Level
1st
Casting Time
1 Action
Range/Area
Touch
Components
V, S, M *
Duration
1 Minute
School
Transmutation
Attack/Save
None
Damage/Effect
Movement
You touch a creature. The creature's jump distance is tripled until the spell ends.
* - (a grasshopper's hind leg)
Can this spell just link to a brief explanation of jump distance? It's hard to find via search.
Here are the rules for Jumping.
https://www.dndbeyond.com/compendium/rules/phb/adventuring#Jumping
thanks! I did eventually find it, I should have linked it when I did to save the next person some trouble :)
The description for jumping states that each foot of the jump counts as one foot of movement. Does this mean a jump can't normally exceed the character's walking speed? In that case, does this spell ignore that limitation?
For example, a human with a strength of 11 could long jump 33 feet with this spell. Assuming a standard walking speed of 30 feet, would the long jump cover 33 feet or stop at 30?
Jeremy Crawford says it would be 30 feet unless you use your action to dash, then it would be the 33 feet.
Does the heights one can jump triple as well? Or is it strictly distance?
Vertical distance is still distance, so I would think it applies to jump height as well
Use this. It's quite a time saver.
https://fexlabs.com/5ejump/
Just for convenience:
https://www.sageadvice.eu/2014/09/18/super-jump/
Why is this not a cantrip with insta-cast and one round duration? Damn... these spells designers are just awful!
Can the description be any more vague?
So I'm looking at a Grung Ranger. A grung's max movement and jump are the same. So a grung would have to dash for jump to be of any use to them. I've seen a lot of rings of jumping during my campaigns. Is there a sage advice on this?
Personally I would ignore what Jeremy Crawford says on this one, its one of the most useless spells in D&D 5e why kill your players fun if they think up some small niche for a mostly bad spell?
You can't jump over your movement speed including the speed that you used over your turn. you will need to use your dash action to add to your movement speed.
Does this work the way I think it does:
Rope Trick + Jump spell: Set it up at 15 feet-ish. Hop down to attack, hop back up into your interdimensional hidey-hole and pull in the rope. :D
On height, I'd use something like square root of 3, since vertical jumps are harder.
Also, I'd wonder about using this for jump attacks on giants & ogres: jump & kick 'em in the face...
1 minute duration not 1 round. 10 rounds in a minute.
I don't think he's saying it has 1 round duration, I think he's saying "If the spell is this bad, why not just make it a bonus action cantrip that lasts 1 round. So if you need to jump up on a roof you can just do it without having to waste a whole action and a 1st level slot just to not even be able to jump that high probably because you can't dash because you used your action to cast the terrible jumping spell."
Or something to that effect I think.
So if you cast Jump on say a Dwarf fighter with STR of 18, his running long jump range is 54 feet. But, even if he uses a Dash action, he can only move 50 feet (10 feet running then 40 feet of jumping)? Something about that doesn’t seem right.
Can I use this to build momentum for attacks?