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)
This plus Step of the Wind on a Monk so he finally has something against those pesky flying enemies
I really love reading the replies to this spell, it really isn't complicated. Just know how far you can jump via the jump rules (already linked in these comment threads) and triple it for a minute, boom done. Now you just need to use it, a Ring of Jumping is a great way to introduce it to a party for the bonus action cast time.
For people confused about what happens if you exceed your movement, I mean just think about what would happen if you attempted a long jump aided by MAGIC. You would most definitely not be finishing that jump within those six seconds alone. As an Oath of Glory Paladin with a Ring of Jumping I was able to jump 70 feet in one turn ((18 strength score + 10 from Channel Divinity) * 3 = 84 ft. of air time) on the following turn of activating the ring. In my case, I could dash and finish it, but in most cases that is unobtainable by any other creature without any movement speed buff.
The crazy thing is that this discussion is all over the place for players and I personally think it to be relatively simple. If you end your turn mid-jump, even after dashing, you would effectively be stuck mid-air, but if I can convince you kind reader to imagine a creature flying through the air, the other entities in the presumed combat are also moving and committing actions to the space, so they may target said flying creature as they attempts to jump in this case. Then from there maybe you'd ask for a check to see if the jump still succeeds if impeded but that's a what-if on top of a what-if.
Too many people go crazy for the minute details of the rules, but put some thought into it, and honestly, you'll see your players trying some crazy maneuvers sometimes, especially those with high speeds and bonuses to their jumping abilities like Thiefs and some Monks, etc.
it isnt dump, its ur dm allow you jump much farwer then normal, if he allow to increase jump distance with athletic check with rate 1:1 it's his decision and imho kinda stupid, not all dm will allow same thing and not all characters have strength like your characters, imagin wizard who dump his str, or rouge, or any not str base character, like ranger, sorc, warlock, dex fighter, basicly any class exept barbarians, for them, this spell will work fine, and ye, checks are optional, and most dm will make dc based increass in distans, i would make it 10 + 5 for each 5 feet increass you want to make or something like this , because you push your limits with such jumps
is it only horizontaly or also up?
Aside from being highly situational, the thing that confuses me is why this spell doesn't upcast to have more targets like longstrider does; if only one person in your party needs help to jump over something this spell is fine, but if multiple do then you're stuck.
As a DM I'd allow it to be upcast in the same way as longstrider, because it just makes no sense for this to be a fixed level IMO.
Personally I think both this and longstrider need to be combined into a single spell, because it's a waste of spell picks to take both, especially on a character with more limited choices such as a Ranger.
So if I have the ring of jumping and can cast this at will, is it stackable? It's not concentration so I would think I can. So you could cast it ten times and then use an action to jump. If you were a monk and used step of the wind ki feature and also had the belt of storm giant strength, (assuming you could access such a high level item) then you could jump 3,424,842 feet horizontally. (650 miles) or you could jump 1,417,185 feet vertically. (270 miles)
All of this assuming you talk with a DM who doesn't like the cap on jumping being equal to your movement speed and says it's magic baby, bend them rules.
Fun fact: This spell technically does not let you land without fall damage
Unfortunately no. There is a fairly obscure rule in chapter 10 of the Player's Handbook that says that the effects of the same spell cast multiple times don't stack. So it doesn't matter how many times the spell is cast on the same target; its jump distance is still just 3x normal.
Can you touch yourself
Yes.
I'd say that jumping is done with intent and control so fall damage only comes into effect if you jump and you don't land before you hit the jump limit.
People thinking this spell does nothing because it exceeds your movement speed limit:
If my character with 15 STR has 30 movement speed and takes a running start of 10 feet, he can jump 15 feet. With this spell that distance is tripled to 45 feet. Does that mean I have to dash in order to make the jump? Only if I want to land in the same turn.
Otherwise the jump is spaced out over 2 turns (or more if the jump distance becomes bigger)
Yes, in a turn based combat it means that your character is "hanging" in the air while someone else takes their turn but narratively, everyone's turn takes place within the same 6 seconds. The only problem with spreading the jump out over 2+ turns is that someone might be able to shoot you mid jump.
The concept of turn and movement speed also only applied during combat. Out of combat there is no such thing. Let people make their triple jump distance in non-combat situations.
Funny thing of this spell is there's no text about preventing the target from fall damage. Which means you can be fainted by super jump of your own spell.