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  1. Notes

Jumping Long & High

Rules

Jumping

Your Strength determines how far you can jump.

Long Jump

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.

This rule assumes that the height of your jump doesn’t matter, such as a jump across a stream or chasm. At your GM’s option, you must succeed on a DC 10 Strength (Athletics) check to clear a low obstacle (no taller than a quarter of the jump’s distance), such as a hedge or low wall. Otherwise, you hit it.

When you land in Difficult Terrain, you must succeed on a DC 10 Dexterity (Acrobatics) check to land on your feet. Otherwise, you land prone.

High Jump

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. In some circumstances, your GM might allow you to make a Strength (Athletics) check to jump higher than you normally can.

You can extend your arms half your height above yourself during the jump. Thus, you can reach above you a distance equal to the height of the jump plus 1½ times your height.


Homebrew Add On

As it’s hit and miss on the rules,

I’m declaring that you CAN (cos it’s cool) attack mid jump.

  • You can jump over an enemy under 8ft tall BUT at risk of attack of opportunity

And taking into consideration the evil maths of the long/ high jump, checks to do,
and ensuring that at the end, you have enough movement to land,

And 1 more DM ruling, cos why not,
again from a jump,
your jump could land ON TOP OF an enemy
(jump would end anyhow if enemy was 8ft + tall, keep it consistent) ,
either planned from on top of a roof or luckily able to do so

from Tasha’s Cauldron of Everything,

“If a creature falls onto the space of a second creature and neither of them is Tiny, the second creature must succeed on a DC 15 Dexterity saving throw or be impacted by the falling creature, and any damage resulting from the fall is divided evenly between them. The impacted creature is also knocked prone, unless it is two or more sizes larger than the falling creature.”

Also, just to help with calculations on the fly:

https://fexlabs.com/5ejump/

Obstacles

Anything in your path whilst jumping is difficult terrain, and those items in your path, that are also waist height or taller will require to be climbed over.

If an obstacle is above the obstacle jump height limit, you’ll need to climb on to the object (both hands required to get on to the object), but after, you CAN have 1 hand free.


Jumping Flavour,

For moments that aren’t crucial to doing a proper jump, like running along a wall to do a cool attack on a creature, you do not have to do an “Official Jumping” rules, it CAN be done in flavour.

The player still needs to think of the potential obstacles/ difficult terrain, and try to practically think around it, to keep it as practical as possible.

Stronger needs for “Official Jumping” rules would be for reaching across or up a cliff, that could result in serious damage/ death.

It is a DM’s discretion when the “Official Jumping” rules would need to be implemented to not be over-pushing mechanics.