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: 
Per the rules for jumping in the Adventuring chapter (Basic Rules p64, probably the same section you cite):

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> each foot you clear on the jump costs a foot of movement.
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Yes, you can jump in combat as part of your movement; no, you can't jump further than you could move anyway. Rules as written, the Jump spell doesn't extend this distance.

If I were the GM, I would say that the Jump spell makes every three feet you clear cost a single foot of movement, but that would be a house ruling.
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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