D&D 5e Jump Calculator

Free D&D 5e jump calculator for long jump, high jump, and reach. Toggle Jump, Boots, Athlete, Tiger Totem, Remarkable Athlete, Step of the Wind, Second Story Work, Satyr, and Grung — plus movement caps and shareable builds.

PHB jumping · live modifiers · movement check

With a 10-ft running start

10ft long3ft high

Reach up to 11.7 ft (5'10" + 1½× height on top of the leap)

Running jump scale

scale 30 ft

Character

Height

Used for max reach (jump height + 1½ × your height).

Features & magic

Adjust Density (Graviturgy)

Standing jump

No run-up — distances are halved

Long jump

5ft

High jump

1.5ft

Max reach

10.2ft

Obstacles taller than 1.2 ft (¼ of your long jump) can’t be cleared.

Standing jump scale

scale 30 ft

Table reminders

  • Obstacles may call for a DC 10 Strength (Athletics) check. You can’t clear anything taller than about 2.5 ft on a running long jump.
  • Landing in difficult terrain may require a DC 10 Dexterity (Acrobatics) check or you fall prone.
  • Each foot jumped costs a foot of movement. You can’t jump farther than your remaining movement — Dash if you need the runway or the full distance.
  • Your DM may let you push beyond these limits with a Strength (Athletics) check.

Know exactly how far your character can leap — and whether you need to Dash to get there. Dice Cove’s jump calculator covers Player’s Handbook long and high jumps, max reach from height, obstacle and landing checks, and the features that actually change the numbers: Jump, Boots of Striding and Springing, Athlete, Totem Tiger, Remarkable Athlete, Step of the Wind, Second Story Work, Satyr, Grung, and Graviturgy Adjust Density.

How to use the jump calculator

  1. Set your Strength (and Dexterity if you use Thief features).
  2. Enter height for accurate grab-reach, plus walking speed and optional remaining movement.
  3. Toggle any feats, subclass features, spells, or items that apply this turn.
  4. Read the live running vs standing results, scale bars, and movement warning.
  5. Copy link or Copy summary for your table or character sheet.

Core 5e jump formulas

  • Running long jump — Strength score in feet (needs 10 ft of movement, or 5 ft with Athlete).
  • Running high jump — 3 + Strength modifier in feet.
  • Standing jump — half the running distance or height.
  • Max reach — high jump + 1½ × your height.
  • Movement — each foot jumped costs 1 foot of movement; you can’t exceed what’s left.

Why this beats a basic jump calculator

  • Live toggles for every common feature that changes jump math — not a static list of links
  • Movement-speed and remaining-movement caps with Dash guidance
  • Side-by-side running vs standing results plus visual distance scales
  • Transparent math breakdown and sheet-ready / shareable URL state
  • Satyr 1d8 roll-or-average, Grung minimums, and Graviturgy density

Frequently asked questions

How far can I jump in D&D 5e?

With a 10-foot running start, your long jump equals your Strength score in feet, and your high jump equals 3 + your Strength modifier in feet. Without a running start, both distances are halved. Every foot jumped costs a foot of movement.

How high can I reach when I jump?

Add 1½ times your character’s height to your high jump. That total is how high you can reach to grab a ledge, rope, or other handhold.

Do the Jump spell and Boots of Striding and Springing stack?

Both triple your jump distance. This calculator multiplies them when both are on (×9 with both, ×18 with Step of the Wind too). Many tables rule that identical “triple jump” effects don’t stack — check with your DM.

What does the Athlete feat change?

Athlete lets you make a running long or high jump after only 5 feet of movement instead of 10. It does not increase the distance itself.

Can I jump farther than my speed?

No. You can’t jump farther than your remaining movement. If your calculated jump is longer than what’s left, either Dash for more movement or jump a shorter distance that fits.

How do obstacles and difficult terrain work?

Clearing an obstacle during a long jump may require a DC 10 Strength (Athletics) check, and you generally can’t clear anything taller than one-quarter of your long-jump distance. Landing in difficult terrain may require a DC 10 Dexterity (Acrobatics) check or you fall prone.