You become an expert at transporting yourself around the battle field. As a bonus action on your turn, you can jump up to 30 feet in the air. Roll an Dexterity (acrobatics) or Strength (athletics) check. The DC for this check is half the amount of feet you wish to jump up or 10 (whichever is higher). On a success, you jump up that amount of feet, on a fail you only go half as high. You remain in the air until the end of your turn, during which you cannot move, you then fail into a space of your choice within an X radius of the point you jumped up from. X equals the amount of feet up you jumped, rounded down to the nearest 5 feet.
If you land in a space occupied by a creature, you are both knocked prone and both take 2d4 bludgeoning damage. If you succeeded the jump check, you don't fall prone and take half the bludgeoning damage. If the creature is of a larger size than you, its not knocked prone and take half the bludgeoning damage. The creature is then pushed into the nearest unoccupied space.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
2/12/2020 4:14:10 PM
|
19
|
3
|
--
|
Coming Soon
|
Comments