Buy Jump Scrolls in D&D 2024 Player's Handbook! - Advanced guide to Jump
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- Опубліковано 25 лис 2024
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I use some homebrew "fix" for fall damage/high jump: use the calculation of the phb for high jump distance. Ok. That creature can resist a fall of that distance in ft plus 9ft. So if you can jump 20ft up, you can fall up to 29ft without fall damage.
Also, it multiplies for creature size. A large is x2, a huge is x3, and so on. Since the phb isnt considering creature size for fall damage. For example, Tarrasque, jumping over a city wall is like a human jumping over a fence, but in RAW, Tarrasque (who is immune to bludgeoning ATTACKS and not fall damage) it would take the respective fall damage from leaping such city walls (like 40ft tall? ok, 4d6) which makes no sense. So the simple solution for high jump is that: you can jump it? You can resist the fall + 9 in ft
This means jump is more fun and can deal that MCU superhero landing in an 'excelsior' way, specially monks and thiefs who get dex to jumping, now tjey are the equivalent of black widow landing or spiderman doing the superhero landing, add a pair of jumpimg boots, a harengon and the spell jump and now nobody can stop you for a 60ft high jump and 69ft fall without damage and add to that the slowfall of the monk ☝️☝️☝️
Thanks to dual mind boost now can combine with vicius mockery you can annoying anyone from cross the city without be find out as target be think just gone crazy lol
...If you do a descending spear thrust with this technique, can you add bonus damage on-hit? :D
Is there any promo code or free example download? $50 for a homebrew with zero reviews from an unknown publisher is a bit steep.
@@LucanVaris equal to falling damage to both creatures (attackers and attacked), but if the spear attack fails, just to attacker
Pairing this with the uncommon Boots of Striding and Springing seems really good now. It triples your jump distance allowing for 90 feet of movement for only 10 ft. While you can’t guarantee you will find this item in your game, a Lv 10 Artificer can actually make them and they get access to jump.
That's an interesting observation, I'll keep this in mind.
How did you post your comment 9 days before the video was even uploaded? (Or at least before it went live)
@@GeorgeWashingtonLaserMusketI cast the jump spell so much that I learned how to *leap* through time
@@1.21jiggawatts2 Dang that's impressive, when I'm a player my DM won't let me use Chronomancy.
Does tripling jump distance work when it specifies exactly how far you jump?
Jump with the flying squirrel species with Spirit Guardians for stupid shinnanigans.
Tanooki Mario is that you?
The funniest thing is to combine this with a monk, or buff a monk that likes to grapple enemies, high jump and do a aerial spinning piledriver like in Street Fighter!
I never thought of Zangief as a Monk.
If you do it on a raging barbarian the fall damage is halved
@@andreashesseerichsen438 I was thinking about the new monk ability to grapple more easily + the reduction of fall dmg + the split fall damage from Tasha's pretty much nullifying the dmg, but that would work too!
@@viniciusg.5519We could even make it a multiclass. I imagen world tree could be funny by summoning/teleporting another foe to you as well. 😮😂😊 (gestalt campaign world tree barbariab/any monk lvl 14+ {maybe elements cause of fly speed and extra reach} grappler feat grapple 2 foes, hop of a ledge summon a 3rd with your reaction and bonus action teleport back 😊😂😊)
@woutvanostaden1299 whats the monk subclass that gives you two spectral arms to do unarmed attacks with? The new grapple rules seem to allow them to grapple and enemy each so 2 more enemies go down
Simic Hybrids are going to love this
And Monks in general.
2:01 Ah, yes, the logic of "This is the Jump spell, not the Land spell."
the new version of the spell is obviously really strong but i love it. imagining a party bouncing around a dungeon like gran torino is just too funny to ban.
Simic Hybrid with Manta Glide can use this spell to travel 60ft for 10ft of movement and take no falling damage.
Combine with grappler to grab, jump and drop someone 30ft while taking no damage yourself.
And simic hybrids can grapple four people at once with grappling appendages.
Astral Self monks get two more as well, so an astral self monk could technically grab 6 if he was a simic hybrid. Just get a couple levels fighter to action surge so you can actually unarmed attack many people in one round.
Not sure if he would have the strength to drag that many people though, but it’s a fun concept.
I think that a fighter simic hybrid focusing on strength could make a better use of this tactic than a monk. Maybe a rune knight so that they can reach higher. 😂
for the manta glide you can get 90ft actually, 5e is non-euclidean. with 30ft jump distance you can jump 30ft up and forward, then glide 60ft.
@@EvelynNdenial Less people use euclidian, but some people follow 1-2-1 diagonal movement which is pretty close to euclidian. And even then, I think most DMs wouldn’t allow 30ft completely diagonal jumps, especially when you are trying to exploit a mechanic in the first place.
@@Crowsinger Except strength has no bearing on jump distance via this spell. It’s always 30ft.
Monk allows for flurry of blows allowing more grapples, and astral self for more arms.
Besides. No one is stopping you from playing a strength monk.
@@AshnakAGQ strength monk - let's ignore that. 😂
I meant strength for carrying. Wouldn't you need to lift the creatures at first? Also a large creature should be able to reach higher, therefore dropping the creatures from higher would be possible if a game master agrees.
I was literally about to comment the Morrowind reference when the mad lad did it himself
Pack Tactics, you tha man! I LOVE this for options!
What I actually learned was if you're a wizard in 5.5E, you should sell your jump scrolls in a bundle with your feather fall scrolls for maximum profit. (Better yet, sell the jump scroll for a normal price, then after a confirmed purchase offer them the feather fall scroll for a lot more)
the SM64 part was amazing, still laughing
Great advice!
I just made a dex fighter/warlock. This a cool, creative way to improve his mobility. Will definitely try this out.
How do you jump without legs?
Handspring. Obviously.
Extra bonus on your turn, even if you have nothing important to do = you can say "Might as well JUMP"
"When you jump in this way, reduce the distance used to calculate your fall damage by 30 ft." Done. I fixed fall damage with the Jump spell. You can still fall to your doom, but not because you're jumping per se.
Or you just read it as jumping a distance is not falling a distance.
@@Ahglock or that you subtract your high jump distance from the fall distance you use to calculate fall damage if you land on your feet.
Depending on how your DM rules grappling I think you could use this to deal fall damage to enemies. You could either land on top of them or use something like simic hybrid to fall damage cancel.
I was talking with a friend literally for the past couple of days about this and helping him make a build based around the new Jump spell. A Goliath Grappling based Monk that grabs a foe, uses Step of the Wind to double jump distance, find other ways of multiplying jump distance, and then Seismic Toss's them into the ground! It started with me joking and telling him about the Warlock Invocation and the new Jump spell, which evolved into either a pure Monk that has a Ring of Jump (from Party crafting or buying, and/or DM thinking it'd be funny too), or my suggestion of just 1 lvl in Ranger rest in Monk (plus the Ring if possible).
Personally I don't think Step of the Wind and similar effects work with the new Jump spell, but I do think it would be really sick if it did and all of my friends say it works that way so that's what I'm going with. _oh no i am out numbered in favor of rule of cool how terrible!_
*Grapple and then divebomb a Young Dragon! If you have a buddy to help using Enlarge- AN ADULT DRAGON! OR if you're okay with moving half the distance- AN ANCIENT DRAGON OR A TARRASQUE!* _(Just uhh, ignore Legendary Resistance and their very high base Strength saves. It's possible, you have around 5 attacks a turn and they can only auto save 3 times. And ignore if you can even lift them up in the first place.)_
Warlocks can also cast this at will with the invocation otherworldly leap. Only about halfway through the video so idk if you said it later or not
I get that jump is good but... Being the wizard I am, I immediately thought "I can just buy all the level 1 spells and put them in my spell book!!!"
I don’t think you should put jump in the spell book.
This will be so much fun
An idea came into mind - didn't check all the rules but here's the thought - weaponised jumping.
Requirements: Minimum of level 4 Monk with Grappler feat, so long as the monk has the carrying capacity to do so.
Action: Attack - grapple
Movement: High Jump and fall while grappling.
Reaction: Slow Fall, Monk doesn't get damage due to slow fall (note max of 20ft at level 4 and 30 ft+ from level 6 onwards).
The monk's jump is now weaponised into damage on top of any cheese grating shenanigans.
Slow fall reduces damage by (monk level X 5) so you're good to go on 3d6 (18 max) from level 4 onwards. The REAL shenanigans start when said monk gets acrobatic movement.
I think you're generally undervaluing the cost of taking a level dip into one of the classes with Jump. For Fighter, maybe Ranger 1 is worth it, but Fighter levels are actually really good now, particularly with Indomitable now actually working well. Rogues get even less from a Ranger level as Hunter's Mark is subpar for them. Paladins are too MAD to probably even take a Ranger level, and Sorcerer 1 isn't that great anymore, either. A straight Warlock also can't switch from invocations to scrolls without a dip, and I'd much sooner dip Fighter than Sorcerer.
So happy to see "Jump" with good game mechanics now
You can also make a blowgun of jump (or some other super weak weapon/you can tap people with them gently) to get multiple uses per day… would have to math out at what point it would be better to use that over a scroll… but, a Very good thing to note. You could have a character who dual wields have an upcast jump and an upcast longstrider spell (or feather fall, or… something similar) who multi (this paired with a max attack count per round build would be hilarious) taps a person at the beginning of combat and gives everyone crazy speed, or crazy buffs, or… or uses it like a parachute pack for the entire team… or… (if you are not using the potential combat damage uses anyway, heck, you could put it on some of the rogue’s backup throwing daggers)
Barbarian with jump and athlete feat can rage and high jump onto an enemy, splitting the 3d6 damage with the foe and taking half again from rage, then stand up using 5ft for a total of 15 ft movement so you can do this twice to try deal some damage and knock them prone (DC15 dex), you have gained some damage and advantage on your attacks using just your movement.
Nice meme :)
Ring of feather fall + high jump + monk/dance bard/any grappler = fun
Be a level 4 monk with magic initiate to get jump spell, get grappler feat but not necessary. Grapple dude as main action, cast jump as bonus action, jump straight up 30 ft and use your reaction to use slow fall to reduce all the damage you would take. Enemy takes 3d6 damage is prone and grappled. Try to do only when you think it could kill the enemy as you lose your reaction to deflect attacks.
YAHOO!
A ranger wizard sounds cool from the sponsor.
That takes me back to Sword of the Arcane Order builds from D&D 3.5e, when there was literally a feat to turn a Ranger or Paladin into a little hybrid with Wizard, spellbook and all.
@@CoidI've bee thinking that they should have just added bladesingers extra attack to the paladin and ranger fighting style that gives them a cantrip. Than it will actually feel more like a style of fighting. Since a half caster is a hybrid of weapons and magic and this is a hybrid of weapons and magic it totally makes sense to me!
I have a ruling that if you jump and cover sone distance up, you ignore this distance while falling. Only when you do it by yourself. Not when you just falling.
As a contrarian I made a silly build made to weaponize fall damage. With this spell and the new grappler feat you can grapple someone, do a high jump and with them in tow and deal 3d6 damage with your movement alone. If tasha's rules are allowed, there is the 'falling on another creature' rule where they need to make a dc15 dex save or take additional damage equal to half your fall damage while you only take half. If you also get bludgeoning damage resistance through rage, for example.
Is this good? no .Are there are a lot better things you can do with your action economy and resources than set this up? yes. But it is fun to imagine grabbing a poor goblin and TOMBSTONE PILED-DRIVER THEIR HEAD INTO THE GROUND! THE CROWS CHEERS! A giant barbarian gets to do this to dragons :)
Pathfinder 1 had a magic item called Boots of the Cat, and it stated that whenever you took fall damage, you took the minimum amount, so if you took 3d6 from falling 30 feet, you would only take 3 points of damage, additionally, you always landed on your feet. So if your DM allowed you to import this magic item, you could literally play Mario as a character and literally jump 30 feet into the air, come slamming down onto an enemy, who would take 3d6 of damage from being fallen upon, and be knocked prone. Get something that puts you constantly under the Jump spell's effect, or at least allows you to cast it multiple times a day, and be a barbarian, and you reduce the 3 points of damage you take to 2 (assuming you round up.)
That gets even better on a world tree barbarian with the reaction summon/teleport and I think that picking the jump invocation when we go 3 lvls into fiend for temp hp on a kill is good synergy/hilarious, because you could end up with more "effective" hp then before you jumped.😂😂😊
@@woutvanostaden1299 Demonic Viking Mario build who just fricking stomps on people...
He really do be packin that tactic if you know what I mean
Good Mario "yahoo".
ok... so the kirby build is monk 4+ for slow fall and step of the wind + jump... so if you cast jump on your self, next turn you can grapple an enemy, step of the wind, and jump 60 ft in the air. that's 6d6 for the enemy, plus you landing on them deals half (3d6) and the 3d6 you would take is absorbed by slow fall. I wonder if there are any other options to make this deal more damage?
Finally a cheap way for my artificer to move the barbarian without relying on vortex warp!🎉
That Marrowind scenario was hilarious back in the day
Here is an interesting thought experiment in DnD. If a harengon, with 30 strength (or dexterity of they are a 2024 Thief), and Jump cast on them be able to leap tall buildings in a single bound? Regardless, I would highly recommend that they have a Ring of Featherfalling because otherwise they will slam into the ground hard.
Ability scores
29 strength from potion of storm giants strength
24 Dexterity from manual of quickness of action and ioun stone of agility both giving a +2
Additives
+8 from satyr mirthful leap
+10 from aspect of the tiger, totem warrior barbarian
+7 from second story work, thief rogue
+9 from remarkable athlete, champion fighter
Multiplicatives
x3 jump, spell
x3 from boots of striding and springing, magic item
x2 from step of the wind, monk
Long jump would be (29 + 34)*18
63 * 18 = 1134 feet
345 meters
High jump would be (12 + 34)* 18
46 * 18 = 828 feet
250 meters
If you wanted to assume strength and dex as 30 it would be
30 + 38 (8 + 10 + 10 + 10)
68 * 18 = 1224 feet
373 meters
The reason i used saytr instead of herengon is because its a separate action the jump ability
Sorry 🐊, i use high jump, and will still use high jump to get up sidedown on a ceiling as a Tabaxi
Hooray for Tarhiel!
Hellz yeah on the Morrowind! Its still the best game from that series haha.super high jump plus any ability that allows a glide rate = hilarious since it says that the whole thing only uses 10ft with that effect.
jump can also bypass difficult terrain. That's why you cast it on a mount
Hellz yeah on the Morrowind! Its still the best game from that series haha.
Jump/levitate is an excellent low level spell combo for an range striker.
And have NPCs buy spell scrolls too. It would be wild to find an NPCs corpse because they used a spell and didn’t survive the effects.
now we've got folks who are straight up too fast for zblock going down ivy, through connector! what next, are we going to start doing it sideways!?
old ass reference aside, holy shit that's cracked.
One thing about spike growth comment, it says it's camouflaged to look normal unless a search action is taken to determine the danger.
Homebrew a Delayed Blast jump spell for additional dying when you land.
Now to wait for someone to make an effective Dragoon using this spell
If you’re a dhampir and you’re in a large room you could use high jump to immediately stick to the ceiling with your innate spider climb and then cast spells from up there without having to move to the walls?
A scroll from the house of pain!
Falling only applies to height that exceeds your jump. So if you jump up 20ft and descend\fall 20ft I don't have players take damage. The reason is actually really simple, if your legs can't handle falling 20ft down, they won't be able to handle overcoming gravity and going 20ft to begin with. Jumping puts just as much strain as landing from the jump. Likewise if a character wants to jump straight down (say off a cliff) if the score they roll totals or exceeds the fall distance I let them ignore any damage.
It's not RAW but it is reality based logic.
The buy scrolls thing, I guess maybe. The spell rocks, but 25 gold a pop to make, 50 GP to buy is a lot, even into tier 3 that can add up fast. Sure 3 is enough for emergencies, for how long though. For how many players. And is that the only scroll you have this idea with. Next thing you know each player is thousands into the hole just on scrolls. If you have nothing else to spend on, I guess have at it.
You can print money in tier 3. What are you talking about?
@@PackTactics Maybe you can, not all tables can.
It was nice knowing you pack tactics Nintendo's lawyers be knocking
Don’t tell me what to do!
Precasts jump, be a beast barbarian, rage, grapple an enemy and with the grappler feat allowing you to move without extra movement, high jump while dragging the opponent with you up into the air, triple this distance with the boots of springing and striding, use beastial soul to make an athletics check to increase your distance, then force land on your opponent as you impact the ground, with the Tasha’s optional falling on enemy rules you split your damage to the opponent and then your rage halves your damage. Your opponent takes 1.5x falling damage, you take 0.25 falling damage.
How far can you jump as a lvl 18 Tabaxi Monk, 2 lvl rouge, with the 2024 Jump spell and Haste spell?
Base 30ft + Monk lvl 20 +30ft for 60ft, x2 from Tabaxi's Feline Agility for 120ft, x2 from Haste for 240ft and lets use the Haste action to Dash for an additional 240ft, and Rouge's Cunning Action for another 240ft Dash, for a total 720ft movement speed.
720ft to jump costing 10ft per 30ft of long jumping for 2,160ft of jumping.
Harengons wish they could jump like this.
I remember my first time encountering the guy with the Scroll of Icarian Flight. 😂 I miss old Bethesda.
Current WOTC design team feels like old Bethesda to me.
How would one word a houserule to make a normal, 30' high jump from the Jump spell not damage you while still dealing fall damage if you jump off a cliff using it?
I suppose the high jump rules don't address horizontal movement at all, so there's the potential argument that there isn't any so you wouldn't be able to do that in the first place.
Yahoo!
Can Monk with step of the wind double the 30 feet to 60? I've been looking to buy a ring of jumping in a game.
Wasn't jumping part of movement speed, or was that removed? oO? Thought I saw this somewhere in the old PHB2014.
Carry a couple of scrolls of it. Remember: Be nice to your Artificer and they will be nice to you.
Start your next vid with "welcome to pack tactics, we're the pack, and here are the tactics" please🥺
PactTactics: NEVER EVER HIGH JUMP
my magic initiate monk at level 4: *free bird solo*
only lvl 4 and up monks are allowed to high jump and even then - it takes your reaction and losing that in battle is bad
Good ideas but the best errata to the D&D rules is still that everything priced in gold costs silver, otherwise the economy makes no sense.
50 gold per scroll might be worth getting an advantage on a mid level big bad, but if the loot from the goblins and the reward from the villagers is enough to buy one of these scrolls then everyone is too rich to need to rely on first level adventurers for their safety...
High jumping on top of an enemy as a barbarian to people's elbow them.
Or you just acknowledge that falling damage only happens if you fall… and the second half of a jump is not a fall, it’s the rest of the jump. Now, if you jump up to a 30’ ledge, grab it and try - and fail - to pull yourself up, sure; that resulting drop is probably a fall. But if you have the body structure to jump up 10 feet, the same structure can handle the landing; the jump magic just magnifies your body to jump more. A fall is an uncontrolled drop, and the end of a jump is not uncontrolled.
This is fun, but I'm sad that the spell doesn't scale with your Strength anymore. It was nice to have spells that were better on martials than full casters.
I wonder, could a Spors druid use this on his undead minions?
Is it still good for rogue? With bonus action Dash
It still adds 20 feet to your movement, and lasts a minute.
I thought when you made a long jump it counted towards your spent movement
The spell is the exeption.
5:33 you're conflating spellcasting services with availability of items like magic scrolls.
Spellcasting services refer to when you visit a local priest or whatever and have them cast cure wounds on you, perhaps.
Note the difference between someone casting a spell there and then, and finding a scroll someone manufactured and put up for sale.
In short, you can't use the spellcasting services table to argue "scrolls should be found for purchase in villages".
You pay them to make the scroll for you. It takes 8 hours.
@@PackTactics Unless they refuse. Casting a spell on you is quick money. Spending a whole day crafting is not something you can take for granted. At the very least, expect them to ask for more money crafting a scroll of Cure Wounds for you, than simply spending a spell slot on you here and now.
Anyway, all I'm doing here is pointing out that spellCASTING services is not the same as spellSCRIBING services.
It’s fine if they don’t want to do it. A smith’s shop can refuse to sell you a normal sword. If they say no, then bribe them more. Or hire a hireling to find someone who’s willing to work with you. There’s so much you can do with table top freedom.
@@PackTactics That's not what I'm talking about. But since you don't appear interested in acknowledging that the rules in fact do NOT suggest villages have scrolls for sale (that's not a spellcasting service), have a nice day.
I use some homebrew for fall damage: use the calculation of the ohb for high jump. Ok. That creature can resist a fall of that distance in ft plus 9ft. So if you can jump 20ft up, you can fall up to 29ft without fall damage.
Also, it multiplies for creature size. A large is x2, a huge is x3, and so on. Since the phb isnt conaidering creature size for fall damage. For Tarrasque, jumpi g over a city wall is like a human jumping over a fence, but in RAW, Tarrasque (who is immune to bludgeoning ATTACKS and not fall damage) it would take the respective fall damage from leaping such city walls (like 40ft tall? ok, 4d6) which makes no sense. So the simple solution for high jump is that: you can jump it? You can resist the fall + 9 in ft
This means jump is more fun and can deal that MCU superhero landing in an 'excelsior' way, specially monks and thiefs who get dex to jumping, now tjey are the equivalent of black widow landing or spiderman doing the superhero landing, add a pair of jumpimg boots, a harengon and the spell jump and now nobody can stop you for a 60ft high jump and 69ft fall without damage and add to that the slowfall of the monk ☝️☝️☝️
high jump only gets you killed if the DM remembers this ;)
It sounds like you are conflating "spending 10' of movement" to jump 30' with actually moving 10' before you jump, which is not the case. You merely spend 10' of your movement "budget" to jump the 30'. No actual movement is made to spend the 10' movement other than the 30' jump.
Exactly. This wording doesn't doesn't say you have to move 10 feet before the jump, you just expend that much to jump 30ft from A-B. Which makes it even better imo.
movement is da fence
There's a warlock invocation for jumping at will. You can be a pseudo-flying creature, like a small tiefling (imp) warlock.
Don't you just love the way that they adapted a rule from bg3 meant to buff martials, and gave it to spellcasters instead? Classic WotC.
I have a question for @PackTactics.
Is this channel only going to be about 2024 d&d now? If so, well that is unfortunate
I just posted WWN like not too long ago.
@@PackTactics so going on its 2024 content (bar the WWN your last 20+ videos are 2024), with every 20th or so video is not that content.
Cus I liked most of your 5e content, its why I joined the channel, I do not like, or will use 2024, so if that's the content that's most shown here id have to leave which seems unfortunate :(
@@PackTactics if you stick with 2024 on this channel, do you think you could have a 2nd channel for just 5e again?
I will only use high jump
(I am a Hadozee)
a scroll of zephyr strike would have been way better. but i guess you cant make those or something.
Also use for most classes.
And then there's DM fiat, wth some of them saying: You can't jump further than your movement speed :(
It sucks. I've got the Boots of Striding and Springing, and they've been useless so far. USELESS!
I got to jump over a canal instead of using the bridge. That's it. And it was out of combat, so basically, just flavor.
There's never useful terrain I can take advantage of, and I can't increase my speed either.
Counterpoint: playing using this is suboptimal because Grand Wizards is worse than gnomes
hahahahaha! Thats cute. He thinks we have money. Played 4 Sessions by now, lvl3, (which is around the area where you might think about buying scrolls) and im literally Naked and my friend is 400GP in dept. (because of his resurrection) Thank god im a Monk. Campaign is fun though. But the last trap needing to sac a magic item, to survive mighjt have gone very wrong given our Situation.
Man... I'm not saying that this is bad advice, but whenever you say "buy/make scrolls!" I look over at the main campaign I play in where we're level 7, we have less than 100 gp between all 5 players, and we barely have enough free time to take long rests because we're on the move for the entire rest of the day... It's not even some kind of low magic, survival, or Curse of Strahd-esque campaign, we're just broke and busy af lmao
You need to demand more money from your quest givers or loot more. You're saving the world, you should get paid for your service so you can be better at your job.
I think it would be silly if a jump spell killed you for jumping.
My players will high jump without taking the falling damage.
This spell reminds me of jumping in BG3 because it's faster than movement 🤷
The idea of buying handfuls of these scrolls for routine use though, is another reminder that the spells aren't very well balanced... but that seems to be in the definition D&D though 😲
Both the 2014 and 2024 Jump spell have the major issue that they rely on MOVEMENT SPEED!
Tripling a character's jump distance does nothing when they only have 30 feet and movement and can only jump 20 feet after the 10 ft running start.
The exact same mechanical flaw applies to 2024. Being able to jump "up to 30 feet" doesn't matter when you only have 20 feet of movement left.
Jumping is mechanically flawed enough being based on STR and not choice of STR/DEX and movement speed. These spells do absolutely nothing to help fix that and completely waste your action. A character with 30 ft speed can only jump 20 feet, regardless of any spells or magic items.
If they wanted to ACTUALLY make the Jump spell useful, they should have allowed it to give a target a speed boost equal to twice its speed, with the restriction that the extra speed could only be used for jumping.You can jump a distance equal to three times your STR/DEX score.
Example:
My character has a 12 DEX, 20 STR, and Speed of 30 feet. As an action, they casts Jump. Now, they have a Speed of 90 feet, allowing them to run 10 feet, and jump up to 60 feet. before using their remaining 20 feet of base movement.
Now THAT would actually be magical, and make your DEX/STR party members useful in athletic situations!
People actually jump in D&D ?
Nice try "Big Jump Scroll". I know your tricks. You just want people to buy so your stock values go up