Prerequisite: Prerequisite: Dexterity 13 or higher
You gain the following benefits:
- Super Jump: Your jump distance (both long and high) is doubled. Additionally, you can add your Dexterity modifier instead of Strength when calculating your jump distance.
- Aerial Stomp: When you jump at least 10 feet and land on a space occupied by a creature within your reach, you can make a special unarmed strike as part of the same movement. This attack deals double your Martial Arts die damage (add modifiers as normal), and if it hits, the target must succeed on a Dexterity saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier) or fall prone.
- Bounce Step: If you reduce a creature to 0 HP with your stomp, or it falls prone from the attack, you may immediately use a free 10-foot jump in any direction (this does not cost movement and does not provoke opportunity attacks). You can only use this free jump once per turn.
Comments