Kinetic Jaunt 5E Guide | Strixhaven Transmutation Spell

Kinetic Jaunt 5E

One of the benefits of picking up Strixhaven: Curriculum of Chaos is that it has an array of new magical items, spells, and monsters. In total, there are five new spells and each of them brings something new and unique. One of those spells, kinetic jaunt, gives you some added mobility at the cost of a 2nd level spell and a bonus action. Learn all about it with our Kinetic Jaunt 5E guide.

Kinetic Jaunt 5E Guide

  • Level: 2nd
  • Casting time: Bonus Action
  • Range: Self
  • Components: S
  • Duration 1 minute, concentration
  • School: Transmutation
  • Classes: bard, sorcerer, wizard, artificer

You magically empower your movement with dance-like steps, giving yourself the following benefits for the duration.

  • Your walking speed increases by 10 feet.
  • You don’t provoke opportunity attacks.
  • You can move through the space of another creature, and it doesn’t count as difficult terrain. If you end your turn in another creature’s space, you are shunted to the last unoccupied space you occupied, and you take 1d8 force damage.

Spell Breakdown

One of the themes we’ve seen in some of the Strixhaven spells is that the effects are fine but the cost is too high. That is my take on kinetic jaunt. The spell itself isn’t terrible on the surface, as the ability to move without provoking opportunity attacks is always helpful in a pinch.

The problem with this spell is two-fold. First, misty step exists. There are a handful of times this might work when misty step would not, like when you are unable to see. However, in most cases misty step is the better option. Second, there are generally much better uses of a second-level spell slot.


In the end, this spell is too fringe and situational to bother preparing or burning a second-level spell on. Your mileage may vary of course, but most people can comfortably skip this one. Agree? Disagree? Let us know in the comment section.

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