SRD 5.2.1 · Movement
A character has Strength 14 and 30 feet of movement. After moving 10 feet immediately before a 14-foot jump, how much movement has the route used?
24 feet, leaving 6 feet.
The approach costs 10 feet and the jump costs 14, for 24 total. The run-up permits the full Strength-score distance, but does not provide extra movement. The remaining 6 feet can be used if other circumstances allow. Check the landing space for the stated Difficult Terrain consequence.
Do not substitute the Strength modifier for the score in this horizontal-distance calculation. Also avoid treating every jump as an automatic Athletics check when the rule describes a normal distance.
What is the approach, jump distance and landing terrain, and can the turn pay for all three?
When you make a Long Jump, you leap horizontally a number of feet up to your Strength score if you move at least 10 feet immediately before the jump. When you make a standing Long Jump, you can leap only half that distance. Either way, each foot you jump costs a foot of movement. If you land in Difficult Terrain, you must succeed on a DC 10 Dexterity (Acrobatics) check or have the Prone condition. This Long Jump rule assumes that the height of the jump doesn’t matter, such as a jump across a stream or chasm. At your GM’s option, you must succeed on a DC 10 Strength (Athletics) check to clear a low obstacle (no taller than a quarter of the jump’s distance), such as a hedge or low wall. Otherwise, you hit the obstacle.
Source: SRD 5.2.1, 184–185. Online guide.
This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at creativecommons.org/licenses/by/4.0/legalcode.
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