Jumping in DnD 5e: How to Jump Higher and Further

Last Updated on January 22, 2023

The heroic leap from one cliff edge to another, the mirthful bounce from banister to a chandelier, the mighty jump atop a dragon’s back…these are iconic uses of jumping in D&D 5e.

But, how does jumping work as a movement option? How far can you go when bounding towards your foes? All of that information and more can be found in this guide to jumping in D&D 5e.

What’s The Furthest I Can Jump in 5e?

The longest distance you can jump in DnD 5e with a strength score of 15 would be 15 feet horizontally.  This requires a running start, which is defined as 10 feet of running space.  Without the running start the number is halved, and rounded down.  At strength 15 you can jump 7 feet from a standing start.  

If you can increase your strength in any way this number scales up as well.  So a character with 17 strength can jump 17 feet with a running start, if you have 10 strength, 10 feet with a running start.  

How High Can I Jump in 5e?

Vertical jumps in D&D 5e are much shorter than horizontal ones. With a running start, a character can jump up to three plus their Strength modifier off that ground. Without a running start, you again cut this number in half. 

Going back to our average human, they would need to run 10 feet to be able to jump three feet vertically. Without this running start, they would jump one and a half feet, which the rules round down to one foot. 

Other Jumping And Movement Rules

For the most part, jumping works like regular overland movement in D&D 5e. Once you have your jump distances figured out, it’s pretty easy to intuit how jumping works in a game. Still, there are a couple of rules that are different or just aren’t covered by the Player’s Handbook.

For example, there’s no mention of vertical reach in the movement or jumping rules. It’s clear that a player that jumps a few feet off the ground can still reach further than their jump height since they have a height and arms to reach. 

In previous editions, a character could count one-third of their height again for figuring out how far they could reach with their arms over their head. D&D 5e doesn’t have any rule like this, so you’ll need to consult your DM about how to handle these edge cases.

It could be the difference between grabbing a ledge in safety and plummeting to your death!

Can I Jump Over an Enemy Without an Opportunity Attack in 5e?

Since jumping works like regular overland movement, it can provoke opportunity attacks like normal. If you leave an enemy’s reach without Disengaging, then they get to make an opportunity attack against you while you’re jumping, just like walking. 

However, that doesn’t mean you can’t leap over your foes. If you have a high enough vertical jump to leap over your foe and you don’t leave their reach, then you’re good to go! This could be a good positioning tool for characters that need to get around a foe and have effects that alter their jump distance.

Can You Run Out of Movement Speed With a Jump? Does Jump Distance Count?

Jump distance uses your overland movement to figure out how far you go during a turn. If you get a running start and jump 15 feet in a turn, you’ve used a total of 25 feet of movement.

If you end up jumping farther than what your movement speed would allow, you stop moving at the end of your movement speed and land your jump.

However, you can use your action to Dash if you have it available. This would let you move your overland speed again, and let you continue your jump at its full length.

For some abilities that boost jump distances, this could be what you need to do to get the full distance of your jump!

What Spells or Abilities Increase Jump Distance or Height?

Although increasing your jump distance might not be something you think about doing often, it’s handy to know what options you have. Jumping around makes it so that a character can interact with their environment in a unique way.

Here are some of the different races, spells, and abilities that can alter your jump distance:


While increased movement speeds and movement options exist among the playable races, not many of them affect jumping. Here’s a list of the races that give you a boost to your leaps:

  • Grung: These small, frog-like creatures have a standing horizontal jump of 25 feet and a vertical jump of 15 feet thanks to their Standing Leap feature.
  • Harengon: Native to the Feywild, these rabbitfolk have Rabbit Hop feature that lets them jump five times their proficiency bonus in feet a few times a day. 
  • Satyr: Whether they make a standing jump or not, Satyr can use their Mirthful Leap ability to roll a d8 and add that number to the number of feet that they leap in a turn.

Class Features

Some classes have features that either expand on their physical jump capabilities or mimic spells that alter jumping distance. Here are some of those features: 

  • Beast Barbarian – Bestial Soul: One of the benefits you can choose from this ability lets you roll a Strength (Athletics) check and add the result of this check to the jump distance you can travel for a turn.
  • Champion Fighter – Remarkable Athlete: This ability adds your Strength modifier to the long distance jump distance of your character. 
  • Monk – Step of the Wind: For the cost of a ki point, all Monks can double their jump distance for a turn in addition to getting the benefit of the Disengage or Dash action. 
  • Warlock – Otherworldly Leap Invocation: One of the many invocations a Warlock can take gives them the ability to cast the jump spell on themselves as much as they like.
  • Graviturgy Wizard – Adjust Density: Depending on if the wizard doubles or halves a target’s weight with this feature, the target has their jump distance either halved or doubled, respectively. 


There aren’t many spells that directly affect your jump distance. Still, some mobility spells will help you clear longer distances with magic. Here are what those spells are:

  • Expeditious Retreat: This 1st-level transmutation spell lets you Dash a bonus action, letting you travel farther with jumping while retaining your action for other spells or attacks.  
  • Longstrider: This 1st-level spell also increases your speed, but instead provides a static 10 extra feet of movement on your turn – all without your concentration!
  • Jump: The last of the 1st level spells to boost mobility, this spell triples the long and high jump distances a character can leap. You’ll still need a running start, though!
  • Haste: Much like other spells on this list, Haste increases your movement speed between a static doubling of your movement speed and providing an extra action that can be used to Dash. 


Overall, jumping is an interesting way to interact with your environment, especially as a high Strength character. The most important thing with jumping is to remember that it works like regular overland movement.

Racial abilities, class features, and spells can alter your jump distances, but none of them change the fact that you can only move so far on your turn. 

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