High Jump. When you make a high jump, you leap into the air a number of feet equal to 3 + your Strength modifier (minimum of 0 feet) if you move at least 10 feet 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 DM 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 1 1/2 times your height.
but how do you rule the movement with "reach"?
RAW each foot of space you clear (and here i'm reading the air beneath your feet) costs you a foot of movement.
Bob_the_fighter has a strength of 16 (+3) and is six feet tall, from a running start he can jump 6 feet into the air (his feet are six feet off the ground) and can reach up and grab hold of a ledge 9 feet above him (6 feet tall + half height). Bob_the_fighter is now hanging from the ledge by his fingers 15 feet in the air.
his movement so far has been 10 feet run + 6 feet clear air jump.
physically Bob_the_fighter has covered a distance of 25 feet, but has only used 16 feet of his 30 foot movement.
how do you rule the movement to get his feet onto the ledge where his hands are?
I say this part is a "climb" and costs him 5 feet of movement (10 feet without a climbing speed). Have i missed something in the rules?
So the 10 foot run is part of the movement, and the 6 foot in the air is part of it. If they are hanging, then it's 16 feet of movement like you said. Where it gets spicy in 5th is each foot you climb is 1 extra foot of movement unless you specifically have a climb speed. So the jump is a total of 16 feet, the ledge is 3 feet up, so 19 feet. To climb up the ledge, they spend 6 ft of movement, so a total of 25 of movement to get the ledge that's 19 feet high. There really are no rules for when you climb up a ledge are you instantly prone etc, that's DM discretion. I don't impose that because your intent was never laying on the ground in that position.
Bob covered 16 feet of distance, is hanging on at 19 feet, and has 14 feet of movement to spend for the remainder of that turn, assuming they don't dash or you as the DM don't say in order to climb they need to spend their action making an athletics check.
It sounds like you have the gist of how this works RAW Stavros_Araatan.
Given that Bob_the_fighter is 6ft tall and has a strength of 16 they can grab the top of a 15ft wall with a running high jump. This takes 16ft of movement, 10ft for the run up, and 6ft for the vertical jump.
Bob_the_fighter is now hanging on to the top of the wall with his fingers and needs to climb the remaining 9ft to stand on top of the wall. Unless you have a climb speed it takes 2ft of movement to climb up 1ft. So Bob_the_fighter needs 18ft of movement as well as possibly needing to make an Athletics check. Unfortunately, Bob_the_fighter only has 14ft of movement remaining after the running high jump. So they would need to take the Dash action if they wanted to finish getting on top of the wall this turn.
So in the end to move 10ft up to the wall, and then 15ft up the wall, Bob_the_fighter spent 34ft of movement.
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I understand the basics of the jump rules
High Jump. When you make a high jump, you leap into the air a number of feet equal to 3 + your Strength modifier (minimum of 0 feet) if you move at least 10 feet 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 DM 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 1 1/2 times your height.
but how do you rule the movement with "reach"?
RAW each foot of space you clear (and here i'm reading the air beneath your feet) costs you a foot of movement.
Bob_the_fighter has a strength of 16 (+3) and is six feet tall, from a running start he can jump 6 feet into the air (his feet are six feet off the ground) and can reach up and grab hold of a ledge 9 feet above him (6 feet tall + half height). Bob_the_fighter is now hanging from the ledge by his fingers 15 feet in the air.
his movement so far has been 10 feet run + 6 feet clear air jump.
physically Bob_the_fighter has covered a distance of 25 feet, but has only used 16 feet of his 30 foot movement.
how do you rule the movement to get his feet onto the ledge where his hands are?
I say this part is a "climb" and costs him 5 feet of movement (10 feet without a climbing speed). Have i missed something in the rules?
a copper piece for your thoughts?
So the 10 foot run is part of the movement, and the 6 foot in the air is part of it. If they are hanging, then it's 16 feet of movement like you said. Where it gets spicy in 5th is each foot you climb is 1 extra foot of movement unless you specifically have a climb speed. So the jump is a total of 16 feet, the ledge is 3 feet up, so 19 feet. To climb up the ledge, they spend 6 ft of movement, so a total of 25 of movement to get the ledge that's 19 feet high. There really are no rules for when you climb up a ledge are you instantly prone etc, that's DM discretion. I don't impose that because your intent was never laying on the ground in that position.
Bob covered 16 feet of distance, is hanging on at 19 feet, and has 14 feet of movement to spend for the remainder of that turn, assuming they don't dash or you as the DM don't say in order to climb they need to spend their action making an athletics check.
It sounds like you have the gist of how this works RAW Stavros_Araatan.
Given that Bob_the_fighter is 6ft tall and has a strength of 16 they can grab the top of a 15ft wall with a running high jump. This takes 16ft of movement, 10ft for the run up, and 6ft for the vertical jump.
Bob_the_fighter is now hanging on to the top of the wall with his fingers and needs to climb the remaining 9ft to stand on top of the wall. Unless you have a climb speed it takes 2ft of movement to climb up 1ft. So Bob_the_fighter needs 18ft of movement as well as possibly needing to make an Athletics check. Unfortunately, Bob_the_fighter only has 14ft of movement remaining after the running high jump. So they would need to take the Dash action if they wanted to finish getting on top of the wall this turn.
So in the end to move 10ft up to the wall, and then 15ft up the wall, Bob_the_fighter spent 34ft of movement.