When you take this feat, you gain the following benefits:
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Vaulting Strike.
When wielding a polearm and making a running long or high jump, you may add the length of your weapon (typically 10 feet) to the jump distance or height. As part of this movement, you can make a Vaulting Strike — a single melee weapon attack made at the peak or end of your jump. -
Jumping Damage.
On a hit, the target takes normal weapon damage plus 1d6 piercing damage for every 10 feet you jumped before the attack. -
Crash Consequence.
On a miss, you take half the fall damage from the distance jumped (rounded down), as your momentum slams you into the ground. -
Strength in Technique.
When jumping with a polearm, you may use your Athletics modifier in place of your Strength modifier to determine the height of a high jump. You may also use Strength instead of Dexterity for Acrobatics checks made to vault, leap, or balance with your polearm
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