I've seen mixed information regarding the jump spell and jumping in the 2024 rules and I'm hoping for some clarity.
Using a jump, without the jump spell it states that "each foot you jump costs a foot of movement" as per the rules glossary.
The new jump spell says you can jump "up to 30ft" by spending 10ft.
What it doesn't clarify is if jumping using the jump spell no longer cost you movement in the same way as if you jumped without it?
My interpretation is that if you have 30ft base speed; you to take the 10ft and then jump, because of what the glossary says even with the jump spell the max distance is 20ft?
You could take the Dash action to then move 60ft, with 30 of that being a jump.
I have a player who's been using jump similar effect to misty step i.e. casts jump as a BA, then spends ten feet, jumps 30ft, and takes their remaining 20ft of non-jump movement. There are youtube videos which indicate it provides additional movement distance too.
My logic for dobuting this is because of the cost of jumping as per the glossary, but then it also means that misty step only gives you 10ft of additional movement compared to jumping, and avoids opportunity attacks...this doesn't seem comparable considering misty step is 2nd level and you have to use a spell slot each time - hope that makes sense...
If using a High Jump then you can move up to 10 foot and then jump up to 30 foot upwards at a cost of 10 foot of movement or you can do a standing still jump up to 15 foot at a cost of 10 foot.
If using a Long Jump then you have to move 10 foot and then can spend another 10 foot to jump up to 30 foot away. So they need to spend 20 foot of movement to get 40 foot of movement with the jump.
This is how I would interpret it but others will likely interpret it differently, I feel this is one where a DM has to ultimately make the call on how they think it should work for their game as the spell is a bit lackluster in these details.
The https://www.dndbeyond.com/spells/2618991-jump comments are also mixed. Some people saying that it gives you the movement buff others refer back to the rules around each 1ft of jump costs 1ft of movement.
I do like your interpretation as lot, because it seems balanced and measures it against longstrider and expeditious retreat.
Longstriger providing and additional 10ft of movement (but is free from concentration; but an action), Expeditious Retreat being a BA, but gives you an additional Dash on subsequent BAs when you dash and needs concentration.
Jump offers options of terrain wise (getting around, over or up obstacles in the area) and means low Str characters have these options too. It also feels like looking at it you reading of it keeps Misty Step as a worthy of having a 2nd lvl spell slot to use each time for the additional distance and maneauverability.
Under my interpretation, the new spell is trying to simplify how the 2014 spell worked, overriding the general jumping rules, and should behave like the Harengon's Rabbit Hop.
Next answer is from Creature Evolutions (the original article is no longer available, and I'm wondering why it wasn't included in the SAC):
When a harengon uses Rabbit Hop, does the trait’s jump expend movement? The Rabbit Hop trait lets a harengon jump as a bonus action, and that jump doesn’t consume any of the harengon’s normal movement. That fact is why the trait has a limited number of uses between long rests. If you compare the wording of Rabbit Hop to the wording of the long and high jump rules in the Player’s Handbook, you’ll see that those rules explicitly expend movement, whereas Rabbit Hop doesn’t.
Is Rabbit Hop a high jump or a long jump? The jump of Rabbit Hop is neither a high jump nor a long jump. If it were either, its text would say so.
Does the jump spell benefit Rabbit Hop? Yes, the jump spell can affect the jump distance of Rabbit Hop. If you cast that spell on a harengon, enjoy the magnificent leaps!
Are you required to jump the full distance of Rabbit Hop? You don’t have to jump the full distance of Rabbit Hop when you use it. We will clarify that intent in future printings of the Rabbit Hop trait.
Thats interesting. It makes sense too with Jeremy's reasoning, but I think thats because it seems controlled by the limitation of proficient bonus and long rests.
Jump doesn't seem to have the same restrictions however, especially if you play as a warlock with the invocation.
If that was the intention, then It seems to then make Misty Step only really useable in situations where you want to avoid an opportunity attack - does that seem right?
I don't want to yuk anyone's yum, but it just means the misty-steppers at my table are being outshon by those who have Jump (if you get the reason for my queries). It makes other movement based 1st lvl spells bascially moot.
I'm not disagreeing, I guess I'm more just a bit feelbads for those without the jump spell and have to spend higher resources for basically the same effect, give or take 10ft.
Misty Step is guaranteed where jump is not always guaranteed too work. For example, when crossing a river, the rocks on the other side might be affected by the riverspray and be slippery making a landing on them hazardous to the point where somebody could fall over or worse yet, slip into the river. Jump does nothing to remove the inherent danger of jumps, it just allows further jumps. Additionally Misty step also works where movement speed is zero, such as when grappled or restrained as a method to get free. Also misty step does not incur fall damage when going downwards, jump gives jump distance but it does nothing to mitigate fall damage whereas with misty step, you can teleport 30 foot down.
Also would note that Archfey warlock gets insane mileage out of Misty Step, they are basically dedicated to Misty Step and can even misty step as a reaction on taking damage, as well as causing their choice of an effect.
Thanks, folks, for your help with this folks I've got more guidance now for sure.
I think I'm leaning towards the idea of players/NPCS/enemies spending 10ft, which doesn't move you in any direction, and fulfils the requirements of the spell. You can then jump up to 30ft in a direction. You then will have 20ft of movement to use either before the leap or after you've jumped, even if you didn't use the full 30ft.
So you have in theory, max amount of movement of 50ft, but the environment around you can affect the jump in terms of ceiling, what you jump over maybe and what you land on, as well as risks like fall damage too, whereas Misty Step provides more protections from environmental effects including barriers, enemies and an additional 10ft of movement.
I've got two friends who I'm seeing this evening who have been DM's and will get their view too before I go back to my players :)
If using a High Jump then you can move up to 10 foot and then jump up to 30 foot upwards at a cost of 10 foot of movement or you can do a standing still jump up to 15 foot at a cost of 10 foot.
If using a Long Jump then you have to move 10 foot and then can spend another 10 foot to jump up to 30 foot away. So they need to spend 20 foot of movement to get 40 foot of movement with the jump.
This is how I would interpret it but others will likely interpret it differently, I feel this is one where a DM has to ultimately make the call on how they think it should work for their game as the spell is a bit lackluster in these details.
No. Don't mix all rules you can think of. What a mess. It does what the spell says it does: you spend 10 ft of your movement, then jump 30.
You are not normal-jumping, those rules do not apply.
... Also misty step does not incur fall damage when going downwards, jump gives jump distance but it does nothing to mitigate fall damage whereas with misty step, you can teleport 30 foot down.
Wrong. Nowhere in the spell does it say that. You can jump any distance any direction, as long as its limited to 30 feet.
You can jump 30' straight up an land without damage. If you magically enhance your take off force (jump thrust) to propell you 30' up, then you can use that exact force to cushion the landing. As one does when one jumps (remember how the spell is called "jump"?). The landing is part of the spell, which is magically enhanced.
As per normal logical reasoning, you can also step off a 30' cliff without taking damage (jumping downwards). Why would my buddy, who's at the bottom of the cliff using the same jump spell, jump up to my exact height (at the top of the cliff), then "fall" back down and land safely, whilst I jump the exact same distance, starting from the top, take damage when I land? Makes no sense. We both have buffed, super thick, magically enhanced thighs for one minute.
You are jumping. You are not falling. At all. The fall rules do not apply here. Not even close.
Dont try to be smart and mix all the rules you can think of. Stick to the spell description.
I have a player who's been using jump similar effect to misty step i.e. casts jump as a BA, then spends ten feet, jumps 30ft, and takes their remaining 20ft of non-jump movement. There are youtube videos which indicate it provides additional movement distance too.
That's because that's how the spell works. As per the spell description.
The Jump spell itself does not provide immunity to falling damage; you still have to contend with the normal rules for high jumps and falling. You're not automatically safe just because the jump was magical. if a creature falls from a height of 10 feet or more,it takes 1d6 bludgeoning damage and is knocked prone when it lands, unless it successfully avoids taking any damage from the fall. The damage calculation is 1d6 for every 10 feet fallen, up to a maximum of 20d6.
The Jump spell itself does not provide immunity to falling damage; you still have to contend with the normal rules for high jumps and falling. You're not automatically safe just because the jump was magical. if a creature falls from a height of 10 feet or more, it takes 1d6 bludgeoning damage and is knocked prone when it lands, unless it successfully avoids taking any damage from the fall. The damage calculation is 1d6 for every 10 feet fallen, up to a maximum of 20d6.
Incorrect.
Yes, you take damage when you fall. But, at no moment during a normal jump, or during the jump spell, are you falling though. The falling rules does not apply at all. You are jumping, not falling. Falling indicates a loss of control, which has not happened here.
What makes this so hard to understand? The direction of the movement? Not all movement in the gravitational direction is falling. All jumps include movement towards the ground, it is called "landing". Landings are included in the jump. A jump includes a liftoff, aerial travel, and a landing. All controlled and included in both the jump rules and the jump spell. None of this means you are falling during a jump. Ever.
Edit - I figured it out. Its semantic. Its the word, "fall" or "falling".
To make things clear:
Being pushed off a cliff (the actual falling)
Being shoved horizontally, making your weight unsupported by the ground.
Gravitation pulls you downward, making you plummet uncontrollably toward the ground (falling).
Combined with the loss of control and loss of means to affect your descent, you finally impact the ground at unfavourable positioning and speeds exceeding your ability to decelerate.
Apply falling rules (roll for damage).
Jumping (not falling)
Propelling yourself with your legs
Traverse the distance in a planned and controlled manner, including the trajectory towards the ground (which could be described using the words "falling towards the ground").
Bracing yourself with your legs, decelerating your kinetic energy in a controlled and balanced manner (since both in the normal jump, and the spell "jump", you have had the force fo propell yourself, you now have the force to catch yourself too).
No damage (do not even look at the rules for falling, SINCE YOU ARE NOT FALLING. At all.)
... Also misty step does not incur fall damage when going downwards, jump gives jump distance but it does nothing to mitigate fall damage whereas with misty step, you can teleport 30 foot down.
Wrong. Nowhere in the spell does it say that. You can jump any distance any direction, as long as its limited to 30 feet.
You can jump 30' straight up an land without damage. If you magically enhance your take off force (jump thrust) to propell you 30' up, then you can use that exact force to cushion the landing. As one does when one jumps (remember how the spell is called "jump"?). The landing is part of the spell, which is magically enhanced.
As per normal logical reasoning, you can also step off a 30' cliff without taking damage (jumping downwards). Why would my buddy, who's at the bottom of the cliff using the same jump spell, jump up to my exact height (at the top of the cliff), then "fall" back down and land safely, whilst I jump the exact same distance, starting from the top, take damage when I land? Makes no sense. We both have buffed, super thick, magically enhanced thighs for one minute.
You are jumping. You are not falling. At all. The fall rules do not apply here. Not even close.
Dont try to be smart and mix all the rules you can think of. Stick to the spell description.
Point to anywhere in the rules it says this, I can ensure you at this point, you're assuming and declaring your assumptions as rules which they are not, Jump does nothing to mitigate fall damage.
You're not falling during a jump, you're falling if at the end of it you're still in midair though. So if you jump 30 feet in the air, you should fall back down.
... Also misty step does not incur fall damage when going downwards, jump gives jump distance but it does nothing to mitigate fall damage whereas with misty step, you can teleport 30 foot down.
Wrong. Nowhere in the spell does it say that. You can jump any distance any direction, as long as its limited to 30 feet.
You can jump 30' straight up an land without damage. If you magically enhance your take off force (jump thrust) to propell you 30' up, then you can use that exact force to cushion the landing. As one does when one jumps (remember how the spell is called "jump"?). The landing is part of the spell, which is magically enhanced.
As per normal logical reasoning, you can also step off a 30' cliff without taking damage (jumping downwards). Why would my buddy, who's at the bottom of the cliff using the same jump spell, jump up to my exact height (at the top of the cliff), then "fall" back down and land safely, whilst I jump the exact same distance, starting from the top, take damage when I land? Makes no sense. We both have buffed, super thick, magically enhanced thighs for one minute.
You are jumping. You are not falling. At all. The fall rules do not apply here. Not even close.
Dont try to be smart and mix all the rules you can think of. Stick to the spell description.
Point to anywhere in the rules it says this, I can ensure you at this point, you're assuming and declaring your assumptions as rules which they are not, Jump does nothing to mitigate fall damage.
Sigh. Nowhere have I said that jumping mitigates fall damage. Im saying that jumping has nothing to do with falling at all.
Point to anywhere in the rules where it says that a jump automatically turns into an uncontrolled fall. I can ensure you that a fall, which is listed under hazards, are not something that automataically happens whenever you are travelling downwards.
Let me spell it out for you people:
You will never qualify for the falling-rules and falling-damage as long as you are jumping within the jumping distance. It simply does not happen since there is nothing in the rules that indicates this.
I understand that you are adamant and unwavering in your oppinion, and blind to my arguments. But you seem to be hyperfixated on the fact that as soon as something is travelling towards the earth, it automatically becomes a fall. Im saying that it does not, as long as you have controlled descent. Within your jumping distance, you have controlled descent.
Your point of view would totally be legit if:
Something hit you mid-jump (an attack)
You hit something mid-jump (a rope you did not see)
You are trying to jump off a 40' cliff (exceeding your jumping distance)
Explain to me, no matter the jump, how you are powerful enough to thrust your body off of the ground with muscle force, but suddenly mid-air become so weak, that you damage yourself when you land.
You're not falling during a jump, you're falling if at the end of it you're still in midair though. So if you jump 30 feet in the air, you should fall back down.
@Hungryghoast if someone uses Jump or a magic item to jump straight upward 30 feet, do they take 30 feet falling dmg coming back down?
@JeremyECrawford As DM, I'd probably roll falling damage if a character jumped straight up and then dropped like a stone.
You're not dropping like a stone though. Only if something happens mid-jump that makes you lose your balance. If you have the strength to jump 30 feet straight up, you have the strength to land from 30 feet. No doubt.
Nothing in the above text indicates a fall. Hence, the fall damage rule does not apply.
Sigh. Nowhere have I said that jumping mitigates fall damage. Im saying that jumping has nothing to do with falling at all.
Point to anywhere in the rules where it says that a jump automatically turns into an uncontrolled fall. I can ensure you that a fall, which is listed under hazards, are not something that automataically happens whenever you are travelling downwards.
Technically speaking, there is no way to jump downwards, jumping in the rules gives only two options, Long Jump and High Jump. So there is no overlap with falling and jumping because you can't actually jump down, the moment you are in downwards movement, you are no longer jumping, you are falling. There is also nothing called an "Uncontrolled" fall, there is Falling. In falling, there is no distinction between "Controlled" or "Uncontrolled" there is only distance. If you fall 10 foot or more, you take fall damage.
You will never qualify for the falling-rules and falling-damage as long as you are jumping within the jumping distance. It simply does not happen since there is nothing in the rules that indicates this.
I understand that you are adamant and unwavering in your oppinion, and blind to my arguments. But you seem to be hyperfixated on the fact that as soon as something is travelling towards the earth, it automatically becomes a fall. Im saying that it does not, as long as you have controlled descent. Within your jumping distance, you have controlled descent.
There is nothing in the rules that indicate you can even jump downwards, so this is all a moot point. My original point is, if you want to go downwards 30 foot, with misty step, you can do this and receive no damage whereas jump gives no such option, you take the full fall damage of 30 foot. Jumping does not allow descent, no where in the rules at any point does Jumping permit this.
So yes, even if you say to your DM "I jump downwards", that is not an action covered under the rules of jumping, you are in fact falling. There are other ways to descend 30 foot which are not falling but Jumping is not one of them. Climbing down a cliff face, using the levitation spell, having a fly speed, walking down an incline would all be ways to descend 30 foot which are not falls however. And again, you refer to "controlled", the rules make no mention of controlled falls or control descents. So again, quote the rules you're referring too, because I assure you, you're just making it up since you assume it works in a way that it in fact does not work.
You hit something mid-jump (a rope you did not see)
You are trying to jump off a 40' cliff (exceeding your jumping distance)
Explain to me, no matter the jump, how you are powerful enough to thrust your body off of the ground with muscle force, but suddenly mid-air become so weak, that you damage yourself when you land.
Just because you think something should work one way, doesn't mean it does. Show in the rules anywhere that at all backs up what you says, you can't because that isn't in the rules, it isn't a rule, you just made it up.
You're not dropping like a stone though. Only if something happens mid-jump that makes you lose your balance. If you have the strength to jump 30 feet straight up, you have the strength to land from 30 feet. No doubt.
Nothing in the above text indicates a fall. Hence, the fall damage rule does not apply.
It has nothing to do with balance but wether after a long jump or high jump, you can remain aloft or not since you're in the air at the end of such movement.
Nothing in the above text indicates there's no fall. Hence, the fall damage rule apply.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
I've seen mixed information regarding the jump spell and jumping in the 2024 rules and I'm hoping for some clarity.
Using a jump, without the jump spell it states that "each foot you jump costs a foot of movement" as per the rules glossary.
The new jump spell says you can jump "up to 30ft" by spending 10ft.
What it doesn't clarify is if jumping using the jump spell no longer cost you movement in the same way as if you jumped without it?
My interpretation is that if you have 30ft base speed; you to take the 10ft and then jump, because of what the glossary says even with the jump spell the max distance is 20ft?
You could take the Dash action to then move 60ft, with 30 of that being a jump.
I have a player who's been using jump similar effect to misty step i.e. casts jump as a BA, then spends ten feet, jumps 30ft, and takes their remaining 20ft of non-jump movement. There are youtube videos which indicate it provides additional movement distance too.
My logic for dobuting this is because of the cost of jumping as per the glossary, but then it also means that misty step only gives you 10ft of additional movement compared to jumping, and avoids opportunity attacks...this doesn't seem comparable considering misty step is 2nd level and you have to use a spell slot each time - hope that makes sense...
Can anyone help?
Jump says that you can move 30 foot by spending 10 foot of movement, it else wise does not say what it effects, as such I would say the rules of High Jump and Long Jump still apply as per Jumping: https://www.dndbeyond.com/sources/dnd/phb-2024/rules-glossary#Jumping
If using a High Jump then you can move up to 10 foot and then jump up to 30 foot upwards at a cost of 10 foot of movement or you can do a standing still jump up to 15 foot at a cost of 10 foot.
If using a Long Jump then you have to move 10 foot and then can spend another 10 foot to jump up to 30 foot away. So they need to spend 20 foot of movement to get 40 foot of movement with the jump.
This is how I would interpret it but others will likely interpret it differently, I feel this is one where a DM has to ultimately make the call on how they think it should work for their game as the spell is a bit lackluster in these details.
Thank you :)
The https://www.dndbeyond.com/spells/2618991-jump comments are also mixed. Some people saying that it gives you the movement buff others refer back to the rules around each 1ft of jump costs 1ft of movement.
I do like your interpretation as lot, because it seems balanced and measures it against longstrider and expeditious retreat.
Longstriger providing and additional 10ft of movement (but is free from concentration; but an action), Expeditious Retreat being a BA, but gives you an additional Dash on subsequent BAs when you dash and needs concentration.
Jump offers options of terrain wise (getting around, over or up obstacles in the area) and means low Str characters have these options too. It also feels like looking at it you reading of it keeps Misty Step as a worthy of having a 2nd lvl spell slot to use each time for the additional distance and maneauverability.
Under my interpretation, the new spell is trying to simplify how the 2014 spell worked, overriding the general jumping rules, and should behave like the Harengon's Rabbit Hop.
Next answer is from Creature Evolutions (the original article is no longer available, and I'm wondering why it wasn't included in the SAC):
Thats interesting. It makes sense too with Jeremy's reasoning, but I think thats because it seems controlled by the limitation of proficient bonus and long rests.
Jump doesn't seem to have the same restrictions however, especially if you play as a warlock with the invocation.
If that was the intention, then It seems to then make Misty Step only really useable in situations where you want to avoid an opportunity attack - does that seem right?
I don't want to yuk anyone's yum, but it just means the misty-steppers at my table are being outshon by those who have Jump (if you get the reason for my queries). It makes other movement based 1st lvl spells bascially moot.
I'm not disagreeing, I guess I'm more just a bit feelbads for those without the jump spell and have to spend higher resources for basically the same effect, give or take 10ft.
Well, with Misty Step, you can cross barriers as long as you can see the destination point.
Also, that's my ruling and how I understand the change to the spell. But I'm not saying it's the only valid interpretation.
Misty Step is guaranteed where jump is not always guaranteed too work. For example, when crossing a river, the rocks on the other side might be affected by the riverspray and be slippery making a landing on them hazardous to the point where somebody could fall over or worse yet, slip into the river. Jump does nothing to remove the inherent danger of jumps, it just allows further jumps. Additionally Misty step also works where movement speed is zero, such as when grappled or restrained as a method to get free. Also misty step does not incur fall damage when going downwards, jump gives jump distance but it does nothing to mitigate fall damage whereas with misty step, you can teleport 30 foot down.
Also would note that Archfey warlock gets insane mileage out of Misty Step, they are basically dedicated to Misty Step and can even misty step as a reaction on taking damage, as well as causing their choice of an effect.
Thanks, folks, for your help with this folks I've got more guidance now for sure.
I think I'm leaning towards the idea of players/NPCS/enemies spending 10ft, which doesn't move you in any direction, and fulfils the requirements of the spell. You can then jump up to 30ft in a direction. You then will have 20ft of movement to use either before the leap or after you've jumped, even if you didn't use the full 30ft.
So you have in theory, max amount of movement of 50ft, but the environment around you can affect the jump in terms of ceiling, what you jump over maybe and what you land on, as well as risks like fall damage too, whereas Misty Step provides more protections from environmental effects including barriers, enemies and an additional 10ft of movement.
I've got two friends who I'm seeing this evening who have been DM's and will get their view too before I go back to my players :)
No. Don't mix all rules you can think of. What a mess. It does what the spell says it does: you spend 10 ft of your movement, then jump 30.
You are not normal-jumping, those rules do not apply.
Wrong. Nowhere in the spell does it say that. You can jump any distance any direction, as long as its limited to 30 feet.
You can jump 30' straight up an land without damage. If you magically enhance your take off force (jump thrust) to propell you 30' up, then you can use that exact force to cushion the landing. As one does when one jumps (remember how the spell is called "jump"?). The landing is part of the spell, which is magically enhanced.
As per normal logical reasoning, you can also step off a 30' cliff without taking damage (jumping downwards). Why would my buddy, who's at the bottom of the cliff using the same jump spell, jump up to my exact height (at the top of the cliff), then "fall" back down and land safely, whilst I jump the exact same distance, starting from the top, take damage when I land? Makes no sense. We both have buffed, super thick, magically enhanced thighs for one minute.
You are jumping. You are not falling. At all. The fall rules do not apply here. Not even close.
Dont try to be smart and mix all the rules you can think of. Stick to the spell description.
That's because that's how the spell works. As per the spell description.
The Jump spell itself does not provide immunity to falling damage; you still have to contend with the normal rules for high jumps and falling. You're not automatically safe just because the jump was magical. if a creature falls from a height of 10 feet or more, it takes 1d6 bludgeoning damage and is knocked prone when it lands, unless it successfully avoids taking any damage from the fall. The damage calculation is 1d6 for every 10 feet fallen, up to a maximum of 20d6.
Incorrect.
Yes, you take damage when you fall. But, at no moment during a normal jump, or during the jump spell, are you falling though. The falling rules does not apply at all. You are jumping, not falling. Falling indicates a loss of control, which has not happened here.
What makes this so hard to understand? The direction of the movement? Not all movement in the gravitational direction is falling. All jumps include movement towards the ground, it is called "landing". Landings are included in the jump. A jump includes a liftoff, aerial travel, and a landing. All controlled and included in both the jump rules and the jump spell. None of this means you are falling during a jump. Ever.
Edit - I figured it out. Its semantic. Its the word, "fall" or "falling".
To make things clear:
Being pushed off a cliff (the actual falling)
Jumping (not falling)
Point to anywhere in the rules it says this, I can ensure you at this point, you're assuming and declaring your assumptions as rules which they are not, Jump does nothing to mitigate fall damage.
You're not falling during a jump, you're falling if at the end of it you're still in midair though. So if you jump 30 feet in the air, you should fall back down.
While not official ruling per see, the Devs also answered Q&A about this in the past; https://www.sageadvice.eu/jumping-damage/
Sigh. Nowhere have I said that jumping mitigates fall damage. Im saying that jumping has nothing to do with falling at all.
Point to anywhere in the rules where it says that a jump automatically turns into an uncontrolled fall. I can ensure you that a fall, which is listed under hazards, are not something that automataically happens whenever you are travelling downwards.
Let me spell it out for you people:
You will never qualify for the falling-rules and falling-damage as long as you are jumping within the jumping distance. It simply does not happen since there is nothing in the rules that indicates this.
I understand that you are adamant and unwavering in your oppinion, and blind to my arguments. But you seem to be hyperfixated on the fact that as soon as something is travelling towards the earth, it automatically becomes a fall. Im saying that it does not, as long as you have controlled descent. Within your jumping distance, you have controlled descent.
Your point of view would totally be legit if:
Explain to me, no matter the jump, how you are powerful enough to thrust your body off of the ground with muscle force, but suddenly mid-air become so weak, that you damage yourself when you land.
You're not dropping like a stone though. Only if something happens mid-jump that makes you lose your balance. If you have the strength to jump 30 feet straight up, you have the strength to land from 30 feet. No doubt.
Nothing in the above text indicates a fall. Hence, the fall damage rule does not apply.
Seems we are going to have to get entirely pedantic here...
Technically speaking, there is no way to jump downwards, jumping in the rules gives only two options, Long Jump and High Jump. So there is no overlap with falling and jumping because you can't actually jump down, the moment you are in downwards movement, you are no longer jumping, you are falling. There is also nothing called an "Uncontrolled" fall, there is Falling. In falling, there is no distinction between "Controlled" or "Uncontrolled" there is only distance. If you fall 10 foot or more, you take fall damage.
There is nothing in the rules that indicate you can even jump downwards, so this is all a moot point. My original point is, if you want to go downwards 30 foot, with misty step, you can do this and receive no damage whereas jump gives no such option, you take the full fall damage of 30 foot. Jumping does not allow descent, no where in the rules at any point does Jumping permit this.
So yes, even if you say to your DM "I jump downwards", that is not an action covered under the rules of jumping, you are in fact falling. There are other ways to descend 30 foot which are not falling but Jumping is not one of them. Climbing down a cliff face, using the levitation spell, having a fly speed, walking down an incline would all be ways to descend 30 foot which are not falls however. And again, you refer to "controlled", the rules make no mention of controlled falls or control descents. So again, quote the rules you're referring too, because I assure you, you're just making it up since you assume it works in a way that it in fact does not work.
Just because you think something should work one way, doesn't mean it does. Show in the rules anywhere that at all backs up what you says, you can't because that isn't in the rules, it isn't a rule, you just made it up.
It has nothing to do with balance but wether after a long jump or high jump, you can remain aloft or not since you're in the air at the end of such movement.
Nothing in the above text indicates there's no fall. Hence, the fall damage rule apply.