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Grappled

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A grappled creature’s speed becomes 0, and it can’t benefit from any bonus to its speed.

The condition ends if the grappler is incapacitated.

The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.

Rules

Grappling Rules

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You can use the Attack action to make a special melee attack, a grapple. If you’re able to make multiple attacks with the Attack action, this attack replaces one of them.

The target of your grapple must be no more than one size larger than you and must be within your reach. Using at least one free hand, you try to seize the target by making a grapple check instead of an attack roll: an Athletics check contested by the target’s Athletics or Acrobatics check. If you succeed, you subject the target to the grappled condition. You can release the target whenever you like (no action required).

Escaping a Grapple: A grappled creature can use its action to escape. To do so, it must succeed on a Athletics or Acrobatics check contested by your Athletics check.

Moving a Grappled Creature: When you move, you can drag or carry the grappled creature with you, but your speed is halved, unless the creature is two or more sizes smaller than you.

Rules

Jumping Rules

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Long Jump. Cover Strength score feet if you move at least 10 feet on foot.
Standing: only half that distance.
At your GM’s option, you must succeed on a DC 10 Strength (Athletics) check to clear a low obstacle (no taller than a quarter of the jump’s distance). Otherwise, you hit it.
When you land in difficult terrain, you must succeed on a DC 10 Dexterity (Acrobatics) check to land on your feet. Otherwise, you land prone.

High Jump. Leap 3 + your Strength feet if you move at least 10 feet on foot immediately before the jump. Standing: Half that distance.
In some circumstances, your GM might allow you to make a Strength (Athletics) check to jump higher than you normally can.
You can extend your arms half your height above yourself during the jump. Thus, you can reach above you a distance equal to the height of the jump plus 1ВЅ times your height.

Each foot you clear on the jump costs a foot of movement.

Rules

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