What can I do with a ridiculously high jump?

So, through a combination of Boots of Striding and Springing, Monk Step of Wind, and a home-brew feature that doubles my jump height, I have a jump height of 48 ft with a running start. What are some things I can do to have some fun with my mad hops? To be clear, I'm not trying to gain any real combat advantage, as I'm sure that would bring down the DM nerfhammer.

Edit: what if I get Jump cast on me? 144ft high jump, capped by my speed to a max of 125ft.

Posted Oct 26, 2016, 4:27 AM UTC · edited

1041
Mekaista•

Challenge the BBEG to ball for the life of the fair maiden. Watch his minions lose all respect for him as he trips over his emo robes while you repeatedly dunk on him uncontested.

22
SimplyQuid•

Have the bard play the Harlem Globetrotters theme

3
saphenoussapiency•

COME ON AND SLAM

AND WELCOME TO THE JAM

3
Gpdiablo21•

Boots of Jumping aren't Boots of Landing :) Just saying!

8
Albireookami•

Its pretty much understood in most things, if you can make the jump, you can land that jump unless something super odd like the scroll from morrowind. A magic pair of boots, unless cursed, arn't going to cause you to take damage from a fall they can handle.

6
SuscriptorJusticieroThe Scarlet Chrisantemum•

Fortify Acrobatics +1000... with a duration shorter than it takes you to complete the jump. Interesting, I hadn't heard of them before.

8
ProfessorBeard•

And you got 3 of them. So if you didn't have any other way to land (levitate, feather fall, land in water)you could execute 1 successful jump by jumping and then using a 2nd scroll right before you landed.

2
schoolmonkeyOP•

Yeah, but I'm also a level 6 Monk with Slow Fall. Currently take 30 less damage from falling, so I can fall at least 50 feet without damage.

5
TheFlyingAlbino•

He's a monk and has a magical item, he should be over 4th level and have Slow Fall.

4
Gpdiablo21•

Was just a boulders gate ref from a lifetime ago

3
CristolGDM•

I know you mentioned no combat advantage, BUT...

You can make an attack at any point of your move.

Get a bow. Jump. Shoot arrows on people while you're at your climax. Laugh at all the gravity-impaired plebeians.

Can probably help with scouting/perception too.

Don't use in dungeons and caves, headaches might ensue.

8
schoolmonkeyOP•

As far as shooting a bow at the apex of my leap, that's mostly fluff anyway. No reason mechanically to differentiate it from just shooting when I land. Definitely will be doing some of that.

4
CristolGDM•

Mechanically, it's mostly an advantage regarding cover

"Oh, you're crouching behind a 5ft wall. How cute."

9
VexedForest•

You can also use it for your own cover. Take cover, jump, shoot, take cover.

8
Emperor_Z•

Additionally, he can pass through enemies' attack ranges without provoking AoO simply by jumping over their range.

3
ScoobySniper74Clan Ironfist•

Realistically you could ignore all difficult terrain. You could also pick an enemy up and suplex them because you should still be able to jump 24 feet in the air.

5
F3rRer0DM•

When he needs to run before jumping I wouldn't let him ignore difficult terrain for that, only the jumping part

3
aubreysux•

Well his standing long jump is still 24 feet.

Actually - standing long jumps should help navigate difficult terrain for most characters - character with 11 or more strength can clear a single space of difficult terrain, though if there are two saves, then you have to make a dex save.

This is actually pretty fitting I suppose - the athletes are all able to leap over the difficult areas without too much trouble.

4
schoolmonkeyOP•

My standing high jump is 24 feet. Long jump is 78ft.

1
TheFlyingAlbino•

If you have nine levels in monk, you can play the floor is lava and just not touch the ground since you can run on walls. Enter towns by jumping over their walls.

▌░☺░░░░░░░☻

     |--35ft--|

Instead of running the 35 feet to your opponent, you can now run five feet behind you, five feet up the wall, then high jump horizontally off the wall covering the remaining 35 feet to attack your opponent and still have 3ft to disengage if you round up. You now don't need to run directly at an opponent, you can now jump off surroundings to get where you need to go, with style.

5
schoolmonkeyOP•

5e, I don't think I get to run on wall sadly.

2
TheFlyingAlbino•

You will at 9th, saw you were 6th after I posted the comment. Unarmored Movement lets you run on vertical surfaces and liquids at 9th level. As for now, if it's a short run, you might be able to get away with it or with a acrobatics/athletics check. Ask your DM if you want to try it. I'd just do things I'd personally want to do if I could jump 50 ft, or copy things from crazy martial arts movies. Run away from some one, jump, use both attacks to fire a short bow at them, things like that.

5
schoolmonkeyOP•

Ah! Didn't catch that. Cool! We will be going for a while, so I'll get this eventually. The acrobatics this guy can get away with now are absolutely fantastic.

2
SecretlyPig•

3ft won't be enough to move away.

1
lesalemNo Pallys Allowed•

Did you know? The amount of feet you can jump at any given time cannot excees your speed. Otherwise everyone would just jump forward to gain a few extra feet of movement

5
tomcat8400Sorcerer•

Jump to the rooftop, then from rooftop to rooftop like a boss.

3
schoolmonkeyOP•

We are in a big city currently. :)

4
F3rRer0DM•

Treetops!

1
Giwaffee•

If you're fighting melee opponents, jump onto higher grounds (trees, walls, rooftops, etc.) and shoot them from there.

Maybe a small stealth bonus when you are high up? Most people don't look up.

Maybe target a caster/ranged enemy in the back row. If there are enemies in the way, simply jump over them (out of OoA range), and strike. If you have enough movement left, maybe even jump back in the (relative) safety of your group. Wave when you pass them.

3
mythicwarpig•

Grapple. Bounce. Release. Break their ankles.

2
meoka2368Knower Of Things•

Get sacks and sacks of ball bearing and caltrops. Sprinkle the ground with them. Jump around instead of walking.

1
schoolmonkeyOP•

I do have to land, though...

1
meoka2368Knower Of Things•

Land where you didn't drop any.

1
schoolmonkeyOP•

That's fair, but I probably dropped them near the bad guys I want to fight.

2
meoka2368Knower Of Things•

Yeah... True...

2
OcbardLook at the light•

you could land on top of the bad guy though. Just landing on him and jumping away again should count as two or even four unarmed strikes. I don't know the monk well but can you package that in flurry of blows?

2
backwoodsmutant•

Pretend you're in a MMORPG and bounce around like a crazy person?

1
Sidrat_The_Gnome•

Here are a few suggestions.

  1. Sing, "Criss-cross gonna make you..."

  2. Grapple, jump, release.

  3. Paint you helmet red with an M on it.

1
SacredWeapon•

Improvised action to strike at the eyes of gargantuan creatures and blind them for a round instead of dealing damage.

1
PurelyApplied•

I don't know what your movespeed is with your homebrew / class / Monk level, but do keep in mind that you can't jump farther than your movespeed.

That's explicitly mentioned in the Boots of Striding and Springing, and implicitly in the Jumping rules with the statement "Either way, each foot you clear on the jump costs a foot of movement."

That said, you can jump five stories. Assuming that this lets you mitigate the fall damage, I would exit every building by jumping out the window, just to mess with people.

1
Jaycon356•

Ask the DM if you can seismic toss a chump.

1