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Jumping 5e

Jumping 5e

Jumping in 5e lets you cross huge gaps, attack flying monsters, ignore difficult terrain, and more. So how does jumping in 5e work? Let’s jump to it, read our full guide to Jumping 5e below.

“A chasm separates the Barbarian from his compatriots, flames licking upwards. He looks down into the abyss, and scoffs. He has faced greater chasms. He gets a running start, lets out a warcry, and leaps…”

5e Jump Rules

There are two types of Jump in 5e: High Jump and Long Jump. 

You can long jump the total of your Strength score if you get a running start of 10 feet. If not, you can long jump half your Strength score. 

You can high jump the total of your Strength modifier + 3 if you get a running start of 10 feet. If not, you can high jump for half this distance.

One foot of jumping uses a foot of movement speed.

Dash and Jump 5e

One important rule is that unless you have the available movement speed through a Dash Action or other means, you can’t override your movement speed with Jump spells or jump items. Some items or spells let you as much as triple your jumping distance, but only if you have movement speed to spare.

Let’s break down how jumping works in 5e further.

Long jump 5e

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.

How long can you jump in 5e?

Your jump distance in 5e is determined by your Strength and movement speed. If you use a Jump spell or jump item, you can then dash and jump in 5e to cover extremely long distances.

  • If you get a running start (10 feet), you can long jump as much as your Strength score. 
  • If you don’t get a running start, you can long jump half of your Strength score, rounding down. 
  • You must have enough movement speed left to perform the jump.
  • If there is a low obstacle such as a fence, your DM can ask you to make an Athletics check up to 10 DC (Difficulty Class) in order to clear it.
  • You can’t clear objects higher than 2.5 feet.
  • If you are getting a running start on Difficult Terrain, your movement speed is halved.
  • If you land in Difficult Terrain, you have to make an Acrobatics check of 10 DC to land on your feet. If you fail, you land prone.

A Dash and Jump in 5e is the best way to leap over difficult terrain during a battle since a Dash Action doubles your movement speed.

What is difficult terrain in 5e?

Difficult terrain in 5e is described as: “dense forests, deep swamps, rubble-filled ruins, steep mountains, ice-covered ground…low furniture, rubble, undergrowth, steep stairs, snow, and shallow bogs.” 

Basically, difficult terrain is anywhere it’s difficult to keep your footing. This doesn’t include jumping into the water. Keep this in mind when figuring out how to calculate your 5e jump. 

Characters high in STR can dash and hop over difficult terrain or obstacles without breaking a sweat!

5e Long jump example 

A Goliath Longleaper is sequestered in the village commons after knocking over some market stalls in a fit of rage. His movement speed is 30, and his Strength is 15. 

A hedge nearby looks jumpable. The guard isn’t looking, so he runs 10 feet and leaps. He has 20 feet of movement left.

Longleaper uses all of his strength to jump 15 feet over the hedge. The DM makes Longleaper’s life difficult and asks for an Athletics check of DC 10.  Goliaths have proficiency in Athletics, so Longleaper passes the roll easily.

Longleaper clears the hedge and basks in his glory… but lands in a briar patch, which is difficult terrain. The Goliath must pass an Acrobatics check of 10 to avoid getting a face full of thorns. He rolls a 12, and deftly squashes the bramble under his mammoth feet. 

With his remaining 5 movement speed, Longleaper sneaks over behind a nearby pillar to await his next turn. He commits the episode to memory. It will bring him honor when he recounts the tale.

High Jump 5e

When you make a High Jump, you leap into the air a number of feet equal to 3 + your Strength modifier if you move at least 10 feet on foot immediately before the jump. When you make a standing High Jump, you can jump only half that distance. Either way, each foot you clear on the jump costs a foot of Movement.

  • If you run at least 10 feet before high jumping, you can high jump your Strength modifier + 3 (not total Strength score).
  • If you don’t make a running start, you can high jump half the above total, rounding down.
  • Each foot of jump height costs one movement.
  • At the discretion of your DM, you can request an Athletics DC check to jump higher.
  • When you make a high jump, you can extend your arms half the height of your body to grab a ledge, swat an enemy, snatch a sweet piece of loot, or something else.

GameCows Tip: A long weapon extends your range further, and a weapon with Reach can tack on 5-20 feet, depending on your character! Bring annoying flying enemies down to earth with a hearty leap!

You can use your 5e jump in many creative ways. Across rooftops, over gorges, betwixt sleeping villagers…

5e High Jump example

The Goliath Longleaper wants to be a Highleaper too. He is 8 feet tall, has a Strength modifier of +3, and a movement speed of 30 feet. 

While traversing a cave, Longleaper spots a twinkling item caught in a spiderweb 18 feet above. He tells his party to watch and learn. They laugh… surely he cannot reach it? Their doubt is fuel for his competitive fire.

Longleaper runs 10 feet, tenses his legs and jumps 6 feet straight up in the air (Strength modifier 3 + 3). He extends his arms at the apex of his jump (6-foot leap + 8-foot height + 4 feet of arms), which is just enough to swipe at the web and drop the item below.

Ironically, the item is a potion of jump! The new Genasi in their group adroitly catches the bottle before it shatters.

 “Can I keep it?” she asks Longleaper sheepishly.

 “As long as you call me Highleaper from now on.”

Items and spells that increase jump in 5e

You can triple your jump distance (horizontal or vertical) with a potion of jump, a jump spell, a ring of jumping, or the wondrous item Boots of Striding and Springing.

Potion of Jump 5e

When you drink this potion, your jump distance is tripled for one hour.

Jump spell 5e

This spell lets you use an action to triple anyone’s jump distance.

  • Casting time. 1 action
  • Range. Touch
  • Target. A creature
  • Components. Verbal, Somatic, Material (A grasshopper’s hind leg)
  • Duration. 1 minute
  • Classes. Artificer, Druid, Ranger, Sorcerer, Wizard

Ring of Jumping 5e

This item lets you triple your jump distance as a bonus action, but only on yourself.

Boots of Striding and Springing

If you’re lucky enough to find this wondrous item, you can triple your jump distance whenever you want, even with Heavy Armor. 

Class perks that increase jump in 5e

Some Classes can also increase their jump distance through different class and subclass perks.

  • Rogue – Thief. 3rd level – Second-story work. When you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.
  • Monk. 2nd level – Step of the Wind. You can spend 1 ki point to take the Disengage or Dash Action as a bonus Action on Your Turn, and your jump distance is doubled for the turn.
  • Fighter – Champion. 7th level – Remarkable Athlete. When you make a running Long Jump, the distance you can cover increases by a number of feet equal to your Strength modifier.
  • Barbarian – Path of the Totem Warrior. 3rd level – Tiger Totem. The spirit of the tiger empowers your leaps. While raging, you can add 10 feet to your long jump distance and 3 feet to your high jump distance.

5e Jumping FAQ

Is Jump an action in 5e?

No. Jumping counts as movement in 5e, not as an action.

Does jumping use movement speed in 5e?

Yes. Jumping uses movement speed in 5e.

Can you jump more than your movement 5e?

No, you can’t normally jump more than your movement. But your DM might let you push yourself beyond your limits with an Athletics check.

What’s the point of the jump spell?

The point of the jump spell is for characters with high movement, or for combined use with other things that increase movement speed: Dashes, spells like Longstrider, or class perks like Monk’s Step of the Wind.

Is Jump useful in 5e?

Yes, Jump is useful for attacking monsters above you, leaping over obstacles, and spontaneous roleplaying. A dash and jump in 5e is especially useful if you have the ability to jump long distances.

Does jump affect jump height in 5e?

No, you can only jump as high as your movement speed allows.

How do you calculate jump 5e?

You can use a jumping 5e calculator!

Using jump in 5e correctly helps everyone jump into character! Get even more into character with our articles on Languages 5e, Musical Instruments 5e, and Kensei Monk 5e.