D&D Movement, jumping, climbing, swimming and more
D&D Core Info

Jumping Calculator

Jumping calculator for D&D 5e
Strength:
Height:
feet
inches
Spell: Jump
Feat: Athlete
Magic Item: Boots of Striding and Springing
Barbarian: Totem Spirit: Tiger
Fighter: Champion: Remarkable Athlete
Monk: Step of the Wind
Rogue: Thief: Second Story Work
A character can NOT jump farther than their remaining movement.*
With a running start...
(10 feet of movement)
...you long jump is
10
feet horizontally.
...your high jump is
10
feet off the ground.
...you can reach up and grab something that is
10
feet off the ground.
Without a running start...
...your long jump is
10
feet horizontally.
...your high jump is
10
feet off the ground.
...you can reach up and grab something that is
10
feet off the ground.
If there are obstacles in the way...
...you might need to make a
DC10 Strength (Athletics)
check to jump over them.
...you cannot jump over any obstacles that are taller than
10
feet.
If you land in difficult terrain...
...you might need to make a
DC10 Dexterity (Acrobatics)
check or land prone.
DM Discretion
The DM may allow you to push beyond your limits with a Strength (Athletic) check.

* A character can NOT jump farther than their remaining movement. However, they may Dash to extend that movement (i.e. by using using an action to Dash). For example, if a character has 30 feet of movement on their turn, but has the ability to jump 40 feet, they will only be able to jump 30 feet (and will use their movement to do so). But, if they Dash, they will have 60 feet of movement, allowing them to jump 40 feet and have 20 feet remaining.



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