Variant: Jumping Rules In the rules as written (RAW), a character is guaranteed to jump a certain distance given their strength score and modifier. This variant rule provides rules to determine how much further a character can jump with a Stength (Athletics) check. Long Jump. A character can always jump a horizontal distance equal to their strength score with a running start, or half that distance from standing. (RAW) High Jump. A character can always jump a vertical distance equal 3 + Str Mod with a running start, or half that distance from standing. (RAW) Further & Higher. You can jump additional distance by making a Strength (Athletics) check. See the Jumping Additional Distance table to see how much additional distance you can jump. Halve the distance (high or long) if you start from standing. If your Stength modifier is negative or zero, treat it as a 1 for calculating long jump bonus distance. Jumping Additional Distance DC (Athletics) Long Jump (feet) High Jump (feet) 15 + 1x(Str Mod+1) +1 20 + 1.5x(Str Mod+1) +3 25 + 2x(Str Mod+1) +5 30 + 2.5x(Str Mod+1) +7 35 + 3x(Str Mod+1) +9 *Use 1 instead of a 0 or negative Str Mod. Resources The following tables allow you to look up the DC for a jump of a particular distance. Barbarian 24 Strength Score jumps are covered in the Appendix. What? These jumps are insane. Some folks like more mundane jumps. Check out the Page 3 for a toned down variant of the rule. Resource: DCs for Long Jumps Use this table to determine the DC for a particular long jump distance and strength score. For example, jumping 17 feet with a strength score of 13 would require a DC 25 Strength (Athletics) check. Resource: DCs for High Jumps Use this table to determine the DC for a particular high jump height and strength score. For example, jumping 9 feet high with a strength score of 16 would require a DC 20 Strength (Athletics) check.

Variant: Jumping Both High & Long You can attempt a jump that is both high and long jump to clear on obstacle. To do so, roll a single Strength (Athletics) check, an look up the distances that would be jumped from the Long Jump and High Jump tables, then subtract 10 feet from the long jump distance and 3 feet from the high jump. For some characters, this will result in distances of 0 feet. They aren't strong enough to do a high and long jump! For example, with a strength score of 16, and a Strength (Athletics) check result of 25, you would jump 14 feet far with a peak of 8 feet. Variant: Cliffhangers and Shortfalls Jumping long can be very dangerous. When a PC doesn't make thier long jump, sometimes that can mean a fall to thier death. The rules here give some options for PCs that don't quite make their jumps. Modify the penalties as needed for context. Cliffhangers and Shortfalls Athletics Check Result minus DC Effect -4, -5 Slam! Very, very low. You take 1d8 damage for every 10 feet jumped, and must pass a DC 18 Dexterity check or land prone. -2, -3 Wham! Very low. You take 1d6 damage for every 10 feet jumped, and must pass a DC 15 Dexterity check or land prone. -1 Ouch! A little low. You make it, but take 1d6 damage for every 10 feet jumped. 0+ Success Additional notes Timing and Jumps The DM should use their best judgment to determine how long it takes to jump. Realistically, a jump should be no longer than 1 to 1.5 seconds if they plan on landing at the same elevation they started. However, D&D doesn't really make sense in terms of run speeds (a typical dash of 60ft in 6 seconds is not very fast in the real world). Use your best judgment to determine how much time a character has remaining after they jump. Move Speed and Jumps I would let players jump no further than their total movement speed, but they could take the Dash action to extend their movement for that turn and therefore jump further. Additionally, if a player decides jumping around is more interesting than walking, consider applying exhaustion to the jump checks, or some other penalty. This rule is a benefit to the players, so don't let them abuse it. Remarkabe Athlete and Second Story Work The Fighter Champion and the Rogue Thief get bonuses to their jumping distance. The Champion can add his strength modifier to his long jump, and the Thief can add her dexterity modifier to both her high jump and long jump. To account for these using the tables above, simply subtract their bonus from the distance they need to jump before you determine the DC. For example, a Champion with 16 strength (+3) needs to jump 22 feet. The DC for that jump is equivalent to a 19 feet jump, due to Remarkable Athlete. The DC would be 13. Without Remarkable Athlete, it would be 20. Step of the Wind & Jump spell Some spells and features can multiply the distance a character can jump. To determine the DC, simply divide the distance they need to jump by the multiplier, then consult the tables using the halved distance. For example, a monk activates step of the wind to double their jumping distance. They need to jump 30 feet with their 12 strength score. To determine the DC for the jump, look up the DC for a jump that is half as far. The DC for a 15 feet jump is 20 for a strength score of 12. If instead they use the jump spell, divide the distance by three and look up the DC. If you're dealing with a multiplier (like Step of the Wind) and a flat modifier (like Thief's Second Story Work), apply the multiplier before the modifier. So you would divide the jumping distance, and then subtract the modifier, and then look up the DC for that jump. The DC for a 14 strength score, +3 dexterity modifier Monk/Thief Rogue using Step of the Wind to attempt at 50 feet jump would be 32. Barbarian 'Primal Champion' High Strength Jump DCs Barbarians can jump really far with 24 Strength!

Variant: Jumping Rules (less epic) This set of jumping rules is a bit more mundane. In the rules as written, a character is guaranteed to jump a certain distance given their strength score and modifier. This variant rule provides rules for how a character can jump further with a Stength (Athletics) check. Long Jump. A character can always jump a horizontal distance equal to their strength score with a running start, or half that distance from standing. High Jump. A character can always jump a vertical distance equal 3 + Str Mod with a running start, or half that distance from standing. Further & Higher. You can jump additional distance by making a Strength (Athletics) check. See the Jumping Additional Distance table to see how much additional distance you can jump. Halve the distance (high or long) if you start from standing. If your Strength modifier is negative or zero, treat it as a 1 for calculating long jump bonus distance. Jumping Additional Distance DC (Athletics) Long Jump (feet) High Jump (feet) 15 + 0.5x(Str Mod*+1) +1 20 + 1x(Str Mod*+1) +2 25 + 1.5x(Str Mod*+1) +3 30 + 2x(Str Mod*+1) +4 35 + 2.5x(Str Mod*+1) +5 *Use 1 instead of a 0 or negative Str Mod. Resources The following tables allow you to look up the DC for a jump of a particular distance. Boring! I want my jumps to be epic. Some folks like more epic jumps. Check out Page 1 for a more epic variant of the rule. Resource: DCs for Long Jumps Use this table to determine the DC for a particular long jump distance and strength score. For example, jumping 17 feet with a strength score of 13 would require a DC 30 Strength (Athletics) check. Resource: DCs for High Jumps Use this table to determine the DC for a particular high jump height and strength score. For example, jumping 9 feet high with a strength score of 16 would require a DC 25 Strength (Athletics) check.