D&D 5e Jump Calculator
Calculate long jump distance, high jump height, and practical jump limits based on movement.
Movement is spent on jumping. This tool also subtracts your run-up from remaining movement when finding practical jump distance this turn.
How jumping works in D&D 5e
In 5e, jumping is mostly deterministic: your Strength score and Strength modifier set your baseline jump potential. A running start improves both long and high jumps, while standing jumps are cut in half. This makes jump math fast at the table and easy to pre-calculate for your character sheet.
Core rules summary
- Long jump (running): up to your Strength score in feet after at least 10 feet of movement (or 5 feet with Athlete feat).
- Long jump (standing): half your running long jump distance.
- High jump (running): 3 + Strength modifier feet.
- High jump (standing): half your running high jump.
- Movement cost: each foot jumped costs 1 foot of movement.
What this calculator includes
This calculator gives you two types of outputs:
- Raw jump potential: what your Strength and features allow in ideal conditions.
- Practical jump this turn: the jump you can actually perform with remaining movement after run-up.
It also supports common jump multipliers like the jump spell (triples distance) and Step of the Wind style doubling effects.
Formulas used by the tool
Strength modifier
Strength modifier = floor((Strength score - 10) / 2)
Long jump
- Running start: Strength score
- Standing: half of running long jump
High jump
- Running start: max(0, 3 + Strength modifier)
- Standing: half of running high jump
Reach during a high jump
D&D 5e notes that you can extend your arms half your height above yourself while jumping. A quick estimate for grabbing a ledge is:
High jump height + (1.5 × character height)
Example builds
Example 1: STR 16 Fighter
With a running start, a STR 16 fighter can long jump 16 feet and high jump 6 feet (3 + mod 3). If they only have 10 feet of movement left after running, they can only complete up to 10 feet of jump movement that turn.
Example 2: Monk with magical boost
A STR 14 monk with both a jump multiplier and Step of the Wind style doubling can get huge numbers quickly. Raw jump potential can be very high, but movement budget still caps what can happen in one turn unless you also increase speed or gain additional movement.
Common mistakes at the table
- Forgetting that run-up distance consumes movement.
- Using raw jump distance without checking remaining movement.
- Applying multipliers but not tracking action economy and turn limits.
- Ignoring terrain, difficult ground, or DM rulings.
DM adjudication note
This calculator follows standard 5e rules logic. Your DM can always modify outcomes based on terrain, weather, obstacles, encumbrance, magical effects, and situational checks (especially Athletics). Use this tool as a fast baseline, then follow table rulings.