ThisCalculator

Everyday

Jump Height 5e: How to Calculate It

Updated · Standard formula, shown below

This guide explains how to determine how high your Dungeons & Dragons 5th Edition character can jump, both for long jumps and high jumps, including the effects of Strength, movement speed, and special features. You’ll need your character’s Strength score, current speed, and any relevant class features or spells.

What You’ll Need

  • Your character’s Strength score (and Strength modifier)
  • Your character’s current walking speed (in feet)
  • Knowledge of any features that modify jumping (e.g., the Monk’s Step of the Wind, the Jump spell, the Athlete feat)

Step-by-Step

  1. Determine your Strength modifier. Subtract 10 from your Strength score, divide by 2, and round down. For example, Strength 14 gives a +2 modifier.
  2. Calculate your base long jump distance. Your long jump distance in feet equals your Strength score (not modifier). So with Strength 14, you can jump 14 feet forward from a standing start.
  3. Calculate your base high jump distance. Your high jump distance in feet equals 3 + your Strength modifier. With Strength 14 (modifier +2), you can jump 5 feet straight up.
  4. Add a running start if applicable. If you move at least 10 feet on foot immediately before the jump, you can add your Strength modifier to the long jump distance (so long jump becomes Strength score + Strength modifier). For high jumps, a running start lets you add your Strength modifier to the height (so high jump becomes 3 + 2 × Strength modifier).
  5. Check your movement speed. Each foot you jump costs 1 foot of movement. You cannot jump farther or higher than your remaining movement speed allows. For example, if you have 30 feet of speed and use 10 feet for a running start, you have 20 feet left for the jump.
  6. Apply any modifiers from features or spells. The Jump spell triples your jump distance (long or high) for the duration. The Monk’s Step of the Wind lets you double your jump distance for the turn. The Athlete feat gives you a running start with only 5 feet of movement instead of 10. Combine these in the order they apply (base distance, then multiply).
  7. Determine if you can clear obstacles. For a high jump, your vertical reach is your jump height plus 1.5 times your height (usually about 4–7 feet for a Medium creature). This determines what you can grab or clear.

Common Mistakes

  • Using Strength modifier instead of Strength score for long jump. The base long jump is your Strength score, not the modifier. A common error is to add the modifier to the score even without a running start.
  • Forgetting the 10-foot running start. Without it, you don’t get the extra distance. Many players assume they always get the bonus.
  • Ignoring movement speed limits. You can’t jump 30 feet if you only have 20 feet of movement left. The jump distance is capped by your speed.
  • Applying multipliers incorrectly. The Jump spell triples the distance, but if you also have Step of the Wind, the effects double and triple the base distance, not each other. So base 10 feet becomes 10 × 3 = 30, then doubled to 60, not 10 × 3 × 2 = 60 (same result here, but order matters for other combinations).
  • Confusing high jump with reach. High jump is how high your feet leave the ground, not how high you can grab. Your reach adds about 1.5 times your height.

Tips

  • Plan your movement. If you want to jump far, ensure you have enough speed. A character with 30 feet of speed can long jump 30 feet with a running start (10 feet run + 20 feet jump) if their Strength score is 20 (20 + 5 = 25, but speed limits to 20).
  • Use the Jump spell creatively. It triples both long and high jumps, making a Strength 10 character jump 30 feet forward or 9 feet high.
  • Consider the Athlete feat. It reduces the running start to 5 feet, saving movement for the jump itself.
  • Remember that jumping is part of movement. You can combine a jump with a dash action to increase your total distance.

Troubleshooting

  • Your jump seems too short. Check if you actually have a running start. If not, you’re using the standing jump distances.
  • You can’t jump as far as the formula says. Your movement speed is the limit. If you have 20 feet of speed, you can’t jump 25 feet even with a running start.
  • You’re unsure about the Jump spell. The spell says your jump distance is tripled for the duration. That means the distance you can jump (base + modifiers) is multiplied by 3.
  • You have a negative Strength modifier. For high jumps, 3 + negative modifier could be 0 or even negative. The rules say you can still jump 0 feet, but you can’t jump negative. In practice, you just can’t jump.
  • You’re playing a race with a special jump trait. For example, a Satyr has a base long jump of 1.5 times Strength score. Apply that instead of the standard formula.

Frequently Asked Questions

How high can a character with Strength 20 jump?

With a running start, a Strength 20 character (modifier +5) can high jump 3 + 5 = 8 feet (or 3 + 2×5 = 13 feet with a running start). Long jump is 20 feet (25 with running start).

Does the Jump spell stack with Step of the Wind?

Yes. Both multiply your jump distance. The Jump spell triples it, and Step of the Wind doubles it. So your jump distance is multiplied by 6 total.

Can I jump farther than my movement speed?

No. Each foot of jumping costs 1 foot of movement. You can’t exceed your speed for that turn.

Does jumping provoke opportunity attacks?

No. Jumping is just movement, so it provokes opportunity attacks normally if you leave a creature’s reach.

How do I calculate my reach when jumping?

Your reach is your jump height plus 1.5 times your height. For a 6-foot-tall character, that’s about 9 feet. So you can grab a ledge 9 feet up if you jump 5 feet.

Can I jump while prone?

No. Jumping requires you to be standing. If you’re prone, you must first stand up (costing half your movement) before jumping.

Related

Method: the standard formula for this calculation, rounded as each result states. See how the calculators work or report an error.