I've seen mixed information regarding the jump spell and jumping in the 2024 rules and I'm hoping for some clarity.
Using a jump, without the jump spell it states that "each foot you jump costs a foot of movement" as per the rules glossary.
The new jump spell says you can jump "up to 30ft" by spending 10ft.
What it doesn't clarify is if jumping using the jump spell no longer cost you movement in the same way as if you jumped without it?
My interpretation is that if you have 30ft base speed; you to take the 10ft and then jump, because of what the glossary says even with the jump spell the max distance is 20ft?
You could take the Dash action to then move 60ft, with 30 of that being a jump.
I have a player who's been using jump similar effect to misty step i.e. casts jump as a BA, then spends ten feet, jumps 30ft, and takes their remaining 20ft of non-jump movement. There are youtube videos which indicate it provides additional movement distance too.
My logic for dobuting this is because of the cost of jumping as per the glossary, but then it also means that misty step only gives you 10ft of additional movement compared to jumping, and avoids opportunity attacks...this doesn't seem comparable considering misty step is 2nd level and you have to use a spell slot each time - hope that makes sense...
If using a High Jump then you can move up to 10 foot and then jump up to 30 foot upwards at a cost of 10 foot of movement or you can do a standing still jump up to 15 foot at a cost of 10 foot.
If using a Long Jump then you have to move 10 foot and then can spend another 10 foot to jump up to 30 foot away. So they need to spend 20 foot of movement to get 40 foot of movement with the jump.
This is how I would interpret it but others will likely interpret it differently, I feel this is one where a DM has to ultimately make the call on how they think it should work for their game as the spell is a bit lackluster in these details.
The https://www.dndbeyond.com/spells/2618991-jump comments are also mixed. Some people saying that it gives you the movement buff others refer back to the rules around each 1ft of jump costs 1ft of movement.
I do like your interpretation as lot, because it seems balanced and measures it against longstrider and expeditious retreat.
Longstriger providing and additional 10ft of movement (but is free from concentration; but an action), Expeditious Retreat being a BA, but gives you an additional Dash on subsequent BAs when you dash and needs concentration.
Jump offers options of terrain wise (getting around, over or up obstacles in the area) and means low Str characters have these options too. It also feels like looking at it you reading of it keeps Misty Step as a worthy of having a 2nd lvl spell slot to use each time for the additional distance and maneauverability.
Under my interpretation, the new spell is trying to simplify how the 2014 spell worked, overriding the general jumping rules, and should behave like the Harengon's Rabbit Hop.
Next answer is from Creature Evolutions (the original article is no longer available, and I'm wondering why it wasn't included in the SAC):
When a harengon uses Rabbit Hop, does the trait’s jump expend movement? The Rabbit Hop trait lets a harengon jump as a bonus action, and that jump doesn’t consume any of the harengon’s normal movement. That fact is why the trait has a limited number of uses between long rests. If you compare the wording of Rabbit Hop to the wording of the long and high jump rules in the Player’s Handbook, you’ll see that those rules explicitly expend movement, whereas Rabbit Hop doesn’t.
Is Rabbit Hop a high jump or a long jump? The jump of Rabbit Hop is neither a high jump nor a long jump. If it were either, its text would say so.
Does the jump spell benefit Rabbit Hop? Yes, the jump spell can affect the jump distance of Rabbit Hop. If you cast that spell on a harengon, enjoy the magnificent leaps!
Are you required to jump the full distance of Rabbit Hop? You don’t have to jump the full distance of Rabbit Hop when you use it. We will clarify that intent in future printings of the Rabbit Hop trait.
Thats interesting. It makes sense too with Jeremy's reasoning, but I think thats because it seems controlled by the limitation of proficient bonus and long rests.
Jump doesn't seem to have the same restrictions however, especially if you play as a warlock with the invocation.
If that was the intention, then It seems to then make Misty Step only really useable in situations where you want to avoid an opportunity attack - does that seem right?
I don't want to yuk anyone's yum, but it just means the misty-steppers at my table are being outshon by those who have Jump (if you get the reason for my queries). It makes other movement based 1st lvl spells bascially moot.
I'm not disagreeing, I guess I'm more just a bit feelbads for those without the jump spell and have to spend higher resources for basically the same effect, give or take 10ft.
Misty Step is guaranteed where jump is not always guaranteed too work. For example, when crossing a river, the rocks on the other side might be affected by the riverspray and be slippery making a landing on them hazardous to the point where somebody could fall over or worse yet, slip into the river. Jump does nothing to remove the inherent danger of jumps, it just allows further jumps. Additionally Misty step also works where movement speed is zero, such as when grappled or restrained as a method to get free. Also misty step does not incur fall damage when going downwards, jump gives jump distance but it does nothing to mitigate fall damage whereas with misty step, you can teleport 30 foot down.
Also would note that Archfey warlock gets insane mileage out of Misty Step, they are basically dedicated to Misty Step and can even misty step as a reaction on taking damage, as well as causing their choice of an effect.
Thanks, folks, for your help with this folks I've got more guidance now for sure.
I think I'm leaning towards the idea of players/NPCS/enemies spending 10ft, which doesn't move you in any direction, and fulfils the requirements of the spell. You can then jump up to 30ft in a direction. You then will have 20ft of movement to use either before the leap or after you've jumped, even if you didn't use the full 30ft.
So you have in theory, max amount of movement of 50ft, but the environment around you can affect the jump in terms of ceiling, what you jump over maybe and what you land on, as well as risks like fall damage too, whereas Misty Step provides more protections from environmental effects including barriers, enemies and an additional 10ft of movement.
I've got two friends who I'm seeing this evening who have been DM's and will get their view too before I go back to my players :)
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I've seen mixed information regarding the jump spell and jumping in the 2024 rules and I'm hoping for some clarity.
Using a jump, without the jump spell it states that "each foot you jump costs a foot of movement" as per the rules glossary.
The new jump spell says you can jump "up to 30ft" by spending 10ft.
What it doesn't clarify is if jumping using the jump spell no longer cost you movement in the same way as if you jumped without it?
My interpretation is that if you have 30ft base speed; you to take the 10ft and then jump, because of what the glossary says even with the jump spell the max distance is 20ft?
You could take the Dash action to then move 60ft, with 30 of that being a jump.
I have a player who's been using jump similar effect to misty step i.e. casts jump as a BA, then spends ten feet, jumps 30ft, and takes their remaining 20ft of non-jump movement. There are youtube videos which indicate it provides additional movement distance too.
My logic for dobuting this is because of the cost of jumping as per the glossary, but then it also means that misty step only gives you 10ft of additional movement compared to jumping, and avoids opportunity attacks...this doesn't seem comparable considering misty step is 2nd level and you have to use a spell slot each time - hope that makes sense...
Can anyone help?
Jump says that you can move 30 foot by spending 10 foot of movement, it else wise does not say what it effects, as such I would say the rules of High Jump and Long Jump still apply as per Jumping: https://www.dndbeyond.com/sources/dnd/phb-2024/rules-glossary#Jumping
If using a High Jump then you can move up to 10 foot and then jump up to 30 foot upwards at a cost of 10 foot of movement or you can do a standing still jump up to 15 foot at a cost of 10 foot.
If using a Long Jump then you have to move 10 foot and then can spend another 10 foot to jump up to 30 foot away. So they need to spend 20 foot of movement to get 40 foot of movement with the jump.
This is how I would interpret it but others will likely interpret it differently, I feel this is one where a DM has to ultimately make the call on how they think it should work for their game as the spell is a bit lackluster in these details.
Thank you :)
The https://www.dndbeyond.com/spells/2618991-jump comments are also mixed. Some people saying that it gives you the movement buff others refer back to the rules around each 1ft of jump costs 1ft of movement.
I do like your interpretation as lot, because it seems balanced and measures it against longstrider and expeditious retreat.
Longstriger providing and additional 10ft of movement (but is free from concentration; but an action), Expeditious Retreat being a BA, but gives you an additional Dash on subsequent BAs when you dash and needs concentration.
Jump offers options of terrain wise (getting around, over or up obstacles in the area) and means low Str characters have these options too. It also feels like looking at it you reading of it keeps Misty Step as a worthy of having a 2nd lvl spell slot to use each time for the additional distance and maneauverability.
Under my interpretation, the new spell is trying to simplify how the 2014 spell worked, overriding the general jumping rules, and should behave like the Harengon's Rabbit Hop.
Next answer is from Creature Evolutions (the original article is no longer available, and I'm wondering why it wasn't included in the SAC):
Thats interesting. It makes sense too with Jeremy's reasoning, but I think thats because it seems controlled by the limitation of proficient bonus and long rests.
Jump doesn't seem to have the same restrictions however, especially if you play as a warlock with the invocation.
If that was the intention, then It seems to then make Misty Step only really useable in situations where you want to avoid an opportunity attack - does that seem right?
I don't want to yuk anyone's yum, but it just means the misty-steppers at my table are being outshon by those who have Jump (if you get the reason for my queries). It makes other movement based 1st lvl spells bascially moot.
I'm not disagreeing, I guess I'm more just a bit feelbads for those without the jump spell and have to spend higher resources for basically the same effect, give or take 10ft.
Well, with Misty Step, you can cross barriers as long as you can see the destination point.
Also, that's my ruling and how I understand the change to the spell. But I'm not saying it's the only valid interpretation.
Misty Step is guaranteed where jump is not always guaranteed too work. For example, when crossing a river, the rocks on the other side might be affected by the riverspray and be slippery making a landing on them hazardous to the point where somebody could fall over or worse yet, slip into the river. Jump does nothing to remove the inherent danger of jumps, it just allows further jumps. Additionally Misty step also works where movement speed is zero, such as when grappled or restrained as a method to get free. Also misty step does not incur fall damage when going downwards, jump gives jump distance but it does nothing to mitigate fall damage whereas with misty step, you can teleport 30 foot down.
Also would note that Archfey warlock gets insane mileage out of Misty Step, they are basically dedicated to Misty Step and can even misty step as a reaction on taking damage, as well as causing their choice of an effect.
Thanks, folks, for your help with this folks I've got more guidance now for sure.
I think I'm leaning towards the idea of players/NPCS/enemies spending 10ft, which doesn't move you in any direction, and fulfils the requirements of the spell. You can then jump up to 30ft in a direction. You then will have 20ft of movement to use either before the leap or after you've jumped, even if you didn't use the full 30ft.
So you have in theory, max amount of movement of 50ft, but the environment around you can affect the jump in terms of ceiling, what you jump over maybe and what you land on, as well as risks like fall damage too, whereas Misty Step provides more protections from environmental effects including barriers, enemies and an additional 10ft of movement.
I've got two friends who I'm seeing this evening who have been DM's and will get their view too before I go back to my players :)