Jump 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 dnd 5e jump 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. Make sure to check out does longstrider affect flying speed ! That being said, let’s take a quick look at its mechanics and see if we can understand it.


  • Level: 1st
  • Casting Time: 1 Action
  • Range/Area: Touch
  • Components: V, S, M * (a grasshopper’s hind leg)
  • 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’re 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 tripled. So pretty cool.

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. The school unsurprisingly is transmutation. The description has been written down below.


As per this jump 5e spell you can touch the creature. Also the creature can jump to the distance has been tripled unless until the spell ends.

Pretty simple when you think about it. However jump tight or 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.

For a long jump if you take a running start so that means you move 10 feet before jumping it equals your strength score. So if your strength score is 16 and you can jump 16 feet. If it’s standing it’s your strength score divided by two. So 16/2 will be eight so 8 feet of length.

If you’re going for a high jump which is vertical it’s your strength modifier plus three 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 being said, let’s take a look at some alternative uses here.

Also read about magic missile 5e spell

Alternative Uses

So one 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.


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 curious to hear what you guys have to say. 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.

Spell Lists: Artificer, Druid, Ranger, Sorcerer, Wizard

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