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Jumping Rules
Long jump = STR score feet (running). High jump = 3 + STR mod feet (running). Standing jumps are half distance. Costs movement from speed.
Jumping is governed by Strength and costs movement from your speed.
Long Jump
- Running long jump: Cover a distance equal to your Strength score in feet if you move at least 10 feet on foot immediately before the jump.
- Standing long jump: Half the running distance.
- Cost: Each foot jumped costs 1 foot of movement.
- Clearing obstacles: If an obstacle (a low wall, furniture) is in the path, make a DC 10 Strength (Athletics) check to clear it. On failure, you hit the obstacle and stop.
High Jump
- Running high jump: Jump a height equal to 3 + Strength modifier feet if you move at least 10 feet on foot immediately before.
- Standing high jump: Half the running height.
- Reach: During the jump, you can extend your arms to reach half your height above you. For a 6-foot character with a 3-foot high jump, that means reaching 12 feet (3 jump + 6 height + 3 arm reach = 12).
Movement Cost
Jumping uses your movement. If you have 30 feet of speed, a 10-foot running start + 15-foot long jump = 25 feet of movement spent. You can combine jumping with regular movement.
Special Interactions
- Monk — Step of the Wind: Doubles jump distance for 1 ki point.
- Athlete feat: Your running long jump distance increases.
- Boots of Striding and Springing: Triple your jump distance.
- Jump spell: Triples jump distance for 1 minute.
- Thief Rogue — Second-Story Work: Adds DEX modifier to running jump distance.
Falling Short
If you can't cover the full distance of a jump (e.g., jumping a pit wider than your Strength score), the DM determines what happens — typically you make it partway across and then fall.