Movement rule
Jumping
Jumping is a movement rule used during exploration, encounters, and combat.
What It Is
Jumping uses Strength to determine how far or high you can leap.
This page is a compact play reference. If a spell, feature, monster, item, or DM ruling gives a more specific instruction, use that specific instruction.
How To Use It
For a long jump, a 10-foot run-up lets you jump up to your Strength score in feet. For a high jump, a 10-foot run-up lets you jump 3 + your Strength modifier feet.
Limits And Rolls
- Standing jumps cover half the normal distance.
- Each foot jumped still costs movement.
- Obstacles or hard landings can require Athletics or Acrobatics checks.
- Usually no roll for normal distance; roll Strength (Athletics) for difficult jumps or Dexterity (Acrobatics) to land cleanly in difficult terrain.
FAQ
What is Jumping in D&D?
Jumping is a rules reference that explains one part of character creation, exploration, combat, or spellcasting.
Read more: Jumping D&D Portal - Jumping Movement rule Jumping is a movement rule used during
exploration, encounters, and combat. Full link: https://dnd-portal.com/rules/movement/jumping/
How does Jumping work?
The Jumping page explains the rule, its requirements, and the result during play.
Read more: Jumping D&D Portal - Jumping Movement rule Jumping is a movement rule used during
exploration, encounters, and combat. Full link: https://dnd-portal.com/rules/movement/jumping/
How do you use Jumping during play?
Use the Jumping rules when the situation described on the page occurs during a game.
Read more: Jumping D&D Portal - Jumping Movement rule Jumping is a movement rule used during
exploration, encounters, and combat. Full link: https://dnd-portal.com/rules/movement/jumping/