Level
1st
Casting Time
1 Bonus Action
Range/Area
Touch
Components
V, S, M *
Duration
1 Minute
School
Transmutation
Attack/Save
None
Damage/Effect
Movement
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.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.
* - (a grasshopper’s hind leg)






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Posted Feb 9, 2025Does the jump spell enable you to jump down of a bridge without taking falling damage? Eg I am on a 30’ high bridge and jump off down to the ground below?
if I jump 30’ up to touch the ceiling without grabbing it do I then take 30’ falling damage when I come back down? If I jump 15’ to touch the ceiling does the 15’ up plus 15’ down count as a 30’ jump?
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Posted Feb 11, 2025No, this spell has no effect on falling damage. This spell just decreases the amount of movement you need to spend to jump a certain distance. If it reduced falling damage in some way, it would say that.
The spell Feather Fall is the main magical way of reducing falling damage.
If you jump 30 feet up without grabbing it, then you fall 30 feet down. You'd take 3d6 bludgeoning damage when you hit the ground.
Jumping 15 feet to the ceiling is a 15-foot jump. You can't jump down off the ceiling, because that's not what jumping is.
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Posted Feb 25, 2025You say that like it's not the funniest thing.
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Posted Mar 21, 2025Does this work with monks using step of the wind, which doubles your jump distance for a turn?
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Posted Mar 26, 2025I don't see why not.
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Posted May 6, 2025So I've put a thread in the rules discussion: https://www.dndbeyond.com/forums/dungeons-dragons-discussion/rules-game-mechanics/220289-jump-spell-and-distance#c2
But how does this spell work with the Glossary rules for jumping which state that when you jump, each 1ft you jump costs 1ft of your movement? The spell doesn't explicity say that it replaces the normal jump rules. I imply from it that the lets you reach a 20ft jump distance without the need for your Str to be 20.
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Posted Aug 14, 2025How does this work alongside effects that duplicate your jump distance, such as Step of the Wind? Do you get a 60 foot jump by spending only 10?
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Posted Aug 18, 2025Technically, no — this doesn't actually change your jump distance, it just gives you a once-per-turn "discount" on the movement cost of jumping.
However, if I were DMing, I'd probably allow it on the grounds that it seems more fun.
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Posted Aug 30, 2025Correct. Because this is exactly how the spell description says it works.
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Posted Aug 30, 2025False. You are so wrong. You are mixing all the rules you can think of. What a mess.
This spell allows you to do exactly what the spell description says. Nowhere in the spell does it say anything about damage or falling. You can jump any distance any direction, as long as its limited to 30 feet.
You can jump 30' straight up an land without damage. If you magically enhance your take off force (jump thrust) to propell you 30' up, then you can use that exact force to cushion the landing. As one does when one jumps (remember how the spell is called "jump"?). All jumps include the landing. Thus, the landing is part of the jump, which means the landing is part of the spell, and the landing is magically enhanced.
As per normal logical reasoning, you can also step off a 30' cliff without taking damage (jumping downwards). My buddy, who's at the bottom of the cliff using the same jump spell, is able to jump up to my exact height (at the top of the cliff), then "fall" back down and land safely, taking no damage. Then I jump the exact same distance, starting from the top. Why would I take damage when I land? Makes no sense. We both have buffed, super thick, magically enhanced thighs for one minute. Jumping 30 feet down a cliff is 100% in accordance with the spell description.
You are jumping. You are not falling. At all. The fall rules do not apply here. Not even close. Just because the direction is downwards doesn't automatically change the jump into a fall. Have you ever seen anyone jump onto a boat from the docks, or jump off a roof or across a creek, nailing the jump, only to hear them describe how they fell? Ofcourse not. Because they didn't fall. Almost all jumps includes a downwards movement and a landing, without making them into falls. Falling implies a loss of control, something that has not occurred here. You are still just jumping (which includes a magically enhanced landing).
Dont try to be smart and mix all the rules. Stick to the spell description.
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Posted Aug 30, 2025Yes it does. Once per turn, at a cost of 10 movement, it sets your jumping distance up to 30 feet without direction restrictions. As per the spell description.
That's literally all the spell does. No "discount". No "falling". No "damage".
You cast the spell. Then you jump, once per turn, up to 30 feet, however you like.
Why is it so hard to comprehend this spell description? Two short sentences. Thats it.
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Posted Aug 30, 2025Yes. Yes you can. Because the spell's description says so.
No. You will take no falling damage because you are not falling, and thus the falling rules do not apply.
You are jumping, and the landing is part of that jump, something the spell also enhances.
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Posted Sep 22, 202530 foot vertical jump. Lmao.
If you use the Tasha's rules for falling on another creature, you could use this on an ally (or yourself) to let them do ******* axe kicks/body slams to your enemies for bonus damage (assuming the enemy fails a dex save), at the cost of recoil damage to themselve.
And a Monk can use Slow Fall to mitigate the fall damage they personally take (which doesn't actually seem to be intended to actually be their fall literally being slowed down, since the 2024 rules use the exact same wording as the 2014 rules, which does not actually change how fast they fall).
It would only be an average of (3d6)/2 extra damage per successful axe kick/body slam anyway. But it would be fun.
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Posted Oct 28, 2025I don't want to be the guy telling the guy whos telling the guy they are wrong, that they are wrong, but... they are wrong.
The spell only says you can jump up to 30', doesn't specify direction in anyway - you can assume what you want but its not implicit.
The most basic interpretation of this is that you can jump from any point A to any point B, provided it's within the range limit and absent any other implicit conveyance, applying only a standard min parabola trajectory.
You are not granted immunity to fall damage in anyway, nor does it allow for jumping 'over' something explicitly. However it doesn't apply damage or falling conditions should you meet the original criteria above. Jumping up 30' is by definition reaching your max and it in no way allots for a magical safe landing due to creative uses not matching the basic definition. You should be able to 'jump to a ledge', 'jump down off a roof', 'jump to an unoccupied space', these all meet the first criteria and should be safe...however, you cannot jump 'over' a wall since you won't meet the only criteria provided - jump to a space up to 30ft' away since the wall will be between you...your jumping with another added criteria distance and height...you only get one and its always distance. By strict reading as RAW you 'could' jump to the top of said thing(wall) and then jump down per se the following round as a bonus action, effectively jumping over it, or jump to an open space just above the wall and then fall to the other side - but at that point its a DM choice how to handle it. Some will be lenient others not so much. I should also point out that it is possible to meet the first criteria and still jump over the wall, but it will depend on the geometry in question to be possible (short wall, jumping to or from an elevated position, etc. etc)
It also says you spend 10'ft movement - there is no definition of what is meant by spend, the DM can and should be allowed to interpret it mean what they feel works for their campaign - whether that be 'reduce total speed by 10ft' or 'require 10ft of movement prior' both can theoretically meet the definition set forth by the dm if they choose. They have different effects on total movement possible (one is MV-10ft + 30ft, the other is MV + 30ft w/10' of MV being used as a running start)
The monk question, the fly/swim questions.. i think these both have a significant impact on how you run this in your game... some fun... some exploitive, viewpoint yours. DMs should have this conversation with the party should they feel the latter is their goal.
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Posted Oct 29, 2025Ofcourse you're not immune to fall damage. But you are not falling, so those rules do not apply.
Travelling towards earth does not automatically make it falling. Falling is when control is lost, and you plummet towards the surface. A good example of this is being pushed off a balcony. Or when Snape falls down nakatomi plaza.
Im not saying this spell isn't problematic. Gravity makes some jumping directions weird. Do one measure 30 feet distance between point A and point B, or does one measure 30 feet in distance travelled? What about trajectory? Ofcourse it's up to the table to decide.
All I am saying is,
1) Consider the normal jump no one seems to have a problem with. A jump 30ft over an even flat surface. How on earth does a weak, fragile wizard, who is jumping from standstill, land without problem? The spell lets you propell a body with great force, and lets you land safely without spending movement, land prone, or take damage. Because it's magic and the landing is part of the spell.
2) Consider jumping 15ft straight up. Then you land back down where you started. You have travelled 30ft and made a 30ft jump according to the jump spell. Do you roll for fall damage?
Conclusion:
Make it simple. The spell says you jump 30 feet. Let the player jump 30 feet. Why be stingy? Why penalize the player by making them take damage from doing the one thing the spell is supposed to do? Why?