Running Jump 5e in Difficult Terrain combining Tabaxi Feline Agility

Running Jump 5e

Running Jump 5e in Difficult Terrain dnd with Tabaxi Feline Agility.

When you make a long jump, you cover numerous toes up to your Strength score if you move at least 10 feet on foot immediately before the jump. Whenever you make a standing long jump, you can jump only half that distance. Either way, each foot you clean on the leap costs a foot of movement. So the basic rules of Running Jump 5e states the following.

  • With a running start
  • (10 feet of motion )
  • Your extended jump is 10 feet horizontally.
  • Your high jump is 3 ft off the ground.
  • Without a running start
  • Your long-jump is 5 ft horizontally.
  • If there are barriers in the way
  • You may need to earn a DC10 Power (Athletics) check to jump over them.
  • You may need to make a DC10 Dexterity (Acrobatics) check or land prone.

In most circumstances in Running Jump 5e, you cannot jump further than your staying movement. You might have to Dash to cover long distances. Your DM might enable you to push beyond your limits using a Strength (Athletics) check.

What happens when you are running out on a jump in 5e?

According to the PHB (p 182), following a 10-foot motion, the player can make a long leap whose span is equal to their Strength score. Each foot jumped costs 1 foot of movement.

From the Movement and Position segment on page 70 of the Player’s Basic Rules:

You may use little of your pace as you like on your turn, following the rules here. Your movement may consist of jumping, climbing, and pool. These different modes of movement combine with walking, or else they can constitute your entire move. But you’re moving. You subtract the space of each part of your action out of your speed. It is until it is consumed or until you are finished moving.

Running Jump 5e in dnd movement spells.

Regardless of how you’re moving, you can move up to your speed. Refer to the section on jumping, page 64,

Long Jump: Whenever you make a long jump, you cover several toes up to a Strength score if you move at least 10 feet on foot immediately before the jump. So your player can not jump 30 feet when their rate is 25 feet. Well, no, you can’t. You have 25 feet, so that is as far as you can move. You are not forced to jump as far as you can, maybe jump, which means that your player should move 10 feet, then leap 15 feet.

A point of non-rules rationale: Your pace constrains your jumping distance in addition to your Strength. A wood elf monk can jump further than a halfling wizard even when they have the same Strength, and that makes sense since the wood elf monk can operate twice as quickly. It simply wouldn’t make sense for the halfling to be able to jump as far.

Let us explain Running Jump 5e with an illustration. Joey’s speed is 30. Wanda has wings and can fly in 30. They react quicker than the monster and take off. Wanda flies, Joey runs to the edge of the chasm and jumps. His Power is 16, so he can jump 16 ft. They run out of movement within the depth, both 5′ in the far border. In the monster’s turn, it does something unusual, such as chase. The next round picks up where the first round left. Wanda flies the rest 5 feet and lands. Joey finishes his jump and lands. They both have 25′ of movement left to use during their turns.

Tabaxi Feline Agility
Tabaxi Feline Agility

Arguing the Contrary

An argument to the contrary might claim the distance a character can leap is constrained by the movement remaining in turn, that the personality must complete the turn onto the ground. If this were the case, Joey either must 1) stop 10′ away from the chasm. And he waist till the next round, two get 10′ round the abyss and then fall. Because of insufficient assistance between rounds, or three get to complete the leap in a single round. It is thus exceeding his motion rate for the around. None of these make sense.

Rules as Intended

Interpreting the purpose behind the principles can be insecure. You may still analyze the turn/round system as a game mechanic meant to simplify the simultaneous action of battle down to something that adjudicates sequentially. Each round in running jump 5e fills with creatures moving, swinging, casting, feinting, dodging. A personality swings a sword several days. We abstract that down to one (or more) attacks. A character moves over difficult terrain. We have rules for this. In all cases, there’s action going on at the round border. In our minds, we could fast forward and rewind it just like a movie editor.

In our minds, we break it up into rounds of about six seconds to resolve tasks. A character is flying. Another one is jumping. A monster is chasing them. We solve it as though it were a chessboard, and each piece produces a finite movement or one attack. But in game terms, it is all happening simultaneously.

How Can the Ring of Jumping 5e combine with Tabaxi Feline Agility?

Your speed and the distance in the running or jump in 5e link each other but different.

Base speed

The fundamental rules define a creature’s rate like the following. Every character and monster has a speed, which is the distance in feet the character or monster could float in 1 round. Other actions and features key off your pace to ascertain unique modes of motion or how your movement works in combat. Most of All, the description of movement in combat states the following. On your turn, you can move a space up to your pace.

Base jumping distance

The principles of jumping say the following. Your Power determines how much you can jump.

Long Jump: When you make a long jump, you pay numerous feet upward to your Strength score if you move a minimum of 10 feet on foot immediately before the jump. When you make a standing long jump, you can jump only half that space. Either way, each foot you clean on the leap prices a foot of motion.

High Jump:  When you make a high jump, you jump into the air several feet equal to 3 + your Strength modifier. Should 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 space. Either way, each foot you clear on the jump prices a foot of motion. In some conditions, your DM might allow you to earn a Strength (Athletics) test to jump higher than you normally can. As you can see, jumping isn’t separate from movement; it uses your movement.

The 5e Running jump spell

The running jump 5e spell (and the ring of jumping you can throw it from) doesn’t affect your rate at all. It only triples your jump distance. What does it mean? Suppose that instead of a running jump, in 5e, you horizontally jump several feet equal to the Power score and a half that if you make a standing jump. The jump spell lets you leap [3 times your Strength score] in feet using a running leap, or [1.5 times Strength score] to get a standing jump. Note that the spell doesn’t affect your speed in any way. Jeremy Crawford explains here. Here on Twitter, your jump space is still limited by how far it is possible to move (though you may choose the Dash actions to boost your functional movement for the turn).

Feline Agility in 5e dnd 

This one’s easy. Nothing more, nothing less. Anything that keys off your speed, including the distance you can move in a turn, is now keying off your doubled rate until the end of the turn. (notice that the trait does specify that as soon as you use it to double your speed, you can’t use it again until you move 0 feet on one of your turns.) Let us assume Tabitha is the Tabaxi Bard, with a running jump and 5e Feline Agility.

Suppose she has a Strength score of 10. Her running long jump distance would normally be 10 feet. (i.e., with a running start of 10 feet before she jumps.) She is using a standing long jump. She could only jump half that space to get a total of 5 feet. However far she jumps, it utilizes her movement to do this (along with some movement needed for the running start if applicable).

With the Running Jump 5e spell, her jump distance is tripled. However, tabaxi possess a regular walking rate of 30 feet. So normally, she’d want to choose the Dash action (which adds a sum equivalent to your pace to your movement) to earn a maximum-length running long jump. Luckily, Tabaxi additionally has the Feline Agility trait. It allows them to opt to double their rate for a single twist (and they can only use the ability to do this again once they spend a turn not using their motion ).

By activating the Feline Agility trait, Tabitha includes a rate of 60 feet for a turn. With her Jumping team casting on herself as a bonus action, her jump distance is tripled. She’d thus be able to get a running start of 10 ft, jump a max of 30 ft (i.e., 3 * Str score), and still have 20 ft of motion, and also an action left her turn to work with as she wishes.


That said, Running Jump 5e across familiar terrain doesn’t accomplish much, except possibly looking cool. She’d only really make that type of horizontal jump for over a crevasse/pit or ecological hazard.