jump calculator 5e

5e Jump Calculator

Calculate long jump and high jump distances using standard D&D 5e rules, including movement limits for your turn.

Choose how much total movement you can spend this turn.
Use 3 for the jump spell, 2 for effects that double jump distance, etc.
Used to estimate maximum vertical reach during a high jump.
Enter your stats, then click Calculate Jump.

How jump distance works in D&D 5e

Jumping in 5e is straightforward once you split it into two parts: your base jump distance from Strength, and your movement available this turn. This calculator handles both so you can quickly check what your character can actually do in combat.

Long jump (horizontal)

  • Running start: jump up to your Strength score in feet.
  • Standing: jump half that distance.
  • You need to move at least 10 feet immediately before takeoff to count as a running start.

High jump (vertical)

  • Running start: jump up to 3 + Strength modifier feet.
  • Standing: jump half that distance.
  • High jump cannot be negative; very low Strength bottoms out at 0 feet.

Movement cost still applies

Every foot you jump costs a foot of movement. If your total movement for the turn is too low, your practical jump is shorter than your theoretical maximum. That’s why this tool shows both your raw jump numbers and what you can cover right now during your turn.

What this jump calculator includes

  • Automatic Strength modifier calculation.
  • Standing and running jump values at a glance.
  • A movement budget (normal, Dash, bonus Dash, etc.).
  • A jump multiplier input for spells, class features, and magic items.
  • Estimated total reach while high jumping (based on character height).

Step-by-step usage

  1. Enter your Strength score and walking speed.
  2. Choose how much movement you can spend this turn (for example, Dash = x2).
  3. Add a multiplier if an effect changes jump distance.
  4. Select running start or standing jump.
  5. Click Calculate Jump to see both theoretical and turn-limited results.

Example builds

Example 1: Fighter with STR 18

With a running start, long jump is 18 ft, high jump is 7 ft (3 + 4). At 30 ft speed, the character can normally afford these jumps in one turn, but distance still competes with all other movement that round.

Example 2: Monk with jump-boosting effects

If your total jump distance is doubled or tripled by class features or spells, your theoretical jump can get huge. In combat, your movement cap is often the limiting factor, so planning Dash or bonus movement becomes critical.

Example 3: Low-speed or difficult conditions

Even strong characters can be limited if speed is reduced. If you cannot spend 10 feet before takeoff, you lose the running-start benefit and must use standing values.

Common rules reminders and table tips

  • Athletics checks usually cover difficult circumstances, not your basic jump formula.
  • Difficult terrain and movement penalties can heavily reduce practical jump distance.
  • Your DM may adjudicate hazards, ceilings, slippery surfaces, and midair obstacles.
  • When in doubt, separate the problem into: base distance, modifiers, then movement cap.

FAQ

Does the Jump spell ignore movement limits?

No. It increases jump distance, but you still spend movement to travel that distance.

Can I jump farther than my speed in one turn?

Not unless you have additional movement resources that turn (Dash, bonus Dash, class features, etc.).

How is reach estimated during a high jump?

By default, this page uses the PHB guideline that you can extend your arms about half your height above yourself. Estimated reach is: 1.5 × height + high jump.

🔗 Related Calculators