Skip to main content

Jump

Transmutation
Level: 1st-level
Casting Time: 1 action
Range: Touch
Duration: 1 minute
Components: V, S, M
Materials: A grasshopper's hind leg.

You touch a creature. The creature's jump distance is tripled until the spell ends.

Spell Details

School: Transmutation
Level: 1
Ritual: No
Concentration: No
Classes: Druid, Ranger, Sorcerer, Wizard
B-Tier Niche utility spell with situational combat value but excellent for exploration and creative problem-solving.

Player Guide

Jump shines in vertical or broken terrain where mobility determines positioning—tripling jump distance lets you reach elevated platforms, cross chasms, or escape melee range in a single bonus action. Use it preemptively before combat if vertical terrain exists, or cast it on a melee ally to enable hit-and-run tactics. The spell's true strength emerges outside combat for puzzle-solving, infiltration, and traversal challenges where 10-30 foot jumps bypass obstacles entirely.

DM Tips

Jump is deceptively powerful in encounters with platforms, ledges, or water features—design encounters with vertical sections to reward the spell's use. Clarify with your player whether they can make multiple jumps per turn or if they're limited to their single jump action.