Official 5e & 2024 Jumping Rules Explained
In Dungeons & Dragons 5th Edition, jumping is not an actionβit is a specialized form of movement that spends your normal turn movement budget foot-for-foot. If you have a speed of 30 feet and long jump 16 feet, you have 14 feet of movement left on your turn.
| Jump Type | With 10ft Running Start | Standing Jump (No Run-up) | Key Constraint |
|---|---|---|---|
| Long Jump (Horizontal) | Equal to your Strength Score in feet (e.g. STR 16 = 16 ft) | Equal to half your Strength Score (e.g. STR 16 = 8 ft) | Low obstacles (up to 1/4 jump distance) cleared with DC 10 Athletics check. |
| High Jump (Vertical) | 3 + Strength Modifier in feet (e.g. STR 16 = 6 ft) | Half of (3 + STR mod) (e.g. STR 16 = 3 ft) | Must clear head-height obstacles or land safely with DM adjudication. |
| Vertical Reach | Jump Height + (1.5 × Character Height) | Represents extending arms upward to grab a ledge or hanging rope. | |