I'm playing as a half-elf sorcerer. Since my character only has 5 strength, can I take a 5-foot jump over 5-foot pit so as to avoid falling? We are playing on a grid.
The Monk can make a long jump up to 32 feet.
As you quoted,
Long Jump. When you make a long jump, you cover a number of feet up to your Strength score if you move at least 10 feet on foot immediately before the jump.
If the monk's Strength score is 16, they would normally be able to make a long jump of 16 feet with a 10 foot running start. Thanks to Step of the Wind, that distance is doubled to 32 feet.
The Monk can make a high jump of up to 12 feet.
The rules for high jumping state:
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.
With a Strength of 16, the monk has a +3 modifier and can usually make a high jump of 6 feet with a 10 foot running start. With Step of the Wind, this is doubled to 12 feet.
The furthest distance you can cover in one leap is 3,276 feet
- A Satyr (Found in Mythic Odysseys of Theros) Wizard (School of Transmutation) 17/Monk 2
(for Mirthful Leaps, spells, Trasmuter's Stone, Step of the Wind, and Unarmored Movement)
- A Wizard (Graviturgy Magic; found in Explorer's Guide to Wildemount)
- A pair of Boots of Striding and Springing
- A pair of Boots of Speed
- A Belt of Storm Giant Strength
- A Potion of Speed
- Our jumper begins by attuning to the three magic items he has collected over the years.
- They cast glyph of warding twice creating Spell Glyphs for the jump and longstrider spell.
- They cast shapechange assuming the form of a Female Steeder (found in Mordenkainen's Tome of Foes) for the Extraordinary Leap trait.
- They put on both pairs of boots and the belt.
- They possess their transmuter's stone keyed to +10 of speed.
- The ally uses Adjust Density on our jumper.
- Our Jumper drinks the Potion of Speed.
- They activate the Spell Glyph gaining the effects of jump and longstrider.
- They use the Dash action three times (once with his/her regular action, once using Step of the Wind, and once using the action granted by the haste effect of the potion)
- They perform a running long jump.
The maximum distance covered by the jump would be as follows:
- 29 feet from Strength score
- Doubled due to Adjust Density
- Tripled due to Boots of Striding and Springing
- +8 from Mirthful Leaps (since mirth is not a physical trait, it should carry over while shapechanged)
- All doubled due to Step of the Wind
- All tripled due to jump
- All tripled due to Extraordinary Leap
the former two multipliers affect the "normal" distance, while the latter affect the total distance
Which totals to 3,276 feet covered.
Then we just have to make sure our jumper has enough movement to make that jump:
[From the Basic Rules:] each foot you clear on the jump costs a foot of movement.
The burden is divided by three thanks to Extraordinary Leap, resulting in a movement requirement of 1,092 feet:
every foot of its walking speed that it spends on the jump allows it to move 3 feet.
After factoring in the 10 feet required for a running start, the jumper can satisify the total movement requirement of 1,102 feet as demonstrated below:
- 30 feet of Walking Speed.
- +10 feet due to Unarmored Movement.
- +10 feet due to Adjust Density
- +10 feet due to longstrider
- +10 feet due to Trasmuter's Stone
- Doubled due to haste.
- Doubled due to Boots of Speed
- Quadrupled for movement due to three Dash actions.
Which totals to 1,120 feet of movement.
Relevant rules from the Dungeon Master's Guide:
- On a steeder wearing boots:
In most cases, a magic item that’s meant to be worn can fit a creature regardless of size or build. Many magic garments are made to be easily adjustable, or they magically adjust themselves to the wearer.
However it goes on to say:
Rare exceptions exist. If the story suggests a good reason for an item to fit only creatures of a certain size or shape, you can rule that it doesn’t adjust.
Magic boots will usually work fine on flea-like legs, but if your GM decides that this is one such rare exception, you will have to create a Spell Glyph for alter self to change your legs to have feet (thanks @PierreCathé in the comments for suggesting the glyph).
- On multiple boots:
Use common sense to determine whether more than one of a given kind of magic item can be worn.
I propose that common sense allows an eight-legged creature to wear two pairs of footwear.
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