"Your momentum is yours to control, and being airborne is no exception."
Dive Kick - When you fall at least 10 ft. toward a creature and land within 5 ft. of them, you may spend 1 Ki point to make a special unarmed attack strike reaction against that creature as part of your fall. On hit deal your normal Martial Arts damage die plus extra damage based on the distance fallen, as shown below.
| Fall Distance | Extra Damage |
|---|---|
| 10 ft. | +1d6 |
| 20 ft. | +2d4 |
| 30 ft. | +1d10 |
| 40 ft.+ | +1d12 (max) |
Controlled Descent. When you use Dive Kick and hit with the attack, you can halve the falling damage you would take from that fall. If you also have the Slow Fall feat, you can choose whether to halve it with Controlled Descent or use Slow Fall to mitigate the damage; this is done before the fall damage dice are rolled.
Crashing Strike - Upon a successful Dive Kick reaction attack, you may also knock the target prone if they fail a strength saving throw of (DC = 8 + your Proficiency bonus + your Dexterity modifier) and are of size medium or smaller.
- Starting at level 11, you can attempt to knock Large creatures prone at the cost of 1 Ki point.
- Starting at level 15, you can attempt to knock Huge creatures prone at the cost of 1 Ki point.
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