# High Jump **Details.** When you make a High Jump, you leap into the air a number of feet equal to 3 + your STR 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 of the jump costs a foot of movement. **Extended Arms.** You can extend your arms half your height above yourself during the jump. Thus, you can reach a distance equal to the height of the jump plus 1.5 times your height. # Long Jump **Details.** When you make a Long Jump, you leap horizontally a number of feet up to your STR 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. **Difficult Terrain.** If you land in [[Difficult Terrain]], you must succeed on a DC 10 DEX (Acrobatics) check or have the [[Prone]] condition. **Obstacles.** 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 DM's option, you must succeed on a DC 10 DEX (Acrobatics) 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. # Jumping Beyond STR Score **Details.** If you attempt to make a jump beyond your ability to do so, you must make a STR (Athletics) check of DC (10 + Total Distance minus your Jump Distance) at the end of your jump to clear the rest of the way.