Jump: Works as written, however it hits up against a problem in the game's design. Distance travelled with a jump is just a part of your movement, and jumping itself does not, and should not, cost any part of your turn economy. As it is, this spell can let people jump upwards of 60 feet, and then use the rest of their movement as well... it should not do this, and it causes balance problems. The minotaurs with the 90 foot jump are an example of some of the tomfoolery this approach to jumping and movement causes. This is especially terrible considering the nearly-across-the-board decrease in spell ranges.
Jump is a first level spell that basically works as a free second level Misty Step spell every round for 10 turns. Seems over-tunded esp. for strength-based characters which are too much buffed in this game thanks to jump/disengage and shove (and over-incentivization of flanking).
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Hex: Seems to work as written and listed. Thumbs up.
You obviously didn't play as a Warlock, let alone have two in your party. Hex is a CLUNKY TIME-WASTER as currently implemented. It is a spell you cast/re-apply nearly every turn as a bonus-action. The secondary curse effect has little to no in-game effect, yet we have to got through a menu to manually select an attribute to curse. These are the things that begs for STREAMLINING homebrew!
Simply make the secondary curse effect curse ALL attributes AUTOMATICALLY (Warlocks nerfed relative to other "full casters" by near unrestricted access to long rest and could do with a little buff anyway). If for some reason this is seen as overpowered, simply balance disadvantage with a smaller flat penalty to all attributes. Combat has been criticized as too slow-paced, and this *will* save a lot of time and annoyance.