You can perform a Long Jump up to a distance equal to 5x your Strength Modifier if you’ve moved at least 10ft, on foot, before the jump, otherwise your Long Jump distance is cut in half.
You can perform a High Jump up to a number of feet equal to 1 + your Strength Modifier if you’ve moved at least 10ft, on foot, before the jump, otherwise your High Jump height is cut in half
This is what you would use to figure out how high someone’s feet can leave the ground when they jump. If you are instead looking for how high they can REACH, then you need to factor in how tall they are.
Whether a character is 4ft-tall or 7ft-tall, if they both have a +4 Strength Modifier then they both have a High Jump of 5ft. Their height is what makes all the difference for how high they can reach while jumping.Here is the formula for figuring out how high a character’s hand could reach, if they were trying to jump up and grab a high ledge.
While performing a High Jump, your total reach is a number of feet equal to 1 + your Strength Modifier added to 1.5 x your height.
Example: A character with a +4 Strength Modifier, that is 6fttall could jump and reach a total height of 14ft: 1 + 4 (Str Mod) + 9 (6ft x 1.5 for the height).Checks that test a character's endurance, fortitude, or vitality are considered Constitution Checks instead of Constitution Saves.
During travel, if you decide to push onward and travel for longer than normally possible, have that be a Constitution Check instead of a Save. Instead of Saves for levels of Exhaustion, or things that involve your characters overall endurance, having them be Checks instead would make it much scarier. Often these moments end up being Constitution Saves which is too generous in my opinion.
While not in combat or other strenuous activities, you can hold your breath for a number of minutes equal to 1 + your Constitution Modifier. If you are in combat or another strenuous activity, you can hold your breath for a number of ROUNDS equal to 10 + your Constitution Modifier. If you run out of time then you immediately fall Unconscious.
Whenever you take damage while holding your breath during combat, you must make a Constitution Save. The DC equals 10 or half the damage you take (rounded down), whichever is higher. Failure: You lose one round of air
At the start of your turn, if you have no rounds of air remaining, you must make a Constitution Save. Failure: You fall Unconscious. Success: You gain enough air for this round and must repeat the Save at the start of your next turn.
When applying damage taken as the result from falling, the first 10ft results in 1d6 Bludgeoning damage, the second set of 10ft increases to 2d6, the third set of 10ft increases to 3d6, and it continues to increase by increments of 1d6 for each new set of 10ft fallen.
Rage does not reduce fall damage.
The max amount of fall damage caps at 100d6 which is about a 140ft fall.
If you land on a creature while falling, you and the creature both must make a DC 15 Dexterity, Strength, or Constitution Save (GMs discretion). Failure: You take full damage and the creature takes half damage. Success: You take half damage and the creature takes no damage.
Leveled healing potions are assigned a potency level, according to the number of d4 included, from 1 to 10. Each character that drinks a leveled healing potion adds their Constitution Modifier (minimum of 0) to each die rolled.
Healing Potion Table
Level Healing CostX Xd4 + X(ConMod) ----1st 1d4 + 1xConMod 50 gp2nd 2d4 + 2xConMod 150 gp3rd 3d4 + 3xConMod 300 gp4th 4d4 + 4xConMod 500 gp5th 5d4 + 5xConMod 750 gp6th 6d4 + 6xConMod 1000 gp7th 7d4 + 7xConMod 1400 gp8th 8d4 + 8xConMod 1900 gp9th 9d4 + 9xConMod 2400 gp10th 10d4 + 10xConMod 3000 gpA creature can drink a potion using a Bonus Action or Action, but an Action is still required to administer a potion to another creature.
A creature can drink a potion using an Action, rather than a Bonus Action, to gain the maximum benefits of the potion. If the potion restores HP, the creature regains the maximum amount possible from the potion.
A creature that lacks proficiency in a skill cannot take the Help Action to aid another creature with an Ability Check using that skill.
Each new source of ADV or DisADV, after the first instance, grants the player either a +2 bonus or a -2 penalty to their roll. Multiple instances of ADV and DisADV cancel each other out.