1. Abilities

Jumping

OVERVIEW

It is tempting to home-brew these rules because, in many ways, they defy the laws of physics. However, with every level in 5e, spell casters gain more and more powers, so I'm not going to take away the ability fighter to make incredible leaps wearing armor that would put modern day Olympic athletes to shame.  I'm just going to lean in to the fun.

DETAILS

  1. Horizontal jumping uses your STR Modifier. Vertical uses the STR Ability.
  2. Running, requires 10 ft running start.
  3. 1/2 Distances if encumbered
  4. Encumbered = STR ability score * 5 
  5. Exceeding your movement score means you are in mid-air

ENCUMBRANCE

A character is not considered encumbered until they carry  more than five times their strength score. For a character with a 14 strength:

  • Encumbrance = STR x 5 and 14 x 5 = 70

EXAMPLE

A character with a 14 STR will have a +2 Ability Modifier and is not encumbered until they carry more than 70 lbs.

  • Vertical leap (running) = 4 feet vertical
  • Vertical leap (flat footed) = 2 feet
  • Horizontal leap (running) = 14 feet
  • Horizontal leap (flat-footed) = 7 feet

NOTE BENE

Boots of Striding and Springing x3 all those numbers and disregard encumbrance rules.... so crazy