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Maneuver - Mighty Leap

How it's obtained: Bought with 15 Aethyr points, or taken with a free pick that allows it.

Aethyrpoint Cost
15
Level Requirement
6
Technique Requirement
Martial, Spellfighter
Activation Cost
1 Superiority Die
Activated Effects
Leap up to your movement in distance and slam your destination.
Energy Pool Type
Superiority Dice
Source Reference
New Advanced Maneuver
Source Requirement
General
Prerequisite Features
Combat Superiority
Activation Time
Free
Domain Requirement
General
Feature Category
Martial Maneuver
Recharge Type
Long Rest
Concentration?
No

Description

When you move during your turn you can expend one superiority die to leap into the air and dive in a straight line, crashing down at the end of your movement.
All creatures within 5 ft of where you land make a Dexterity saving throw and you choose to knock-down or knock-back. Creatures who fail this save take bludgeoning damage equal to your superiority die roll and are knocked Prone (if you chose knock-down) or knocked 5ft away from you (if you chose knock-back). Creatures who succeed take no damage and are not knocked-down or knocked-back.
All creatures within the space you land make a Dexterity saving throw and you choose to grab or throw. Creatures who fail this save take bludgeoning damage equal to your superiority die roll plus any fall damage caused by your fall, are knocked Prone , and are Grappled by you (if you chose grab) or are knocked 10ft in a direction of your choice (if you chose throw). Creatures who succeed take no damage and are shoved 5ft in a direction of their choice.
If you land after traveling a distance less than your maximum movement, you take no damage from falling when you land (the falling damage is still applied to any creature you land on who failed their save).

Exhausting — After you make this maneuver you cannot make it again for 1 minute.