Athletics & Movement β€’ 5e & 2024 Rules

D&D 5e Jump Distance & Height Calculator

Calculate exact Long Jump distance, High Jump clearance, and total Vertical Reach based on your Strength score, movement speed, and magic buffs.

+3 mod
Used to calculate 1.5x vertical overhead reach
Jumping cannot exceed remaining speed per turn
Long Jump (Distance)
16 ft
Horizontal clearance
High Jump (Height)
6 ft
Off the ground
Vertical Reach
15 ft
Height + 1.5x Char Height
Movement Cost
16 / 30 ft
From standard movement

Official 5e & 2024 Jumping Rules Explained

In Dungeons & Dragons 5th Edition, jumping is not an actionβ€”it 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.

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