Falling Damage and Jumping in D&D 5e (Explained)

Gravity is the DM’s quietest damage dealer. Someone gets launched off a bridge, the table reaches for dice, and suddenly everyone cares about feet fallen instead of spell slots.

Movement basics live in difficult terrain and Dash. Combat flow: how combat works.


Falling damage

When you fall:

No run-up required for the damage rule. You fell; you roll.


Jumping (movement on your turn)

Long jump

With a 10-foot run-up, you cover a number of feet equal to your Strength score (not modifier).

Standing long jump: half that distance.

Each foot jumped costs 1 foot of movement. You cannot jump farther than your remaining movement.

High jump

With a 10-foot run-up, you leap 3 + Strength modifier feet vertically.

Standing high jump: half that height.

Again, each foot costs movement. Reach for ledges still uses your reach unless the DM rules otherwise.


Run-up in cramped spaces

No 10 feet? You can still jump, but only half distance or height. Claustrophobic dungeons punish acrobats.


Shoves, throws, and flight

Thunderwave and grapple + shove stories often end with falling damage. If an effect moves you off a cliff, you still use the falling rule when you land.

Flying creatures that are knocked prone or lose their speed fall. See the flying rules in the monster or feature text.


DM speed tips


Falling should feel dangerous, not like a rules lecture every round.

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