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Prerequisite: you must be able to fly.
 

You can maneuver yourself in mid air and can push your speed to new heights by diving straight down at your enemies. This means that every turn that you spend falling your speed temporarily increases by 500 until you stop or slow down. This means that your damage increases exponentially to the enemy you land on as well as yourself. In order to evade hitting the ground you must make an acrobatics check to pull up. After this you can either continue on for one turn with half your temporary speed or just stop completely and return your speed to normal.

The damage received increases by 1d6 for every 10 feet  you can travel in a round at the point of impact. This damage is inflicted to you as non-magical bludgeoning damage and any resistances that apply are effective. This damage is also inflicted to the target with the main damage type of the attack that you used. So if you attack a goblin with a 50 foot fall using your short-sword you and you are a barbarian who's using a rage then you take 5d6 bludgeoning damage with resistance and the goblin takes 5d6 slashing damage. Likewise if you're a wizard using a regular staff attacking a wind elemental with a 100 foot fall. You take a full 10d6 bludgeoning damage and the wind elemental takes it with resistance. Also you roll to hit as if you are using said attack normally. Like the wizard attacking the elemental, the elementals ac is 15 and the staff has a +2 to hit. Therefore, the wizard must roll a 13 or higher to hit. 

This also works with magic. Say the wizard were to use the spell burning hands instead of his staff. He'd hit and the elemental would make the dexterity check as normal.

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