Question: On page 182 of the PHB there are rules describing how far and high characters can jump. However, there is no mention of what type of action jumping is or how much movement it takes to initiate a jump. In the combat chapter of the book there is no action listed that allows a character to attempt any sort of acrobatics or athletics in combat. Which leads me to think if it's even an option. **Can you jump in combat and if so what are the restrictions?**

In case it's important I was wondering about this when I came across the spell Jump. It simply triples the distance the target can jump and lasts 1 minute. If cast on a martial character with 20 Strength they could jump 60 feet. That kind of mobility could be useful in combat.

Answer: 
Jump is part of "Move."

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> Your movement can include jumping, climbing and swimming. These different modes of movement can be combined with walking, or they can constitute your entire move. However, you're moving, you deduct the distance of each part from your speed until it is used up or until you are done moving. (PHB 190)
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For distance traveled on Jump, you move your strength score (provided that you move at least 2 squares prior to your jump, otherwise it's half that). This movement still costs the normal amount for each foot of movement:

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> Either way, each foot you clear on the jump costs a foot of movement.
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So if a wizard casts Jump, your jump movement is still limited by your character's speed. However, this allows for a standing jump which means that you could jump 25 or 30' in a single move instead of 15-20'.
Jump Attack
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Falling (p. 183 PHB)

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> A fall from a great height is one of the most common hazards facing an adventurer.
>  At the end of a fall, a creature takes 1d6 bludgeoning damage for every 10 feet it fell, to a maximum of 20d6. The creature lands prone, unless it avoids taking damage from the fall.
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What you need: Winged Boots

Each round up equals 60 feet using the Dash Action (assuming 30 ft. of normal movement). 
For every 10 feet up you travel you deal +1d6 bludgeoning damage when you fall, to a maximum of 20d6 if jumping 200 ft. or more. On a hit the target is knocked prone, unless they take no bludgeoning damage from you falling on them.  

Note: It is assumed you begin flying again to halt your movement once you hit your opponent with the attack action (using your movement action for the round you fall).

Minimum Jump: 1 round up + 1 round down (assuming opponent is within 5 ft.) +6d6 damage and the target is knocked prone, unless they take no bludgeoning damage from you falling on them.

Full Jump: 4 rounds up + 1 round down = 5 rounds +20d6 damage and the target is knocked prone, unless they take no bludgeoning damage from you falling on them.

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> **WINGED BOOTS**  
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>  Wondrous item, uncommon (requires attunement)
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> While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land. The boots regain 2 hours of flying capability for every 12 hours they aren't in use.
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