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Under the 2014 D&D Basic Rules, a Tabaxi uses the ordinary jumping rules: its Strength score sets its maximum horizontal long-jump distance, while its Strength modifier sets its vertical high-jump height. A 10-foot run-up allows the full distance; jumping from a standstill halves it. Feline Agility increases speed, not the Strength-based jump formula.
How far can a Tabaxi long jump?
A long jump is horizontal. With at least 10 feet of movement on foot immediately before the leap, a character can jump a number of feet up to its Strength score. From a standing start, the maximum is half that distance. These are the 2014 Basic Rules formulas; see D&D Beyond’s 2014 Basic Rules: Jumping.
| Jump | Maximum distance | Example at Strength 16 |
|---|---|---|
| Long jump with 10-foot run-up | Strength score in feet | 16 feet |
| Long jump from standing | Half the Strength score in feet | 8 feet |
How high can a Tabaxi high jump?
A high jump is vertical. With at least 10 feet of movement on foot immediately before the leap, its height is 3 feet plus the character’s Strength modifier, with a minimum of 0 feet. From a standing start, the character can jump half that height.
| Jump | Maximum height | Example at Strength 16 (+3 modifier) |
|---|---|---|
| High jump with 10-foot run-up | 3 feet + Strength modifier | 6 feet |
| High jump from standing | Half the running high-jump height | 3 feet |
When reaching for something during a high jump, a character can extend its arms half its height above itself. Its reach above the ground is therefore its jump height plus 1½ times its height.
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Does Feline Agility double a Tabaxi’s jump?
No—not under the 2014 rules described here. Feline Agility doubles speed, whereas the jumping rules calculate distance from Strength. The feature can affect how much movement the Tabaxi has available for a run-up and jump on its turn; it does not directly double the formula’s jump distance. The Tabaxi species listings, including legacy and newer versions, are cataloged by D&D Beyond.
How movement limits a jump
Each foot cleared by a jump costs one foot of movement, and the run-up also uses movement. A character may therefore have a formula-based maximum it cannot complete during a particular turn because it lacks enough movement for both the approach and the leap. Speed affects that available movement budget; it does not change the Strength-based maximum.
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Checks for obstacles and landing
- Low obstacle during a long jump: The DM may call for a DC 10 Strength (Athletics) check to clear an obstacle no taller than one quarter of the jump’s distance.
- Landing in difficult terrain: A DC 10 Dexterity (Acrobatics) check is required to land standing; on a failure, the character falls prone.
Which rules version applies?
The formulas and examples in this article use D&D Beyond’s 2014 Basic Rules. D&D Beyond lists Tabaxi species options from Mordenkainen Presents: Monsters of the Multiverse and the legacy Volo’s Guide to Monsters. The 2024 jumping rules are not established by the cited material here, so check the rules edition used in your game rather than assuming these exact formulas apply unchanged.
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