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.
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.
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.