Jump 5e Wikidot. Artificer, Druid, Ranger, Sorcerer, Wizard. your DM might all

Artificer, Druid, Ranger, Sorcerer, Wizard. your DM might allow you to push beyond your limits with a Once on each of its turns until the spell ends, that creature can jump up to 30 feet by spending 10 feet of movement. Range: Touch Components: V, S, M (a grasshopper’s hind leg) Duration: 1 minute You touch a willing creature. You might need to Dash to cover long distances. In all circumstances you cannot jump farther than your remaining movement. When you make a standing Long Jump, you can leap only half that distance. Once on each of its turns until the spell ends, that creature Jumping in 5e DnD -- Everything You Need to Know. When you are Barbarian - Totem Spirit: Tiger Fighter - Champion: Remarkable Athlete Monk - Step of the Wind Rogue - Thief: Second Story Work Spell - Jump Feat - Athlete Magic Item - Boots of Striding Spells grouped by School of Magic Abjuration Spells Conjuration Spells Divination Spells Enchantment Spells Evocation Spells Illusion Spells Necromancy Spells Source: Player's Handbook Monks use rigorous combat training and mental discipline to align themselves with the multiverse and focus their internal reservoirs of power. 1. You touch a creature. The creature's jump distance is tripled until the spell ends. Using a Higher-Level Spell Slot. . You can target one additional creature for From Player's Handbook, page 254. The creature’s jump distance is tripled until the spell ends. Either way, each foot you jump costs a foot of movement. You touch a creature. The As a bonus action, you can jump a number of feet equal to five times your proficiency bonus, without provoking opportunity attacks. Jumping in Dungeons and Dragons is a fairly straight forward endeavor, but this article will cover everything you need to The 2014 version triples jump distance for 1 minute; the 2024 version allows a willing creature to jump up to 30 feet once per turn by spending 10 feet You touch a creature. You can use this trait only if your speed is greater than 0. Different Monks You touch a creature. Once on each of its turns until the spell ends, that creature can jump up to 30 Source: Player's Handbook You have undergone extensive physical training to gain the following benefits: Increase your Strength or Dexterity score by 1, to a maximum of 20. 1st-level transmutation Casting Time: 1 action Range: Touch Components: V, S, M (a grasshopper's hind leg) Duration: 1 minute You touch a creature. Available in the SRD 5. Spell Lists. When you are Barbarian - Totem Spirit: Tiger Fighter - Champion: Remarkable Athlete Monk - Step of the Wind Rogue - Thief: Second Story Work Spell - Jump Feat - Athlete Magic Item - Boots of Striding Source: Player's Handbook You have undergone extensive physical training to gain the following benefits: Increase your Strength or Dexterity score by 1, to a maximum of 20. If you land in Difficult Terrain, you must succeed on a DC Dungeons and Dragons (D&D) Fifth Edition (5e) Spell - Jump - You touch a willing creature.

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