Jump
2024 Rules
- Level & School
- 1st-level transmutation
- Casting Time
- Bonus action
- Range
- Touch
- Components
- V, S, M (a grasshopper's hind leg)
- Duration
- 1 minute
- Classes
- Druid, Ranger, Sorcerer, Wizard
You touch a willing creature. Once on each of its turns until the spell ends, that creature can jump up to 30 feet by spending 10 feet of movement.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.
2014 Rules
- Level & School
- 1st-level transmutation
- Casting Time
- Action
- Range
- Touch
- Components
- V, S, M (a grasshopper's hind leg)
- Duration
- 1 minute
- Classes
- Druid, Ranger, Sorcerer, Wizard
You touch a creature. The creature's jump distance is tripled until the spell ends.
Jump 5.5e 2024 vs. 5e 2014 edition differences
Jump popularity
Jump is a commonly chosen level 1 spell. Choosing it adds an established option to your spellbook.
- Bottom 50% level 1 Druid spell
- Top 50% level 1 Ranger spell
- Bottom 50% level 1 Sorcerer spell
- Bottom 50% level 1 Wizard spell
Spells similar to Jump
Longstrider 1st-level transmutation
It's a level-1 transmutation that buffs movement for a touched creature and can affect multiple allies, making it the closest mechanical analogue.
Expeditious Retreat 1st-level transmutation
This is an early-level transmutation that boosts a creature's mobility for a short duration and is chosen for similar tactical movement purposes.
Feather Fall 1st-level transmutation
A level-1 transmutation that protects multiple creatures' movement through the air for a minute, so it covers a related niche of short-term mobility safety.
Fly 3rd-level transmutation
Though higher-level and concentration-based, it is a transmutation that grants a strong mobility option to a touched creature and can be scaled to multiple targets.
Water Walk 3rd-level transmutation
This ritual transmutation grants a travel-related movement capability to a group for an hour and serves the same team-mobility role at a different power level.