How Much Movement Does Jumping 1 Foot Take in D&D?
The simple answer is: jumping 1 foot, whether vertically (high jump) or horizontally (long jump), costs 1 foot of your available movement in D&D 5th Edition. This is a fundamental rule that governs movement mechanics in the game, often leading to strategic decisions by players during combat and exploration scenarios. Every foot you cover in a jump is deducted from your total movement for that turn. Let’s delve deeper into this mechanic and its implications.
Understanding Jumping Mechanics in D&D 5e
In D&D 5e, movement is a core part of any character’s turn. You can move a specific distance, usually defined by your race, and this distance can be further affected by class abilities and other factors. Jumping is integrated into this system, rather than being a separate action. This means that jumping is part of your movement and does not require a separate action.
Movement Cost
The critical point is that each foot you traverse through a jump, whether it’s a short hop over a puddle or a powerful leap across a chasm, directly corresponds to a foot deducted from your available movement. This means if you have 30 feet of movement and jump 10 feet forward, you’ll now only have 20 feet of movement remaining that turn. This can be a limiting factor for those who like to move frequently.
High Jumps vs Long Jumps
The rules for movement do not differentiate the cost between a high jump and a long jump. The rule “each foot you clear on the jump costs a foot of movement” applies to both scenarios. The distinction between these jump types is relevant when determining how far you can jump. A high jump, for example, is influenced by your Strength modifier and how far you move prior to the jump. On the other hand, a long jump is based solely on your Strength score.
Example Scenario
Imagine a character with a movement of 30 feet. They want to jump over a 5-foot wide gap. This means that 5 feet of their 30-foot movement will be spent covering the distance of the jump leaving them with 25 feet of movement left to use that turn. Alternatively, they could perform a high jump to reach a ledge 6 feet above the ground. If they can reach 6 feet with the high jump calculation, the cost is still just 6 feet from their available movement.
FAQs About Jumping and Movement in D&D 5e
To further clarify the interaction between jumping and movement, here are 15 Frequently Asked Questions:
1. Is jumping an action in D&D 5e?
No, jumping is not an action. It is a component of your movement for the turn. You do not need to use an action to jump.
2. Does jumping distance count as movement?
Yes, absolutely. The distance covered during any jump (high or long) is deducted from your remaining movement for the turn.
3. Does difficult terrain affect jumping?
Yes, the base cost of difficult terrain is double the normal movement. If you attempt a jump in difficult terrain each foot jumped costs 2 feet of your movement.
4. Can you combine walking and jumping?
Yes, you can combine walking and jumping. If you have 30 feet of movement, you can walk 10 feet, then jump 5 feet, and then walk another 15 feet. The jump must be within your total movement for the turn.
5. How far can you long jump in D&D 5e?
Your long jump distance is equal to your Strength score in feet. Therefore, a character with a Strength score of 14 could long jump a maximum of 14 feet. If the character moves at least 10 feet prior to the jump, the distance is tripled.
6. How far can you high jump in D&D 5e?
Your high jump distance is equal to 3 + your Strength modifier if you move at least 10 feet immediately before the jump. If you don’t move 10 feet beforehand, then that distance is halved.
7. Does the Jump spell affect movement cost?
The Jump spell triples your jump distance but doesn’t alter how much movement is used when jumping. Each foot jumped still costs a foot of movement but your jump distance is tripled so you may be able to reach a further location.
8. Does falling from a jump cause damage?
The ‘initial’ fall from your jump doesn’t trigger falling damage. Any height you fall after the distance of the jump does trigger falling damage as usual. For example, a 10ft jump does not trigger falling damage if you fall 10ft but any distance you fall after that does.
9. Can you ‘ready’ movement?
You cannot ‘ready’ movement. You can ready an action that includes movement but you still must have movement available on your turn in order to ready that action.
10. Can you jump higher with a running start?
Yes, a running start is factored into a high jump calculation. If you move at least 10 feet before your high jump, you can jump 3 + your Strength modifier feet high. Without it, your jump distance is halved.
11. How does speed affect jumping?
Your speed determines how much total movement you have and how far you can move and jump in a turn. A higher speed will allow for a greater potential range of jumps in a turn but does not change the cost of movement.
12. What are the common injuries from jumping?
While D&D doesn’t typically simulate real-world injuries, the text mentions that common jumping injuries in reality include patella or quadriceps tendon tears and other ligament/cartilage tears. D&D does not take these injuries into account.
13. Can you stack multiple jump abilities?
The Jump spell triples your jump distance. Other abilities may also increase your jump distance, but RAW, they wouldn’t stack. The Jump spell would always be the single multiplier used.
14. What’s the farthest jump possible in D&D 5e?
A level 20 barbarian with max strength (24) could long jump 24 feet, which can be tripled to 72 feet with the Jump spell. This is the farthest standard jump.
15. Does jumping use momentum?
D&D rules don’t use momentum. Jumping is based on movement and jump distance and doesn’t continue moving forward due to inertia.
Conclusion
In conclusion, the rule of 1 foot of movement per 1 foot jumped is a straightforward yet critical aspect of D&D 5e. It affects character mobility, tactical decisions in combat, and overall gameplay, making a clear understanding of this rule essential for both new and experienced players. By understanding this, and using the information in the FAQs, DMs and players can effectively manage character movement and make more strategic choices in their games.