Jumping in 5e: Long Jump and High Jump Distance by Strength
In D&D 5e your running long jump covers a number of feet equal to your Strength score, and your running high jump reaches 3 + your Strength modifier feet. Both need a 10-foot run-up; from a standing start you get half. Every foot jumped costs a foot of movement, so Strength 16 means a 16-foot long jump.
How does jumping work in 5e?
Jumping is part of your move, not an action. Your Strength sets how far you can go, and there's no roll in the normal case. The rules give two kinds of jump:
- Long jump: if you move at least 10 feet on foot right before the jump, you cover up to your Strength score in feet. From a standing start, half that.
- High jump: with the same 10-foot run-up you leap up to 3 + your Strength modifier in feet. From standing, half that.
Each foot you clear costs one foot of movement, and you can't jump past the movement you have left. These numbers are the same in the 2014 and 2024 Player's Handbooks.
How far can I jump with my Strength score?
Running means you moved at least 10 feet just before jumping.
| Strength | Modifier | Running long jump | Standing long jump | Running high jump | Standing high jump |
|---|---|---|---|---|---|
| 8 | −1 | 8 ft. | 4 ft. | 2 ft. | 1 ft. |
| 9 | −1 | 9 ft. | 4.5 ft. | 2 ft. | 1 ft. |
| 10 | +0 | 10 ft. | 5 ft. | 3 ft. | 1.5 ft. |
| 11 | +0 | 11 ft. | 5.5 ft. | 3 ft. | 1.5 ft. |
| 12 | +1 | 12 ft. | 6 ft. | 4 ft. | 2 ft. |
| 13 | +1 | 13 ft. | 6.5 ft. | 4 ft. | 2 ft. |
| 14 | +2 | 14 ft. | 7 ft. | 5 ft. | 2.5 ft. |
| 15 | +2 | 15 ft. | 7.5 ft. | 5 ft. | 2.5 ft. |
| 16 | +3 | 16 ft. | 8 ft. | 6 ft. | 3 ft. |
| 17 | +3 | 17 ft. | 8.5 ft. | 6 ft. | 3 ft. |
| 18 | +4 | 18 ft. | 9 ft. | 7 ft. | 3.5 ft. |
| 19 | +4 | 19 ft. | 9.5 ft. | 7 ft. | 3.5 ft. |
| 20 | +5 | 20 ft. | 10 ft. | 8 ft. | 4 ft. |
On a 5-foot grid, most DMs round jumps down to the nearest square: a 13-foot jump clears two squares and lands you in the third. If your Strength is very low (6 or less), the high jump formula gives 1 foot or nothing at all.
Does jumping cost movement?
Yes, and that's the part players forget. Take a fighter with 30 feet of speed and Strength 16 who wants to clear a 15-foot chasm. The 10-foot run-up plus the 15-foot jump costs 25 feet, which fits. If the fighter starts 20 feet back from the edge, the run plus the jump is 35 feet, so they need the Dash action or must stop at the edge. A standing jump from the edge only reaches 8 feet and they fall in. Use the falling damage table for what happens next.
When do you roll for a jump?
The distances above need no roll. Checks come in at the edges of the rule:
- Clearing an obstacle: jumping over something no taller than a quarter of the jump's distance, such as a low wall or hedge, calls for a DC 10 Strength (Athletics) check. Fail and you hit it.
- Landing in Difficult Terrain: you need a DC 10 Dexterity (Acrobatics) check to keep your feet, or you land Prone.
- Going past your limit: the DM may allow a Strength (Athletics) check to jump farther than your normal distance. That's a ruling, not a rule; many tables don't allow it.
Roll those on the d20 roller. The skill checks guide explains Athletics and Acrobatics in more detail.
How can you jump farther?
- Jump spell (2024): a 1st-level bonus action spell for druids, rangers, sorcerers and wizards. For 1 minute, once on each of its turns, the target can jump up to 30 feet by spending only 10 feet of movement. See Jump.
- Jump spell (2014): the older version takes an action and triples the target's jump distance for 1 minute. A Strength 15 character jumps 45 feet with a running start.
- Step of the Wind (Monk): spending Focus (Ki in 2014) on it doubles your jump distance for the turn.
- Athlete feat: your running jumps need only a 5-foot run-up instead of 10.
- Raise Strength: every point of Strength is another foot of long jump, so a 2024 background bonus to Strength helps even a Dex build that likes to leap.
Can you attack or cast while jumping?
The rules treat a jump as movement, so you can split it around an action the same way you split any move. Nothing in the core rules gives a bonus for attacking mid-jump; that's a matter for DM rulings and features like the Jump spell. A common table move is to jump across a gap, end the move on the far side and attack the archer who thought the chasm protected them.
FAQ
How far can you jump in 5e?
With a 10-foot running start you can long jump up to your Strength score in feet, so Strength 15 means 15 feet. From a standing start you jump half that, 7.5 feet.
How high can you jump in 5e?
A running high jump goes 3 + your Strength modifier feet into the air, and half that from standing. Strength 14 gives a 5-foot running high jump or 2.5 feet standing.
Does jumping use movement in 5e?
Yes. Every foot you clear costs a foot of movement, and you can't jump farther than the movement you have left. A 30-foot run-up plus a 15-foot jump uses 45 feet, so it usually needs the Dash action.
Can you make an Athletics check to jump farther?
Not by default. The jump distances are fixed by Strength. Some DMs allow a Strength (Athletics) check to go beyond them, which the 2014 rules mention as an option for unusual jumps.
What does the Jump spell do in 2024?
In the 2024 rules Jump is a 1st-level bonus action spell lasting 1 minute: once on each of its turns the target can jump up to 30 feet by spending 10 feet of movement. The 2014 version instead tripled the target's jump distance.
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