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===[[Long Jump]]=== | ===[[Long Jump]]=== | ||
{{:Long Jump}} | |||
===[[Vertical Jump]]=== | ===[[Vertical Jump]]=== | ||
{{:Vertical Jump}} | {{:Vertical Jump}} |
Revision as of 12:57, 12 January 2023
The following rules describe jumping, which can be followed strictly, however its generally recommended to instead see them as guidelines for what's possible. The reason behind this is because each time a creature jumps, the conditions is different and most often they aren't optimal.
Quick Jumping
In most jumps, the DM should follow the intuition of setting DCs, and put an Athletics ability check on the jump. Depending on the scenario, more often than not, should let passive scores be used for success. Such that an easy jump of DC 10, will let all average humans succeed it.
Long Jump
When you make a long jump, you cover a number of feet up to half your Strength score + half your Athletics Proficiency bonus
. If you move at least 1/4th of your current movement speed on foot immediately before the jump, you can add 1/12th of your current movement speed to the long jump distance. Each foot you clear on the jump costs a foot of movement.
Vertical Jump
When you make a high jump, you leap into the air a number of feet equal to 1/200th of the sum of your Strength score and your Athletics Proficiency bonus multiplied with your modified speed.
Creatures with long reaching limbs, like humanoids, can extend their arms half their height above themselves during the jump. Thus, they can reach above them a distance equal to the height of the jump plus 1½ times their height.