Casting Time: 1 bonus action
Range: Touch
Components: V, S, M
Duration: 1 minute
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.
You can target one additional creature for each spell slot level above 1.
Material Component:
a grasshopper's hind leg
Verbal Component:
Potentia Salire
Verbal Component (Alternative):
Aid this leap, jump far and high; give a boost into the sky.
Classes: Druid, Ranger, Sorcerer, Wizard, Rogue, Artificer
Domain: Travel
Tags: Movement
Source: Player's Handbook (2024) (page 290)
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Other Planes and Effects
Below is information about this spell as it relates to other planes and area of effects (i.e. underwater). Some of the information is pulled official D&D sources (such as books and the twitter feeds of D&D officials), but other information is derived from forums and online discussions. As always, it is up to the DM to decide how they wish to handle spell effects.
Underwater - Verbal Component
Official rules have been verified by Jeremy Crawford - "No rule prohibits verbal components from working underwater. Keep in mind that if you're talking, you're not holding your breath." Hence, while submerged underwater and holding its breath, a creature can cast a spell that requires a verbal component. After casting the spell, if the creature can't breathe underwater, it immediately runs out of breath. The creature can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round).