Level
1st
Casting Time
1 Bonus Action
Range/Area
Self
(20 ft. )
Components
V, S
Duration
1 Round
School
Transmutation
Attack/Save
None
Damage/Effect
Force
You walk on air as if it were solid ground. Until the end of your turn, you can ignore difficult terrain, move across liquids, and jump up to 20 feet in any direction. You can jump using this spell at the end of each players' and enemies' turns without triggering an opportunity attack, and, on a failed Dexterity saving throw, deal 1d8 damage to the creatures you pass by.
At Higher Levels: The distance in which you can jump increases by 20 feet and damage increases by 1d8 at 3rd, 5th, 7th, and 9th.
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