Grand Leaper (5e Feat)

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Grand Leaper

Prerequisites: Strength 13 or higher, either a running long jump distance of 15 feet or greater or a running high jump distance of 5 feet or greater
Your legs are enhanced to perform superhumanly powerful movements. You gain the following benefits:

  • Superhuman Leaps. The distance and height of your jumps is tripled. If you run out of movement in midair while performing a jump, you do not fall. Instead, you complete the rest of the jump at the beginning of your next turn. Additionally, when you perform a standing high jump, you can jump the full vertical distance instead of half.
  • Fall Resistance. You have resistance to falling damage. Furthermore, if you fall and aren't incapacitated, you can subtract a number of feet from the distance fallen equal to 5 times your Strength score when calculating the fall damage.
  • Plunge Attack. When you land within 5 feet of another creature on your turn and immediately take the Attack action, you can choose to make a single melee weapon attack against that creature in place of any other attacks you would have made. If that attack hits, it deals an additional d6 of damage for every 10 feet you've fallen (to a maximum of 20d6), and the creature must succeed on a Strength saving throw (DC 10 or half the damage taken, whichever is higher) to avoid being knocked prone.
  • Wall Jump. You may attempt to perform a special jump off of a vertical surface known as a wall jump. To do so, you must succeed a DC 15 Strength (Athletics) check, launching yourself off of the wall a number of feet equal to 5 + your Strength modifier. This distance is also tripled as per stated earlier in this feat.


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