
Inertia has truly become your very best tool and friend in any scenario using it to your advantage to gain the upper hand.
Vault: Once per turn, you can strike a heavy or monk weapon you are wielding into the ground to vault yourself in the air. You launch a number of feet up in the air equal to your Strength or Dexterity score (your choice) (this still uses your movement speed)(this feature counts as a form of jumping).
This feature can be used a number of times equal to your proficiency Bonus. You regain all expended uses at the end of a long rest.
Mantis Strike: Once per turn, immediately after vaulting, if you successfully hit a creature in the air with a melee attack, you can force them to make a Dexterity Saving Throw (DC equals 10+your proficiency bonus+the stat modifier used for the triggering attack). On a failure, you make an additional melee attack against the creature at advantage as they fall to the ground with you. Furthermore, until the end of their next turn their speed is reduced to 0, and you reduce your fall damage to half the amount you would've taken. On a success, you can choose to remain in the air until the end of your next turn to use this feature again without vaulting. However, if you do not use this feature again by the end of your next turn or if it succeeds this saving throw again, you fall as normal.
This feature can be used a number of times equal to your proficiency Bonus. You regain all expended uses at the end of a long rest.
Previous Versions
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7/1/2024 8:31:58 PM
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7/3/2024 1:29:02 AM
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25
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Coming Soon
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