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System Changes
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Player-facing Changes
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- Aganazzar's Scorcher
- Barkskin
- Crown of Madness
- Darkvision
- Find Traps (Detect Traps)
- Flame Blade
- Healing Spirit
- Heat Metal
- Lesser Restoration
- Melf's Acid Arrow
- Nystul's Magic Aura
- Pass Without Trace
- Rime's Binding Ice
- Rope Trick
- See Invisibility
- Tasha's Mind Whip
- Vortex Warp
- Web
- Wither and Bloom
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- Athlete
- Charger
- Cartomancer
- Defensive Duelist
- Dual Wielder
- Dungeon Delver
- Durable
- Dwarven Fortitude
- Fey Teleportation
- Fighting Initiate
- Grappler
- Great Weapon Master
- Healer
- Heavy Armor Master
- Mage Slayer
- Magic Initiate
- Martial Adept
- Medium Armor Master
- Metamagic Adept
- Piercer
- Revenant Blade
- Savage Attacker
- Sharpshooter
- Skilled
- Skulker
- Svirfneblin Magic
- Tavern Brawler
- Wood Elf Magic
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- Aarakocra
- Aasimar
- Bugbear
- Changeling
- Deep Gnome
- Elf
- Fairy
- Gnome
- Half Elf
- Harengon
- Human
- Lizardfolk
- Minotaur
- Satyr
- Shadar-Kai
- Simic Hybrid (Hybrid)
- Tiefling
- Triton
- Warforged
- Yuan-Ti
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DM-facing changes
Your Strength determines how far you can jump.
- Long Jump.
- When you make a long jump, you cover a number of feet up to your Strength score if you move at least 5
10feet on foot immediately before the jump. When you make a standing long jump, you can leap only half that distance. Either way, each foot you clear on the jump costs a foot of movement. - This rule assumes that the height of your 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 it.
- When you land in difficult terrain, you must succeed on a DC 10 Dexterity (Acrobatics) check to land on your feet. Otherwise, you land prone.
- When you make a long jump, you cover a number of feet up to your Strength score if you move at least 5
- High Jump.
- When you make a high jump, you leap into the air a number of feet equal to 3 + your Strength modifier if you move at least 5
10feet on foot immediately before the jump. When you make a standing high jump, you can jump only half that distance. Either way, each foot you clear on the jump costs a foot of movement. In some circumstances, your GM might allow you to make a Strength (Athletics) check to jump higher than you normally can. - You can extend your arms half your height above yourself during the jump. Thus, you can reach above you a distance equal to the height of the jump plus 1½ times your height.
- When you make a high jump, you leap into the air a number of feet equal to 3 + your Strength modifier if you move at least 5
- Jumping further.
- If your jump can’t quite make it as far as you need, your DM may allow you to make a Strength(Athletics) check to push your character just a little further. The base DC for this check is 10, but the DM may choose to raise it if you are trying to add more than 5 feet to your long jump or 2 feet to your high jump.
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