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Every foot of movement requirement is doubled, e.g. with a speed of 10, you can
climb 5 feet in the same amount of time.
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Tripled in difficult terrain, e.g. 10 / 3, rounded down, so 3ft.
Climbing speeds and swimming speeds ignore the extra cost, if your character has
a climbing and/or swimming speed.
Tricky acts of movement may result in something like a Strength (Athletics)
check.
Long-jumping from a runing start of at least 10 feet allows a jump up to your
Strength. A standing start allows half the distance.
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If there's a low obstacle that's no more than a quarter of the jump's
distance, the DM might call for a DC 10 Athletics Check.
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Landing in difficult terrain requires a DC 10 Dexterity (Athletics) check to
land on your feet, or you end up Prone.
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Each foot you clear on the jump costs a foot of movement. In combat, this
means you might not be able to move after achieving an impressive jump over a
gap.
High-jumping allows you to jump 3+ your Strength Modifier with a 10 foot
run-up. A standing start allows half the height.
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A DM might request an Athletics check for any higher.
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When jumping, you can reach the height of the jump distance achieved, +1 1/2
times your height, i.e. you've jumped with your arms outstretched.