Spell
Jump
REG-AEDDC40B
Spell
Jump
Spell Briefing
Level
Level 1
School
Transmutation
Casting Time
1 bonus
Range
touch
Components
V, S, M (a grasshopper's hind leg)
Duration
1 minute
Classes
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.
At Higher Levels
Using a Higher-Level Spell Slot
You can target one additional creature for each spell slot level above 1.
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Classes: Druid, Ranger, Sorcerer, Wizard, Artificer
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Subclasses: Bard (College of Lore), Fighter (Eldritch Knight), Rogue (Arcane Trickster)
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Feats / Features: Aberrant Dragonmark, Boon of Siberys, Mark of Passage, Artificer Initiate, Divinely Favored, Magic Initiate, Strixhaven Initiate