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)
If you hit an object or creature in your path before landing, I would suggest both you and the object/creature take falling damage of 1D6 bludgeoning per 10 feet. You being midjump, it would likely require a Dex Save from the thing(s) in your path. After all, jumping is just falling sideways, and you're aiming at a point beyond them. There would be the inherent chance that each of you ends up prone on a hit.
I'd say if you landed properly before arriving at your target, with movement to spare to continue your charge, no, momentum wouldn't add to your attack. Part of a creature's Armor Class is its inherent dexterity, or desire to avoid being hit by oncoming attacks. The Dodge action further aids avoiding getting hit, but the Dodge action isn't required at the core of Armor Class for avoiding taking damage. Seeing someone take a running leap at me would trigger me to imminent danger, and I'd use my normal AC to avoid extra damage. That, and after landing, you'd still be limited to normal movement speed, which doesn't confer a bonus to attacks on its own if moving before attacking.
There are, of course, a few other feats/ fighting styles that might help, but none I've seen that will do exactly what you might be looking for.
The way we've used this in our game, in the event that a character or creature jumps further than its movement speed in a round, the round ends with the creature still airborne - and they complete the jump on their next turn, making the remaining movement then. I had a polearm fighter use it rather effectively to vault over an enemy, striking with reach while the enemy on the way up and hanging airborne where their foe couldn't reach them in return. They then landed with a falling strike on the next turn - I thought it was clever.
https://www.dndbeyond.com/sources/basic-rules/adventuring#Jumping
Definitely late to this party, but here's the link to the basic rules for those who haven't purchased the book.
When I have a Jumping Distance of Min 40 feet and max. 60 feet (+ 18 Athletics + 22 Strength), and a Walking Speed of 50 feet, it is kind of dump, that this spell will do nothing. Even High Jumps are Min 28 feet and Max 47 feet.
And imagine, the Walking Speed would only be 35 feet.
so a dm i had ruled it as it tripled the jump distance but that initial distance was limited by movement. so my 45 ft speed monk with ring of jumping and 10 str could run 40 feet then jump. instead of saying he could do 30 ft as if movement was not a factor or a hard stop at 5ft making the jump spell have no use, he let him jump 15 ft. he reasoned that jump spell tripled the amount you could jump which in that instance was 5 ft.
So I think I finally figured out the secret to using this correctly.
The Dash Action.
So, since 1 foot of jumping costs 1 foot of your movement, your jump distance is obviously limited to your movement speed. So, say you're a Fighter with a movement speed of 30 feet, and have Strength score of 20, making your running long jump 20 feet. If you're under the effect of this spell, that triples your potential jump distance, making your running long jump distance limit a solid 60 feet (which is higher than you movement speed of 30). You must first run 10 feet of movement to initiate a long jump over a broken bridge with a 40 foot gap. In this case, you can only make it 20 feet over the gap with your remaining movement speed.
Therefore, you must use your Dash Action to add an additional 30 feet to your movement speed. Since you still have 20 feet of the gap left, Dashing will allow you to complete the long jump safely with 10 feet of movement left over once you're safely over the gap.
Obviously, this is less helpful for classes that can only Dash with their Action, but for classes like the Monk and Rogue who can Dash with both their Action and Bonus Action, this will allow you to actually jump the full distance you have with this spell. But I don't know of many Rogues or Monk's with a Strength score of 20 to get you to that 60 foot long jump distance total, but still.
Even so, being able to jump a 40-50 foot distance (even though your limit is supposed to be 60 feet in this case) is still great.
The Athlete feat reduces the running start of 10 feet required to make a running long jump down to only a 5 feet running start, potentially allowing you 5 more feet in your jump.
Something worth mentioning is the Champion Fighter's Remarkable Athlete ability:
"When you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier."
With a long jump distance total of 60 feet, this ability would boost the total up to 65 feet. Not really helping much (at all, really) in this case, since we just discovered that you can really only cover a 40-50 feet max jump distance since you need at least 10 feet to make the running start.
There's no difference in running and jumping in dungeons & dragons, But keep in mind jumping is faster than running briefly.
So a jump spell increases the movement for that one jump.
If your movement is 25
And you cast a jump spell your movement for that turn 25 * 3 =. 75. your movement is 75 ft for that one turn. No need to make a dash
As Crawford states there, it is about the speed... or more specifically travel distance over time (1 round = 6 seconds).
I think this is the proper way to consider it useful without the dash, the actual jump does not have to start and end in same round. The movement per round is limited to the speed, but doesn't mean you have to be on the ground at the end of your turn from the way I read this. Also, there are plenty of ways to increase speed out there if it has to launch/land in a single round....Pushing the Speed Limit
Somebody with Strength 12 (+1) can jump 12 feet straight up. Into someone's balcony. For a full minute, without concentration. Or across a 17 foot chasm with no running start.
A true hero. Thank you.
This is magic. It would seem the original jump would be limited by movement, then the “triple” not factored in. You cast spells to make extraordinary things happen. People FLY and TURN INTO THINGS and make FIRE FALL FROM THE SKY.
When talking about using a SPELL to enhance movement, it would make sense that a 20 STR long jump would look a little nuts. Someone runs 10 ft., jumps (20 ft normally), but enhanced by the SPELL, they jump 60 feet! It uses 30 feet of movement. Makes sense to me.
Note: does not reduce fall damage
If you could make a super-jump all the time, navigating labyrinthine, trap-ridden dungeons will be a cakewalk. This would shatter the idea of the game, as you wouldn't have to treat harsh terrain like a puzzle anymore.
Honestly, only use I found for this Spell was for my 10 Str Rogue with the Ring of Jumping.
In that special case however, it was a great spell. Still, I would never waste a spellslot on this...
One of the only ways to make this spell (and by extension the Otherworldly Leap Eldritch Invocation) useful is to use it on a Harengon. Their Rabbit Hop ability is considered a jump of a distance equal to 5 times their proficiency bonus, but it isn’t limited by their movement speed.
If they have this spell on them, the Rabbit Hop distance increases to 15 times their proficiency bonus. That’s already 30 feet with a proficiency bonus of +2, equal to the movement bonus as the spell that lets you dash as a bonus action, but without concentration. And it only becomes better as they level up. By 17th level when the Prof. Bonus becomes +6, they can jump 90 feet as a bonus action up to 6 times.
I always ignored this until trying it out in Baldurs Gate 3, and it is so much fun!
I really missed out ^^
the rules dont really state that you must stop moving between rounds. narratively, all turns happen at the same time.
given that the jump exeeds your speed, you would simply reach the other side on your next turn. ur not gonna just stop midair and fall like in a cartoon.
lets say the human does a long jump, with the spell, and jumps his max distance. he uses 10ft of speed to get a running start, and jumps 20ft more during his turn. then his turn ends mid-jump. he doesnt really stop in mid-air, but for pure rules sake, anything that affects him will happen mid jump. an archer shoots him whilst halfway across the gap. someone trying to touch him just misses him as he jumps, and cant reach him. an enemy he is jumping towards saw him jump and has enough time to get into position, or run away.
then, on his next turn, he glides another 13ft, lands, and does something. the whole spell, run and long jump takes longer than 6s. narratively, i like to imagine the jump spell just lowers gravity, so whoever is on the other side of the gap just watches as a fighter slowly glides towards them.
i like this approach to movement, and it just makes sense. you dont stop moving between rounds. all turns happen at the same time. if you are midair at the end of your turn, you carry momentum to the start of your next turn.
Yeah, except... none of that works. Though you could be said to be "jumping,", the Rabbit Hop feature is not mechanically a jump at all. I would guess that's part of their reasoning for saying "hop" instead of "jump." The designers are very literal in their writing of the rules, so we have to be just as literal when interpreting them.
I always like to award a creative player and follow the rule of cool.
PC is Lv7 Drakewarden Ranger with a pole arm. Combining the spells Jump, Long Strider, and Zephyr Strike with the Boots of Sprinting and Striding the PC now has a movement of 75ft and a jump of 62ft. The PC wants to jump 60ft in the air and come down using the momentum of the attack with their pole are like a Final Fantasy Dragoon.
To this I say yes. In accordance with Tasha's The target makes a DC15 Dex Save and both PC and the target take 1/2 of the 6d6 fall damage in addition to the normal attack damage, assuming the PC makes their attack. Cuz that's just cool and I don't care.