Lets use the largest example so we can understand interactions: 24STR, Nat20 athletics check, Jump spell on the target. A barbarian can jump 171 (24+33=57, times 3) feet in a long jump and 129 (3+7+33=43, times 3) feet in a high jump. What happens to the extra distance during their turn?
I have heard:
1) They cannot jump further than their move speed in a turn--- This I heavily disagree with as nobody has shown me where in the rules it states this
2) They must use the dash action on each of their turns until the jump is completed--- I do not understand this restriction either as featherfall and other mechanics like the monk's falling still allows for them to have actions while midair
3) Feel free to allow the player to exceed their move speed for the turn--- This can have complications but is fine in a Rule of Cool setting. It certainly would mean the barbarian moves 10feet and then teleports mostly around the map
4) They have hangtime as a round is 6 seconds and actions can flow between rounds--- I can understand and totally agree with this view
What about if say they grapple a target? Specifically, can a barbarian, grapple a target, leap over a hole, and drop the target into the hole? Or straight up into the air?
If we use the previous rulings:
1) NO.
2) Sorta? You must still complete your jump as fast as possible but releasing a grapple is free.
3) Yes.
4) Yes however it likely would increase hangtime/glide as your move speed is halved.
1) They cannot jump further than their move speed in a turn--- This I heavily disagree with as nobody has shown me where in the rules it states this
Player's Handbook chapter 8, under Movement, Jumping:
Long Jump. When you make a long jump, you cover a number of feet up to your Strength score if you move at least 10 feet on foot immediately before the jump. When you make a standing long jump, you can leap only half that distance. Either way, each foot you clear on the jump costs a foot of movement.
High Jump. When you make a high jump, you leap into the air a number of feet equal to 3 + your Strength modifier (minimum of 0 feet) if you move at least 10 feet on foot immediately before the jump. When you make a standing high jump, you can jump only half that distance. Either way, each foot you clear on the jump costs a foot of movement.
If you can't pay then you simply can't jump that far, just like if you can't walk further than your remaining movement will allow.
There are no rules for borrowing movement from your next turn and certainly none that would allow you to defy gravity for 6 seconds.
My general issue with the logic of this is when you apply it to falling. If a character were to jump 30 feet in the air with their 10 feet of running first, they then fall 30 feet additionally on their turn. Should we consider falling as part of the movement distance? What about jumping into a hole knowing fall damage caps and the hole is 3 miles down. Does the character reach there in one turn since he jumped and you do not allow for hangtime?
Saying there are no rules to defy gravity ignores the wording of featherfall, the concept of flying and hovering, and the reality of physics as time doesn't stop moving just because your turn ended. Some spells require more than a turn of cast time, are these prohibited because you cannot do more than one action in 6 seconds?
I do no argue with what you quoted, I simply do not see where in those quotations it addresses my questions. Certainly it costs movement, and the movement is a part of the jump. The rules written at that time likely did not consider the possibility of a jump exceeding move speed easily therefore it did not include an official stance. I currently disagree with your take but appreciate your input.
My general issue with the logic of this is when you apply it to falling. If a character were to jump 30 feet in the air with their 10 feet of running first, they then fall 30 feet additionally on their turn. Should we consider falling as part of the movement distance?
No. The jumping rules are clear about what's costing you movement: the height you gain from a high jump or the horizontal distance from a long jump. Falling doesn't count as either. Falling is effectively free.
What about jumping into a hole knowing fall damage caps and the hole is 3 miles down. Does the character reach there in one turn since he jumped and you do not allow for hangtime?
The rules assume falls that are short enough to be effectively instant. For extremely long falls, you're better off using the falling rules in Xanathar's Guide to Everything. In short, you fall 500 feet per round, which is about the same distance you'd fall in 6 seconds in the real world starting from 0 speed.
Saying there are no rules to defy gravity ignores the wording of featherfall, the concept of flying and hovering, and the reality of physics as time doesn't stop moving just because your turn ended.
I'm talking about general rules, not spells. There's no way to stay airborne without a flying speed, and if you have the ability to fly you don't have to bother with jumping.
Some spells require more than a turn of cast time, are these prohibited because you cannot do more than one action in 6 seconds?
I'm not sure what you're trying to ask here or what it's got to do with jumping. The rules already tell you how to handle these spells: you use your action every turn to continue the casting.
The rules written at that time likely did not consider the possibility of a jump exceeding move speed easily therefore it did not include an official stance.
Unlikely, considering Jump is a 1st level spell with a long history in D&D and 5e received a year of public playtesting before being officially published. It surely would've come up when designing the jumping rules. If you want to jump ultra long distances, you use your action to Dash, which is how the rules simulate running at full speed.
I overlooked this earlier but what's tripping you up is that the jump distances you calculated are way off. A Barbarian with 24 STR and Jump can only jump 3*(3 + 7) = 30 feet vertically or 3*24 = 72 feet horizontally. There's no rule that lets you add your Athletics check to your jump distance. Assuming they're not a small race, that character would have at least 40 speed due to Fast Movement, which means they can Dash, run 10 feet, and long jump 70.
You don't start to waste long jump movement unless your Strength is higher than 16, but Barbarians, Rogues and Monks all have ways around that and Longstrider, Expeditious Retreat or Haste cover everyone else.
I currently disagree with your take but appreciate your input.
That's fine, you can always house rule things, but there's no rules to support any other take.
I overlooked this earlier but what's tripping you up is that the jump distances you calculated are way off. A Barbarian with 24 STR and Jump can only jump 3*(3 + 7) = 30 feet vertically or 3*24 = 72 feet horizontally. There's no rule that lets you add your Athletics check to your jump distance. Assuming they're not a small race, that character would have at least 40 speed due to Fast Movement, which means they can Dash, run 10 feet, and long jump 70.
What you overlooked was the title referring to the Beast Barbarian. Their 6th level feature.
The reason the post was made is a Google search would show that it is a contested discussion. Move speed has nothing to do with jump distance. You can move as much as your move speed states, you must use move speed to jump, however it does not state it restricts your jumps to 20 feet or less. It does not state a jump cannot exceed 50 feet with a dash. You are interpreting these rules by reading move speed and jump distance without separating them as two separate functions (which was the point in explaining some spells that take longer than a single turn to cast). A turn does not mean players quit moving during the fight. You don't walk 30 feet, stop, wait 6 seconds, then move again. It is a continuous flow of action. You cannot jump in a single turn further than your move speed but I do not see why this should limit a creatures distance for their jump, it simply limits the distance they cover that turn.
We are both discussing rules as intended since rules as written, there is no restrictions to exceeding move speed with jump distance. Rules as written state what resource must be spent to jump (move speed) but no rule stating that jump distance is capped. The argument I propose is about interpretations.
Consider without the jump spell: again the maximum distance a human* beast barbarian can cover is 57/43. Neither would be possible with your reading of the rules yet their class feature states that they CAN. Not that they can up to their move speed, that is interpretation.
Do you suppose the creators made that feature and said "this feature is a free jump spell so nobody can use both"? Meanwhile tabaxi racial feature and boots of speed stack as both double your move speed. I feel as though this is a really weird hill to defend when it limits play instead of expanding it.
Jumping has obvious drawbacks. You likely have to declare your intended landing position well in advance with perhaps Acrobatics to adjust a bit in air. You remove yourself from most melee combat outside attacking flying creatures or bringing a grappled creature along. You likely take fall damage. As far as means of movement goes, it is the least effective in many ways. Adding restrictions based on narrow interpretations makes it feel as though it is an unwanted thematic and that is sincerely disappointing for a fantasy game. Especially as the concept is not a likely source of potentially breaking a game.
As InquisitiveCoder said originally, your jump distance is limited by your movement speed. You can extend that if you take the dash action, but you can't jump across multiple turns.
If you want to houserule it otherwise, that's up to your group.
What you overlooked was the title referring to the Beast Barbarian. Their 6th level feature.
Ah, gotcha. The order of operations regarding the tripling and Athletics check is still dubious though.
We are both discussing rules as intended since rules as written, there is no restrictions to exceeding move speed with jump distance. Rules as written state what resource must be spent to jump (move speed) but no rule stating that jump distance is capped.
This is a non-starter. The rules don't restrict me from choosing to attack 20 times either. Or 19. Or 21. There's an infinite number of possibilities that are against the rules.
The rules are clear about the fact that you can move up to your speed. If you run out of movement, you can't move any further. There is absolutely no provisions for overspending, so if you're going to argue that's a thing, you're going to have to explain where the rules for that are. Your movement capping your jumps is RAW and RAI.
Consider without the jump spell: again the maximum distance a human* beast barbarian can cover is 57/43. Neither would be possible with your reading of the rules yet their class feature states that they CAN. Not that they can up to their move speed, that is interpretation.
They're possible if you Dash.
Do you suppose the creators made that feature and said "this feature is a free jump spell so nobody can use both"? Meanwhile tabaxi racial feature and boots of speed stack as both double your move speed. I feel as though this is a really weird hill to defend when it limits play instead of expanding it.
I can't pretend to know what the devs were thinking but jumping has always worked this way well before Path of the Beast was a thing and it's really weird to use a feature from a recent book to retroactively reason about rules that have been in place since 2014. Maybe they were thinking it's nice you don't have to rely on the wizard to cast Jump on you. Maybe they were thinking you're never going to need to jump 100+ feet anyways. Maybe they were thinking if you wanted to jump a ravine you'd ask for Longstrider, Expeditious Retreat and Haste so you can hit 50 speed and triple Dash for 200 movement.
What you overlooked was the title referring to the Beast Barbarian. Their 6th level feature.
Ah, gotcha. The order of operations regarding the tripling and Athletics check is still dubious though.
We are both discussing rules as intended since rules as written, there is no restrictions to exceeding move speed with jump distance. Rules as written state what resource must be spent to jump (move speed) but no rule stating that jump distance is capped.
This is a non-starter. The rules don't restrict me from choosing to attack 20 times either. Or 19. Or 21. There's an infinite number of possibilities that are against the rules.
The rules are clear about the fact that you can move up to your speed. If you run out of movement, you can't move any further. There is absolutely no provisions for overspending, so if you're going to argue that's a thing, you're going to have to explain where the rules for that are. Your movement capping your jumps is RAW and RAI.
Consider without the jump spell: again the maximum distance a human* beast barbarian can cover is 57/43. Neither would be possible with your reading of the rules yet their class feature states that they CAN. Not that they can up to their move speed, that is interpretation.
They're possible if you Dash.
Do you suppose the creators made that feature and said "this feature is a free jump spell so nobody can use both"? Meanwhile tabaxi racial feature and boots of speed stack as both double your move speed. I feel as though this is a really weird hill to defend when it limits play instead of expanding it.
I can't pretend to know what the devs were thinking but jumping has always worked this way well before Path of the Beast was a thing and it's really weird to use a feature from a recent book to retroactively reason about rules that have been in place since 2014. Maybe they were thinking it's nice you don't have to rely on the wizard to cast Jump on you. Maybe they were thinking you're never going to need to jump 100+ feet anyways. Maybe they were thinking if you wanted to jump a ravine you'd ask for Longstrider, Expeditious Retreat and Haste so you can hit 50 speed and triple Dash for 200 movement.
You would be basically correct that it's just the jump spell without the jump spell being cast upon you. What they basically did is make it useless to cast Jump on the Beast Barbarian.
The People arguing that the movement of your character shouldn't dictate how far one can jump are usually the ones arguing vehemently that they should be able to abuse the mechanice and often you'll find that if you dig they are all for abusing other mechanics for various reasons as well so that they can talk about these "OP" highly optimized builds that usually have to sacrifice in other places that they don't want to actually sacrifice in.
Also the Issues the OP brought up about Feather Fall and the Monks ability letting you have your action in midair. This is actually a bit of a mis-statement. Most falls are going to take place before the Character in question ever has an action for Monks. There's not a whole lot for them to actually use their action to use in the Air. And in the Case of feather fall it's a matter of specific beats general in that it caps how you fall and how fast you fall. Which many other fall related abilities either do not do or are worded exactly like feather fall. But in plenty of instances you have still made the fall before the character falling ever gets an action. Or They can complete their fall before taking an action. But it is not as active or as intensive and involved as the activity of Jumping which is so intensive that it can take up your action as well from the effort.
The Original Post is also completely wrong that it is not stated that your Jump distance is limited by your movement. In the jumping rules themselves they actually state this:
"Either way, each foot you clear on the jump costs a foot of movement."
This exact line is stated in both long jumping and high jumping. This means that if you jump for 30 feet in the air then you also have to account for coming back down 30' if there is nothing 30' above you for you to land on. Eating up 60 feet of distance. Because it's for each foot of that jump that you actually traverse also costs you 1 movement. you could technically only do 30' up and then fall at the end of your turn and take fall damage, if you like. But if you want to land safely you have to have that 60' of movement.
This is a codified restriction that ties the maximum distance that you can jump to your available movement speed left. No matter how high the numbers on the dice actually get.
Also When doing math of this kind. It should be kept in mind that these theoretical maximums are practically white room only scenario's. There is a very small chance it could come up for a random person and they couldn't use it all... but it's very much not the standard experience that is going to take place. not only is jump usually more cost effective on somebody that isn't the barbarian with things like potential advantage on the athletics roll and a high modifier for making it. But it's actually a kind of perfect storm scenario requiring multiple factors to align including luck, and Maximum level, And potentially requiring the focus of multiple other casters in the party using up pretty much their full turns to make function. So as to basically be either considered a non-event or akin to being struck by lightning and winning the lottery on the same day.
And the reality is making false equivalency arguments about falling and multi-turn casting do not actually have any bearing on that or change it in any way.
Taking the jump spell out of it and lowering the levels we can play with it at level 6 with an 18 strength Barbarian. Not hard to achieve and fairly reasonable level range. With these numbers you can jump vertically 7+(8-27) feet high. With the 10 foot running start, a level 6 barbarian cannot use most of this feature on any die roll of 16+ you gain wasted results. Add in the fact that the concept was to grapple a target and then jump, it is almost entirely useless. So don't expect to be jumping up and adding drop damage via movement.
Jumping horizontally is even worse sadly. 10 foot start, 18+(8-27) means you waste any roll above a 5. Grappling a creature again doesn't help this statement meaning you cannot effectively displace units as a battlefield controller.
It is a shame that the community and design team feels that martial characters cannot do mechanically interesting things I suppose. Best to leave the fun to casters.
Taking the jump spell out of it and lowering the levels we can play with it at level 6 with an 18 strength Barbarian. Not hard to achieve and fairly reasonable level range. With these numbers you can jump vertically 7+(8-27) feet high. With the 10 foot running start, a level 6 barbarian cannot use most of this feature on any die roll of 16+ you gain wasted results. Add in the fact that the concept was to grapple a target and then jump, it is almost entirely useless. So don't expect to be jumping up and adding drop damage via movement.
Jumping horizontally is even worse sadly. 10 foot start, 18+(8-27) means you waste any roll above a 5. Grappling a creature again doesn't help this statement meaning you cannot effectively displace units as a battlefield controller.
It is a shame that the community and design team feels that martial characters cannot do mechanically interesting things I suppose. Best to leave the fun to casters.
That's Great. Because the Barbarian overall isn't much of a battlefield controller. While certain subclasses dip into this idea a bit. It's not really what Barbarians do.
And Grappling has always been basically the worst form of battlefield control. People have been trying to desperately cheese it since the game launched and it has never worked as advertised. The cheese has always issues with making it work for a variety of reasons.
And I'm Sorry. But Grappling has never been mechanically interesting. It's always been mechanically pretty dumb. Even in 3.5 which really started the Grappling Craze it was mechanically pretty boring and took very particular builds. it's only interesting thing about it was that it wasn't normal hack and slash. That's it.
Here's a bit of reality for people. If your trying to hold and control a person and where they are moving you are not going to be able to effectively run let alone jump. This is practically addressed in grappling itself by the fact that you halve your movement trying to move around a grappled person. You are actively trying to keep hold of somebody that is actively trying to get away from you. Your not just miraculously going to get up to full running speed and going flying through the air while physically struggling to maintain control of them. It just doesn't work.
That's not doing cool stuff. That's just dumb by anybody that thinks about it with any actual moment of consideration.
Taking the jump spell out of it and lowering the levels we can play with it at level 6 with an 18 strength Barbarian. Not hard to achieve and fairly reasonable level range. With these numbers you can jump vertically 7+(8-27) feet high. With the 10 foot running start, a level 6 barbarian cannot use most of this feature on any die roll of 16+ you gain wasted results.
By that logic any attack roll that exceeds the target's AC is also wasted, since you only need to roll equal to the AC to hit. Or a fighter's third attack would be useless if they killed the target after two hits.
Add in the fact that the concept was to grapple a target and then jump, it is almost entirely useless. So don't expect to be jumping up and adding drop damage via movement.
Is anyone actually expecting this considering the rules for grappling and jumping?
Jumping horizontally is even worse sadly. 10 foot start, 18+(8-27) means you waste any roll above a 5. Grappling a creature again doesn't help this statement meaning you cannot effectively displace units as a battlefield controller.
The best battlefield control for a barbarian is hitting something really hard with a big weapon. Repeat as needed.
It is a shame that the community and design team feels that martial characters cannot do mechanically interesting things I suppose. Best to leave the fun to casters.
If your imagination can't think of fun stuff to do then that's a "you" problem and not a rules problem.
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Lets use the largest example so we can understand interactions: 24STR, Nat20 athletics check, Jump spell on the target. A barbarian can jump 171 (24+33=57, times 3) feet in a long jump and 129 (3+7+33=43, times 3) feet in a high jump. What happens to the extra distance during their turn?
I have heard:
1) They cannot jump further than their move speed in a turn--- This I heavily disagree with as nobody has shown me where in the rules it states this
2) They must use the dash action on each of their turns until the jump is completed--- I do not understand this restriction either as featherfall and other mechanics like the monk's falling still allows for them to have actions while midair
3) Feel free to allow the player to exceed their move speed for the turn--- This can have complications but is fine in a Rule of Cool setting. It certainly would mean the barbarian moves 10feet and then teleports mostly around the map
4) They have hangtime as a round is 6 seconds and actions can flow between rounds--- I can understand and totally agree with this view
What about if say they grapple a target? Specifically, can a barbarian, grapple a target, leap over a hole, and drop the target into the hole? Or straight up into the air?
If we use the previous rulings:
1) NO.
2) Sorta? You must still complete your jump as fast as possible but releasing a grapple is free.
3) Yes.
4) Yes however it likely would increase hangtime/glide as your move speed is halved.
Curious what others have to say!
Player's Handbook chapter 8, under Movement, Jumping:
If you can't pay then you simply can't jump that far, just like if you can't walk further than your remaining movement will allow.
There are no rules for borrowing movement from your next turn and certainly none that would allow you to defy gravity for 6 seconds.
The Forum Infestation (TM)
My general issue with the logic of this is when you apply it to falling. If a character were to jump 30 feet in the air with their 10 feet of running first, they then fall 30 feet additionally on their turn. Should we consider falling as part of the movement distance? What about jumping into a hole knowing fall damage caps and the hole is 3 miles down. Does the character reach there in one turn since he jumped and you do not allow for hangtime?
Saying there are no rules to defy gravity ignores the wording of featherfall, the concept of flying and hovering, and the reality of physics as time doesn't stop moving just because your turn ended. Some spells require more than a turn of cast time, are these prohibited because you cannot do more than one action in 6 seconds?
I do no argue with what you quoted, I simply do not see where in those quotations it addresses my questions. Certainly it costs movement, and the movement is a part of the jump. The rules written at that time likely did not consider the possibility of a jump exceeding move speed easily therefore it did not include an official stance. I currently disagree with your take but appreciate your input.
No. The jumping rules are clear about what's costing you movement: the height you gain from a high jump or the horizontal distance from a long jump. Falling doesn't count as either. Falling is effectively free.
The rules assume falls that are short enough to be effectively instant. For extremely long falls, you're better off using the falling rules in Xanathar's Guide to Everything. In short, you fall 500 feet per round, which is about the same distance you'd fall in 6 seconds in the real world starting from 0 speed.
I'm talking about general rules, not spells. There's no way to stay airborne without a flying speed, and if you have the ability to fly you don't have to bother with jumping.
I'm not sure what you're trying to ask here or what it's got to do with jumping. The rules already tell you how to handle these spells: you use your action every turn to continue the casting.
Unlikely, considering Jump is a 1st level spell with a long history in D&D and 5e received a year of public playtesting before being officially published. It surely would've come up when designing the jumping rules. If you want to jump ultra long distances, you use your action to Dash, which is how the rules simulate running at full speed.
I overlooked this earlier but what's tripping you up is that the jump distances you calculated are way off. A Barbarian with 24 STR and Jump can only jump 3*(3 + 7) = 30 feet vertically or 3*24 = 72 feet horizontally. There's no rule that lets you add your Athletics check to your jump distance. Assuming they're not a small race, that character would have at least 40 speed due to Fast Movement, which means they can Dash, run 10 feet, and long jump 70.
You don't start to waste long jump movement unless your Strength is higher than 16, but Barbarians, Rogues and Monks all have ways around that and Longstrider, Expeditious Retreat or Haste cover everyone else.
That's fine, you can always house rule things, but there's no rules to support any other take.
The Forum Infestation (TM)
What you overlooked was the title referring to the Beast Barbarian. Their 6th level feature.
The reason the post was made is a Google search would show that it is a contested discussion. Move speed has nothing to do with jump distance. You can move as much as your move speed states, you must use move speed to jump, however it does not state it restricts your jumps to 20 feet or less. It does not state a jump cannot exceed 50 feet with a dash. You are interpreting these rules by reading move speed and jump distance without separating them as two separate functions (which was the point in explaining some spells that take longer than a single turn to cast). A turn does not mean players quit moving during the fight. You don't walk 30 feet, stop, wait 6 seconds, then move again. It is a continuous flow of action. You cannot jump in a single turn further than your move speed but I do not see why this should limit a creatures distance for their jump, it simply limits the distance they cover that turn.
We are both discussing rules as intended since rules as written, there is no restrictions to exceeding move speed with jump distance. Rules as written state what resource must be spent to jump (move speed) but no rule stating that jump distance is capped. The argument I propose is about interpretations.
Consider without the jump spell: again the maximum distance a human* beast barbarian can cover is 57/43. Neither would be possible with your reading of the rules yet their class feature states that they CAN. Not that they can up to their move speed, that is interpretation.
Do you suppose the creators made that feature and said "this feature is a free jump spell so nobody can use both"? Meanwhile tabaxi racial feature and boots of speed stack as both double your move speed. I feel as though this is a really weird hill to defend when it limits play instead of expanding it.
Jumping has obvious drawbacks. You likely have to declare your intended landing position well in advance with perhaps Acrobatics to adjust a bit in air. You remove yourself from most melee combat outside attacking flying creatures or bringing a grappled creature along. You likely take fall damage. As far as means of movement goes, it is the least effective in many ways. Adding restrictions based on narrow interpretations makes it feel as though it is an unwanted thematic and that is sincerely disappointing for a fantasy game. Especially as the concept is not a likely source of potentially breaking a game.
This has been covered by Sage Advice.
As InquisitiveCoder said originally, your jump distance is limited by your movement speed. You can extend that if you take the dash action, but you can't jump across multiple turns.
If you want to houserule it otherwise, that's up to your group.
Ah, gotcha. The order of operations regarding the tripling and Athletics check is still dubious though.
This is a non-starter. The rules don't restrict me from choosing to attack 20 times either. Or 19. Or 21. There's an infinite number of possibilities that are against the rules.
The rules are clear about the fact that you can move up to your speed. If you run out of movement, you can't move any further. There is absolutely no provisions for overspending, so if you're going to argue that's a thing, you're going to have to explain where the rules for that are. Your movement capping your jumps is RAW and RAI.
They're possible if you Dash.
I can't pretend to know what the devs were thinking but jumping has always worked this way well before Path of the Beast was a thing and it's really weird to use a feature from a recent book to retroactively reason about rules that have been in place since 2014. Maybe they were thinking it's nice you don't have to rely on the wizard to cast Jump on you. Maybe they were thinking you're never going to need to jump 100+ feet anyways. Maybe they were thinking if you wanted to jump a ravine you'd ask for Longstrider, Expeditious Retreat and Haste so you can hit 50 speed and triple Dash for 200 movement.
The Forum Infestation (TM)
You would be basically correct that it's just the jump spell without the jump spell being cast upon you. What they basically did is make it useless to cast Jump on the Beast Barbarian.
The People arguing that the movement of your character shouldn't dictate how far one can jump are usually the ones arguing vehemently that they should be able to abuse the mechanice and often you'll find that if you dig they are all for abusing other mechanics for various reasons as well so that they can talk about these "OP" highly optimized builds that usually have to sacrifice in other places that they don't want to actually sacrifice in.
Also the Issues the OP brought up about Feather Fall and the Monks ability letting you have your action in midair. This is actually a bit of a mis-statement. Most falls are going to take place before the Character in question ever has an action for Monks. There's not a whole lot for them to actually use their action to use in the Air. And in the Case of feather fall it's a matter of specific beats general in that it caps how you fall and how fast you fall. Which many other fall related abilities either do not do or are worded exactly like feather fall. But in plenty of instances you have still made the fall before the character falling ever gets an action. Or They can complete their fall before taking an action. But it is not as active or as intensive and involved as the activity of Jumping which is so intensive that it can take up your action as well from the effort.
The Original Post is also completely wrong that it is not stated that your Jump distance is limited by your movement. In the jumping rules themselves they actually state this:
This exact line is stated in both long jumping and high jumping. This means that if you jump for 30 feet in the air then you also have to account for coming back down 30' if there is nothing 30' above you for you to land on. Eating up 60 feet of distance. Because it's for each foot of that jump that you actually traverse also costs you 1 movement. you could technically only do 30' up and then fall at the end of your turn and take fall damage, if you like. But if you want to land safely you have to have that 60' of movement.
This is a codified restriction that ties the maximum distance that you can jump to your available movement speed left. No matter how high the numbers on the dice actually get.
Also When doing math of this kind. It should be kept in mind that these theoretical maximums are practically white room only scenario's. There is a very small chance it could come up for a random person and they couldn't use it all... but it's very much not the standard experience that is going to take place. not only is jump usually more cost effective on somebody that isn't the barbarian with things like potential advantage on the athletics roll and a high modifier for making it. But it's actually a kind of perfect storm scenario requiring multiple factors to align including luck, and Maximum level, And potentially requiring the focus of multiple other casters in the party using up pretty much their full turns to make function. So as to basically be either considered a non-event or akin to being struck by lightning and winning the lottery on the same day.
And the reality is making false equivalency arguments about falling and multi-turn casting do not actually have any bearing on that or change it in any way.
Taking the jump spell out of it and lowering the levels we can play with it at level 6 with an 18 strength Barbarian. Not hard to achieve and fairly reasonable level range. With these numbers you can jump vertically 7+(8-27) feet high. With the 10 foot running start, a level 6 barbarian cannot use most of this feature on any die roll of 16+ you gain wasted results. Add in the fact that the concept was to grapple a target and then jump, it is almost entirely useless. So don't expect to be jumping up and adding drop damage via movement.
Jumping horizontally is even worse sadly. 10 foot start, 18+(8-27) means you waste any roll above a 5. Grappling a creature again doesn't help this statement meaning you cannot effectively displace units as a battlefield controller.
It is a shame that the community and design team feels that martial characters cannot do mechanically interesting things I suppose. Best to leave the fun to casters.
That's Great. Because the Barbarian overall isn't much of a battlefield controller. While certain subclasses dip into this idea a bit. It's not really what Barbarians do.
And Grappling has always been basically the worst form of battlefield control. People have been trying to desperately cheese it since the game launched and it has never worked as advertised. The cheese has always issues with making it work for a variety of reasons.
And I'm Sorry. But Grappling has never been mechanically interesting. It's always been mechanically pretty dumb. Even in 3.5 which really started the Grappling Craze it was mechanically pretty boring and took very particular builds. it's only interesting thing about it was that it wasn't normal hack and slash. That's it.
Here's a bit of reality for people. If your trying to hold and control a person and where they are moving you are not going to be able to effectively run let alone jump. This is practically addressed in grappling itself by the fact that you halve your movement trying to move around a grappled person. You are actively trying to keep hold of somebody that is actively trying to get away from you. Your not just miraculously going to get up to full running speed and going flying through the air while physically struggling to maintain control of them. It just doesn't work.
That's not doing cool stuff. That's just dumb by anybody that thinks about it with any actual moment of consideration.
By that logic any attack roll that exceeds the target's AC is also wasted, since you only need to roll equal to the AC to hit. Or a fighter's third attack would be useless if they killed the target after two hits.
Is anyone actually expecting this considering the rules for grappling and jumping?
The best battlefield control for a barbarian is hitting something really hard with a big weapon. Repeat as needed.
If your imagination can't think of fun stuff to do then that's a "you" problem and not a rules problem.