Showing0entries
Sorted A-Z
Combat

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

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.