Jump 5e Wikidot. 1st-level transmutation Casting Time: 1 action Range: Touch Compone

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. In all circumstances you cannot jump farther than your remaining movement. Spell Lists. You touch a creature. Either way, each foot you jump costs a foot of movement. The creature's jump distance is tripled until the spell ends. Using a Higher-Level Spell Slot. Artificer, Druid, Ranger, Sorcerer, Wizard. 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. 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. When you make a standing Long Jump, you can leap only half that distance. You can target one additional creature for From Player's Handbook, page 254. Once on each of its turns until the spell ends, that creature Jumping in 5e DnD -- Everything You Need to Know. 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. 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. . Available in the SRD 5. 1. You can use this trait only if your speed is greater than 0. The creature’s jump distance is tripled until the spell ends. You touch a creature. 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. You might need to Dash to cover long distances. The As a bonus action, you can jump a number of feet equal to five times your proficiency bonus, without provoking opportunity attacks. Different Monks You touch a creature. 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. Range: Touch Components: V, S, M (a grasshopper’s hind leg) Duration: 1 minute You touch a willing creature.

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