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Master The Jump Spell 5E In DnD [Leap over Obstacles & Foes]

Jump Spell 5E Spell Explained
  Written By: Ashish Arya
Updated On: 11/01/2023
Est. Reading: 10 minutes

You’ve been there, haven’t you? Stuck behind that impossibly high wall in your latest tabletop session or struggling to cross a wide chasm, wishing for wings or even a little anti-gravity.

Fret not because the Jump Spell 5E has your back. This fantastical spell is an incredible addition to your D&D (Dungeons & Dragons) wizard’s spellbook and, indeed, a lifesaver in those nail-biting adventurous quests.

Remember the hyperjump scenes from sci-fi movies? The Jump Spell does something akin to that, but here, it’s all magical. This low-level transmutation spell lets you triple your jump distance, giving you superhuman-like leaping abilities.

No more letting those physical obstacles get in the way of your heroic journey. You can vault over impediments as if it were just another day at the park. Hang tight as we take a closer look at this spell and how to incorporate it effectively into your D&D games.

Jump Spell 5E Attributes

Casting Time1 action
ComponentsV, S, M
Duration1 minute

What is Jump Spell 5E?

The Jump Spell 5E is a transmutation spell that drastically improves your character’s jumping abilities in a round of Dungeons & Dragons.

What is Jump Spell 5E

It’s as if someone has attached springs to your hero’s feet, enabling them to leap like an Olympic jumper. When you cast it, your character can jump three times the normal distance for one minute.

It’s from the school of transmutation, which specializes in spells that physically alter the world or its creatures. This spell is available to several classes in D&D, making it a versatile tool for adventurers from various walks of life.

The effects are not cumulative with each other or additional granting similar abilities. Prepare yourself to bound over yawning chasms or soar above towering obstacles effortlessly with Jump 5E in your spell arsenal.

How High Can I Jump in 5e?

Examining the core D&D rules, you’ll discover that a character’s base jump height is impacted significantly by their Strength attribute.

How High Can I Jump In 5e

For a high jump, the character can leap into the air a number of feet equal to 3 + their Strength modifier. This happens without getting a running start. If they get a bit of momentum with at least 10 feet of run-up, then they can clear an extra 3 feet in the air.

But that’s where the magic comes into play with our Jump Spell 5E.

When you cast this mesmerizing spell, it doesn’t just double but triples the jump distance for your player’s character for a solid minute, bypassing any strength limitations.

So, if your hero has always dreamt of leaping tall buildings with a single bound, this spell finally makes that possible.

How can you get Jump 5E spell?

In the magical world of D&D, spells don’t just miraculously appear in your character’s repertoire.

How can you get Jump 5E spell?

Acquiring them often requires a deep understanding of your class’s capabilities and a keen eye for practical magic.

So, how do you get the spell that helps you transform physical barriers into mere stepping stones? Let’s take a closer look at three classes, Artificer, Druid, and Ranger, and explore how they can add the iconic Jump Spell 5E to their spellbooks.


In D&D 5E, Artificers are all about using magic to construct useful gadgets or modify gear for advantageous outcomes.

They weave magic into weaponry and equipment to create enhanced utility objects or powerful tools of destruction.

Although primarily known for their crafting skills, Artificers have access to a list of magical spells, too – Jump Spell 5E being one among them.

As an Artificer, you start with three cantrips from the artificer spell list at level 1. At level 2, you gain access to first-level Artificer spells that include the Jump Spell 5E.

As your character progresses by gaining XP and reaching higher levels (specifically level 3), more slots open up, allowing the addition of more spells to your artillery.

To prepare spells daily as an Artificer, including Jump spell 5E, spend one minute per spell level on each piece of gear involved in your casting process. It’s noteworthy that while most classes require a long rest to change their prepared spells list, the artificers only need short breaks due to their imbuing affinity with magical items.

Also Read: Artificer 5E Guide 2024 [Level Up Your D&D Gameplay]


In the Dungeons & Dragons universe, Druids possess great wisdom and draw magical abilities from nature itself – be it harnessing weather elements or communing with creatures big or small. Amongst these myriad powers is their ability to cast Jump Spell 5E.

For a druid to access first-level spells, your character must have a Wisdom score equal to 10 + the spell’s level. Therefore, an 11 in Wisdom at least is mandatory to cast the Jump Spell.

Each druid character begins their journey with access to all of the spells on the druidic spell list, from which they can choose a certain number of ‘prepared’ spells each day.

Lucky for you, Jump 5E falls in the Druid’s spell slot for Level 1 and thus can be added to your daily selection of prepared spells depending on your character’s Wisdom modifier and level.

Druids need a full cycle of restful sleep or meditative trance – a long rest – to swap out spells from their prepared list with other options from their available pool.


Rangers are D&D’s skillful survivalists, adept trackers, hunter-gatherers as well as fierce combatants.

Besides their martial prowess and wilderness acumen, they possess an array of ‘nature’-esque spellcasting abilities by reaching Level 2. The Jump Spell 5E is among those abilities they unlock.

Comparable to Druids and Paladins, Rangers have every single Ranger spell available from their respective list but limit their selections as per slot availability correlating with their level and wisdom score.

With a wisdom score similar to or exceeding eleven – which equals ten plus Jump’s spell level (1), obtaining this magical boost for your ranger character is a cinch.

Incorporating these jumps in combat situations or when navigating difficult terrain can lend unpredictability and tactical advantages galore to your game strategy.

Just take note that, unlike other classes who need long rests to alter their prepared spells list, rangers require an entire eight-hour break between such changes.


Born with some raw, inherent magic, Sorcerers in D&D 5E channel this innate prowess into a multitude of spellcasting abilities.

Their power originates from within their very beings rather than external forces or deity patrons. This natural expertise opens up an interesting spell list for your character, including the Jump Spell 5E.

Unlike most magical classes, Sorcerers don’t prepare a list of spells for each day – they have a static list that’s permanently committed to memory.

When you reach level 4 that could include the Jump spell! Also, casting these spells doesn’t require any particular components with the Sorcerer’s Metamagic abilities – namely “Subtle Spell”.

This is undoubtedly an advantage in situations where enemies might wish to disrupt your actions or when silence is golden.

Sorcerers have limited known spells compared to other classes, but the Jump Spell likely pays dividends owing to its universal applications!


In the world of Dungeons & Dragons, Wizards are quintessential magic users with an impressive repertoire of spells, and unsurprisingly, the Jump Spell 5E also finds itself on their lengthy list.

As masters of arcane teachings and rigors of practice, they acquire mystical knowledge from pored-over manuscripts and long hours of study.

Jump is accessible as a first-level Transmutation spell for wizards. Wizards start their adventure with six wizard cantrips plus six 1st-level wizard spells in their spellbooks one that could be Jump at level 1 itself.

Wizards bring unique flexibility to preparing spells! They can swap out different spells albeit after completion of a long rest involving studying their sacred book.

So if today’s dungeon crawl involves high towers or deadly ravines to traverse using jumps instead of combats then voila! Revise your spell selection – making room for useful jumping stunts.

Arcane Trickster

Arcane Tricksters are extraordinary rogue-type characters that blend sneakiness with a neat touch of arcane magic. They use spells to create distractions, gain control over their enemies, and add an element of surprise and deceit to their repertoire.

Gaining the Jump Spell 5E as an Arcane Trickster is a little trickier (pun intended) than other classes. At level 3, when a rogue elects to follow the Arcane Trickster Arcane Tradition, they gain access to three 1st-level spells but they must be of the Illusion or Enchantment type – not Jump.

They can choose one spell from any school of magic for their third option – so you see where this is headed? Yes! That could be your coveted Jump Spell.

Eldritch Knight

The path of an Eldritch Knight is for Fighters in Dungeons and Dragons who yearn for some magical edge, blending martial skills with mystical abilities. And amongst those very abilities, the Jump Spell 5E finds a fitting place.

As an Eldritch Knight, weapon in one hand and a spell at your fingertip, you start drawing from the wizard spell list at Fighter level 3.

Although your focus would primarily be on spells from the Schools of Abjuration and Evocation, the Jump Spell 5E is a Level 1 transmutation spell you can select outside these two categories.

Do keep in mind that your capacity to memorize spells or ‘Spell Slots’, as termed in D&D parlance, increases only at later Fighter Levels -9th, 13th, and so on. So choose wisely when you’re incorporating spells like Jump into your quiver.

Read More: Prestidigitation 5E Spell [Cast Minor Miracles With This]

Magical Secrets

If you are considering the path of a bard and want vibrating strings of lute coalescing with magic effects to be your hero’s trait – Magical Secrets is an attribute that would truly resonate with you.

Revealed at Level 10 onward for Bards who have chosen the College of Lore path earlier (at 3rd Level), the feature called Magical Secrets lets you learn two spells from any class’s spell list, including Jump Spell 5E. It exemplifies the remarkable versatility that bards possess.

The selected spells are considered bard spells for you. This means by choosing the Jump Spell through Magical Secrets; it effectively becomes a part of your Bardic repertoire.

In addition to this unique feature, Bards also get to choose another bunch of new spells every time they level up as per standard class progression rules.


In contrast to gaining spells based on how level ups feat or class learning unfolds in D&D; for some races like the Githyanki, jump spells are racial magic.

Just by virtue of belonging to the Githyanki race, your character garners certain racial traits. One of these bonuses includes the Jump spell that you can cast once without expending a spell slot – um, hello, mini trampoline springs for feet.

This bonus unlocks as early as reaching Level 3 in any class. What’s noteworthy is that your Spellcasting ability for this racial hallmark is Intelligence.

Hence, ensure your character has at least an Intelligence score of 11 or more to cast this spell and other associated racial magic.

Artificer Initiate

The feat of an Artificer Initiate opens the gate for characters who are typically non-magic classes to dabble in the world of arcane arts.

This unique ability allows your character to learn the base principles of artifice, using their intelligence as their spellcasting ability.

What’s better is that this provision includes access to a 1st-level spell from the artificer spell list, of course encompassing your coveted Jump Spell 5E.

Imagine a warrior leaping across a battlefield with enhanced agility or an assassin making daring rooftop jumps, thanks to the magic provided by this skill.

However, casting this once per day doesn’t require a spell slot. However, if you want additional casts in between long rests, using spell slots from the class level that allow access to this feat becomes necessary.

Gaining this feat fills your arsenal with not just the Jump Spell 5E but also an artificer cantrip, which is always prepared and doesn’t count against your number of prepared spells.

Magic Initiate

When exploring how you can get Jump 5E as a Magic Initiate, things start getting immensely exciting. The Magic Initiate feat provides another pathway for your non-spellcasting characters to obtain magical abilities.

This path grants you knowledge of two cantrips and one 1st-level-spell from any class’s spell list.

What’s cool about being a Magic Initiate is the complete freedom in choosing Jump Spell 5E as long as it’s available in your selected official class’s spell list.

This 1st level spell can be cast once without expending any spell slot! So even fighters or rogues could suddenly become capable jumpers with the flick of magic on their side.

And here’s something else: if you channel your intelligence (Wizard), wisdom (Druid or Cleric), or charisma (Bard, Sorcerer, Warlock) to pull off this spell, your surge in agility would become a spectacle worth beholding.

Strixhaven Initiate

Where the Magic Initiate feat broadens your character’s magical horizons through generalized routes, D&D’s recent brainchild – Strixhaven Initiative – takes it a notch up with its setting-specific selection.

It doesn’t matter which of the five colleges your initiate belongs to or what kind of magic discipline they follow; with the Strixhaven Initiate feat, you can grasp any 1st level spell from any class’s spell list, which naturally includes your sought-after Jump Spell 5E.

Apart from learning an applicable cantrip associated with your chosen college, as soon as you gain this feat, you’re empowered to cast the acquired 1st-level spell once without consuming a spell slot.

And when do you wish to recast it before finishing a long rest? Just use the slots from the class that granted you magic in the first place.

This mix-and-match style opens avenues for personalized magical combinations and strategies, dealing an extra dimension to your gameplay.

Explore More: Vicious Mockery 5E Spell 2024 [Weaponize Your Words In DnD]

FAQs about Jump Spell 5E

What does the Jump spell do in D&D 5E?

The Jump Spell triples any jump distance (highly limited to the character’s movement speed) for one minute.

Does casting Jump 5E require material components?

Indeed! You’d need a grasshopper’s hind leg or a piece from a similar creature.

Can I cast Jump Spell 5E on my allies too?

Yes, it’s not self-bound, meaning you are free to yield its benefits to a willing creature you touch.

Does my jumping height limit increase with the Jump Spell 5E?

No, the spell only increases leap distance and doesn’t offer enhancement for vertical jumps beyond what your character’s strength permits.

Are there any official magic items that grant Jump spells in D&D 5e?

Absolutely! The Boots of Striding and Springing are magical boots that aside from other boons, give you constant effect of the jump spell.


  • Ashish Arya

    I'm a tech enthusiast and lifelong gamer, hailing from the beautiful city of Chandigarh. My passions range from immersing myself in worlds like GTA V, COD, SIMS, Roblox and Minecraft to exploring the latest innovations in laptops and technology. Armed with a Bachelors Degree in Computer Application, I love sharing my insights through writing and engaging with fellow enthusiasts. Join me on my journey through the ever-evolving realms of gaming and tech!