🏃‍♀️5e - Jumping🏃‍♀️

The distance a creature can jump is determined both by the method attempted and their STR modifier.

A long jump requires a creature to move at least 10 feet by foot immediately before making its jump and the distance covered is a number of feet equal to this formula: (STR Modifier + 5) x 2. Each foot covered by a jump costs the same in movement.

A Game Master can also request a DC 10 Strength (Athletics) check to clear low obstacles, which must be no taller than a quarter of the jump’s distance. A failure indicates that instead of jumping over such an obstacle, a creature crashes into it.

Landing is also a fair challenge. Should a creature land in difficult terrain, perhaps jumping over a table in the kitchen only to land on a freshly mopped floor on the other side, the creature must make an additional DC 10 Dexterity (Acrobatics) to actually land on its feet. Should it fail, it instead falls ☠️Prone.

A high jump is a bit more complex. To make a running high jump, a creature must move 10 feet on foot immediately before the jump, leaping up into the air a number of feet equal to 3 + STR Modifier (minimum of 0 feet). To make a standing high jump, a creature needs not move beforehand, but only jumps half the distance it would have doing a running high jump.

When a creature’s jumping distance exceeds its Speed, it can jump up to a distance equal to twice its Speed in a single leap so long as it takes no other movement on that turn other than to jump. In either case, a creature uses up a foot of movement for every foot it covers jumping.

There are a few special scenarios for high jumping though.

First, a creature can extend its arms up to half its height during a jump. Thus a creature can reach above itself equal to the height of a jump plus 1.5 times its height. In addition, the Game Master may allow a creature to make a Strength (Athletics) check to jump higher than it could otherwise.