Flame Jump (5e Spell)

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Flame Jump
3rd-level Conjuration
Casting time: 1 action
Range: Touch
Components: S M (boots or shoes of some sort)
Duration: Concentration, up to 1 minute


For the duration of the spell your steps leave charred prints along the ground.

On your turn as a bonus action you can click your heels together and send fire shooting from your feet. The blast propels you 20ft in a direction of your choice. Each foot traveled cost you one foot of movement, but you may finish the spurt even if you run out of movement midway.
Anyone standing within 5ft of you during the initial blast must make a Dexterity saving throw against your spell DC. On a failure they take 3d6 fire damage.


At Higher Levels. When you cast this spell using a spell slot of 4 or higher the flames increase in strength. For each spell slot above 3rd, the damage is increased by 1d6 and the jump extended by 5ft.


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