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Jump

Level 1 · Transmutation

  • Utility

Jump (druid, ranger, sorcerer, and wizard) casts from a 1st-level slot in the transmutation school. Cast time: Bonus Action. Range Touch, components V/S/M, duration 1 minute. Material: a grasshopper's hind leg. Effect: You touch a willing creature. At higher levels: You can target one additional creature for each spell slot level above 1.

Stat Block

Level
1
School
Transmutation
Casting Time
Bonus Action
Range / Area
Touch
Components
V, S, M
Duration
1 Minute
Ritual
No
Concentration
No
Classes
Druid, Ranger, Sorcerer, Wizard
Material
a grasshopper's hind leg

Description

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.

At Higher Levels: You can target one additional creature for each spell slot level above 1.

5e (2014) vs 2024 changes

This spell has both a 5e (2014) and 2024 Player's Handbook version. Doungim shows the current 2024 stat block above. Differences between editions typically affect components, range, or scaling — check both source books for the table.

Doungim Lore

School Fit

Transmutation is the most flexible school. The same Polymorph that turns a hostile giant into a sheep can turn the party rogue into a giant ape three rounds later. The school tag on Jump is earned by the spell rewrites a property of a body, an object, or terrain. At level 1, Jump is affordable in any caster's daily plan.

Class Fit

  • Druid: Druid concentration is precious. Most Druids prep one big concentration spell and one non-concentration utility per day; Jump fits one of those slots. Jump scales when upcast — see the higher-level note on the spell page.
  • Ranger: Rangers tend to pick Jump when the campaign terrain matches the spell's strengths. Forest-heavy campaigns favor different spells than desert ones. Because Jump uses a Bonus Action, the caster can still cast an Action spell that same turn.
  • Sorcerer: Twin Spell turns single-target spells into two-target spells; if Jump is single-target, Twin doubles its value. Jump has an at-higher-levels rule; the spell's per-slot scaling makes upcasting worthwhile in the right context.
  • Wizard: Arcane Recovery returns one or two slots on a short rest. Jump's slot cost is therefore not exactly what the slot column says. The higher-level scaling on Jump is described in the spell text; check it before upcasting.
Druid spellsRanger spellsSorcerer spellsWizard spellsTransmutation schoolLevel 1

Related Spells

Frequently Asked Questions about Jump

What level spell is Jump?
Jump is a level 1 spell from the Transmutation school. The classes that can prepare it: Druid, Ranger, Sorcerer, Wizard.
What is the range of Jump?
Jump has a range of Touch — the caster must be in contact with the target to cast it.
How long does Jump last?
The duration on Jump is 1 minute, with no concentration required.
What components and casting time does Jump need?
To cast: Jump is cast with V, S, M. Additionally, Material component: a grasshopper's hind leg; the casting time is bonus action (not a standard Action).
Can Jump be upcast?
Upcasting Jump works as follows: You can target one additional creature for each spell slot level above 1.
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Scannable QR code encoding the URL https://www.doungim.com/dnd/spells/jump. Point a phone camera at this code to open the Jump page on your mobile device — useful at the table when a DM's laptop or a printed sheet is showing the page.