go?
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I'd say they combine to 6x jump distance. They're different named effects without conditions that would preclude being activated at the same time, and they both use resources so there's not really a good way to spam them both to try and break traversal.
I agree.
Funny tip: you could add the Boots of Striding and Springing to the combo.
However, isn't the jumping distance limited by your movement? If so, I don't find this type of interaction very useful since you can't jump farther than your current speed, right? Typically 30 ft., or 60 ft. if you Dash.
When multiple game elements multiply the same source, i believe you only use the highest multiplication. For example, if you have a Strength score of 15, you can normally leap 15 feet when you make a long jump if you move at least 10 feet immediately beforehand. That's your jumping distance.
If the jump spell is cast on you, that potential jump distance is tripled for up to 45 feet. (15 x 3 = 45)
If you use Step of the Wind, that potential jump distance is doubled for up to 30 feet. (15 x 2 = 30)
If you use both Step of the Wind and the jump spell, that potential jump distance shouldn't be trippled and doubled for up to 75 or 90 feet because it doesn't make you add jumping distance togheter, but multiply the same one.
Also remember that your jump is limited by how far you can move; each foot jumped uses a foot of movement.
Yes jumping is still limited by how far you can move, as clarified in Sage Advice Compendium
So if your jump is 30 and your walking speed is 30, Jump spell and Step the Wind do nothing?
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
The rules are silent on this which means that you just do what they say, i.e double and double and so on which then produces end results that are quite ridiculous usually (been quite a few threads about having a movement of 2k ft+ per turn and so on), in your case that would mean your jump distance becomes 6 x base distance.
Some games have explicit rules that say that if you have several instances of doubling a number you instead just add one more of the base number, i.e one doubling takes it to 2 x base, two doublings mean it becomes 3 x base and so on (your case with Jump + SotW would make it 4 x base). It makes for a much better system IMO.
It is but there have been a few discussions on here where it has been argued that your jump would continue on your next turn, last one wasn't long ago so you should be able to find it still if you are interested.
Regarding this sentence, I don't think this should be a reason to disallow X6, as the game elements have different names in this case.
From the DMG, p. 252:
Maybe this thread? Running out of movement while jumping It's huge! :O
Anyway, for now—and I know this is debatable (*)—I agree with the answer in the Sage Advice Compendium provided by @Plaguescarred.
(*) for example, I found the same debate on RPG Stack Exchange ("What happens when you run out of movement while jumping?"), even though the most accepted answer is that "your jumping distance is constrained by your movement".
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
I'd say it would allow you to still jump there. You'd just have a multi-turn jump. So could lead to interesting things like a BBEG trying to escape across a crevasse only to be told, "No."
Plus if you end your turn mid-air with a ranged weapon, can shoot while "flying" and out of range of melees.
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"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
Just for completeness, the 2024 Jump spell will no longer involve multiplications: "Once on each of its turns until the spell ends, that creature can jump up to 30 feet by spending 10 feet of movement."