I have a player who has built a multiclassed fighter/monk/sorcerer with a belt of hill giant strength giving STR 21(+5), boots of striding and leaping, Jump as a spell, and "Step of the wind" monk feature.
How high can this guy jump straight up?
In other words how many of these abilities and effects multiply?
I think dipping into your dash action in order to account for the full distance of a jump is a reasonable cost for being able to jump a long way. Now let's look at the particulars of your question with regard to jumping.
High Jump. When you make a high jump, you leap into the air a number of feet equal to 3 + your Strength modifier (minimum of 0 feet) 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 DM 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 1 1/2 times your height.
So with 21 strength, the character starts out with the ability to jump 3 + 5 feet vertically, so there's eight feet already. That's enough to win most dunking contests. The boots of striding and springing say, "In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow." I'm pretty sure that was written with horizontal jumping in mind, but there's nothing that specifies that so a strict reading would apply the rule to vertical jumping as well, which means your vertical jump is now 24 feet. That will get you up onto the roof of a second story house. The jump spell says simply, "The creature's jump distance is tripled until the spell ends." If we stack them, you are now up to 72 feet of vertical jumping. Step of the wind would double that to 144 feet, which is well beyond most characters' speed, but the feature also allows you to take dash as a bonus action, which helps.
Assuming a character with a speed of 30, you can take the dash action to allow up to 60 feet of movement, and then step of the wind as a bonus action would allow you to get up to 90 feet of movement. So that's your limit even if the math of jumping allows a higher jump. If you are a race that only has 25 feet of movement, then 75 would be your limit except that the boots of striding and springing brings that up to 30 anyway so you are back up to 90 for your monk.
Some people say that is all well and good, but coming down is going to sting. Certainly falling 144, 74, or even 24 feet would be painful, but jumping is not falling :)
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Hi All
I have a player who has built a multiclassed fighter/monk/sorcerer with a belt of hill giant strength giving STR 21(+5), boots of striding and leaping, Jump as a spell, and "Step of the wind" monk feature.
How high can this guy jump straight up?
In other words how many of these abilities and effects multiply?
The answer is listed in the Sage Advice Compendium but, many people don't like the answer.
https://www.dndbeyond.com/sources/sac/sage-advice-compendium#SA196
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I think dipping into your dash action in order to account for the full distance of a jump is a reasonable cost for being able to jump a long way. Now let's look at the particulars of your question with regard to jumping.
So with 21 strength, the character starts out with the ability to jump 3 + 5 feet vertically, so there's eight feet already. That's enough to win most dunking contests. The boots of striding and springing say, "In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow." I'm pretty sure that was written with horizontal jumping in mind, but there's nothing that specifies that so a strict reading would apply the rule to vertical jumping as well, which means your vertical jump is now 24 feet. That will get you up onto the roof of a second story house. The jump spell says simply, "The creature's jump distance is tripled until the spell ends." If we stack them, you are now up to 72 feet of vertical jumping. Step of the wind would double that to 144 feet, which is well beyond most characters' speed, but the feature also allows you to take dash as a bonus action, which helps.
Assuming a character with a speed of 30, you can take the dash action to allow up to 60 feet of movement, and then step of the wind as a bonus action would allow you to get up to 90 feet of movement. So that's your limit even if the math of jumping allows a higher jump. If you are a race that only has 25 feet of movement, then 75 would be your limit except that the boots of striding and springing brings that up to 30 anyway so you are back up to 90 for your monk.
Some people say that is all well and good, but coming down is going to sting. Certainly falling 144, 74, or even 24 feet would be painful, but jumping is not falling :)
"Not all those who wander are lost"