After asking What is the longest distance a 13th-level monk can jump while attacking on the same turn?, my curiosity got piqued.
By RAW, what is the longest distance a player character can jump in one leap?
The jumping rules state:
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. When you make a standing long jump, you can leap only half that distance. Either way, each foot you clear on the jump costs a foot of movement.
This rule assumes that the height of your jump doesn't matter, such as a jump across a stream or chasm. […]
Rules for answering this question:
- Only classes from the books; multiclassing is allowed.
- You can make the character(s) level 20 (if required).
- The jumping character has allies that can aid in increasing the jump distance.
- For starting ability scores, use the standard array of 15, 14, 13, 12, 10, 8.
- Spells are allowed, preferably without casting Wish (because of its unreliability).
- Shapeshifting is allowed.
- Magic Items are allowed, but only from the official books.
- There is no time limit for preparing the epic jump, although preferably within a day's worth of preparation.
Related: What happens when you run out of movement while jumping?
Best Answer
The furthest distance you can cover in one leap is 3,276 feet
The Jumper
.
(for Mirthful Leaps, spells, Trasmuter's Stone, Step of the Wind, and Unarmored Movement)
The Ally
The Gear
The Setup
The Jump
The maximum distance covered by the jump would be as follows:
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:
The burden is divided by three thanks to Extraordinary Leap, resulting in a movement requirement of 1,092 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:
Which totals to 1,120 feet of movement.
Relevant rules from the Dungeon Master's Guide:
However it goes on to say:
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).
I propose that common sense allows an eight-legged creature to wear two pairs of footwear.