Jump DnD 5E Spell

Hello magic casters of all shapes and sizes! Welcome to my spellbook and thank you so much for checking out the 53rd episode of our first level spell series. Today we’re going to be taking a look at a pretty cool one in terms of at least how it’s mechanically done very simple in terms of how it’s written however. Today we’re going to be taking a look at the jump dnd spell.

Not super creatively named but very cool in terms of execution and potential roleplay opportunities. It is usable by the druid, ranger, sorcerer, wizard and the artificer. It is also found in the players handbook, so we should all have access to it. That being said, let’s take a quick look at its mechanics and see if we can understand it. You can also check out this ring of jumping 5e.

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  • Level: 1st
  • Casting Time: 1 Action
  • Range/Area: Touch
  • Components: V, S, M *
  • Duration: 1 Minute
  • School: Transmutation
  • Attack/Save: None
  • Damage/Effect: Movement

Your cast time is the standard one action, the range is touch which is pretty cool when you actually think about the implications. The duration is a whole minute which is fantastic. The effect at a glance is as followed: Touched creature has their jump distance trippled. So pretty cool! Also check out this 5e jump calculator.

The components are somatic, material and verbal so it’s a holy trinity spell. If you’re curious about that material component. It is the hind leg of a grasshopper. It is not consumed in the spell by the way. And the school unsurprisingly is transmutation. The description reads as followed. Also check out this jumping 5e.


You touch a creature. The creature’s jump distance is tripled until the spell ends. * – (a grasshopper’s hind leg)

Pretty simple! When you think about it, however jump distances rather are pretty confusing in terms of 5e, at least in terms of the way they’re written in the PHB. So i kind of broke it down a little bit for us, so there’s two main types of jump types. Long jump and high jump. Also know about what is the jump rule in d&d?

For a long jump if you take a running start so that means you move ten feet before jumping, it equals your strength score so if your strength scores 16 and you can jump 16 feet right! Also read what is the new jump spell in d&d?.

If it’s standing, it’s your strength score divided by two. So 16 divided by two will be eight. So 8 feet of length. If you’re going for a high jump which is vertical, it’s your strength modifier + 3 so long as you have a running start, so that’s once again 10 feet of movement before you jump, if you do not have that 10 foot of movement, it is considered to be a standing high jump, which is your strength modifier plus three and then that total is divided by two.

So pretty cool stuff there! Needless to say the minimum is a zero but pretty interesting that to be honest i’ll probably have to write a category of articles on the various rules involving 5e especially regarding stuff like this. That being said, let’s take a look at some alternative uses here.

Alternative Uses

So one that i really like is using it to reach things you would otherwise not be able to, kind of the top shelf for halflings as it were. Alternatively you could cast this on someone with a superior strength like the fighter, barbarian or what have you and then use their strength score or modifier to jump to some pretty interesting places to the top story of building stuff of that nature. I think that’d be really cool. Also read 5e what counts as an attack.


That being said, that’s all you could really think of off the top of my head. If you have any cool uses feel free to comment them down below in the comment section. I’m just really curious to hear what you guys have to say. That being said, thank you so much for checking out today guys, i really do appreciate it. I hope you all have a wonderful day and as always happy casting. Also read 5e spell tier list.

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