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# Martial Archetype: Jump Fighter ## Bonus Proficiencies When you choose this archetype at 3rd level, you gain proficiency in the Acrobatics skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. ## Superior Jump Harnessing the strength in your legs, you can make bounds further than ever before. When you choose this archetype and not wearing heavy armor, you can jump as an action up to 5 feet per fighter level. If a creature is in the path of this jump, make an attack roll, and if successful, it takes 1d6 bludgeoning damage plus an additional 1d6 for every 10 feet traveled and your jump ends. A creature can only take this damage once per turn, and if you miss, you continue past the creature. You may make an additional bound at 5th, 11th, and 20th level. ## Swift Leap At 7th level, your long jump, high jump, and Superior Jump feature no longer provoke opportunity attacks. ## Safe Landing Additionally at 7th level, you can reduce damage taken when you fall by 1d6 per fighter level. ## Hostile Bounds Beginning at 10th level, you can make a single attack at a creature during Superior Jump. This target cannot be the same as the creature targeted by Superior Jump. \columnbreak ## Thunderous Launch At 15th level, your jumps are so devastating to have a destructive impact on launch. When you use your Superior Jump, each creature of your choice within 5 feet of you must make a Dexterity saving throw against a save DC equal to *8 + your strength modifier + your proficiency bonus*. On a failed save, the creature takes thunder damage equal to half your fighter level, rounded down. ## Evasive Vault Beginning at 18th level, you are able to avoid danger with your powerful jumps. Whenever you are targeted by an attack, you may use your reaction to use Superior Jump to move out of the attacks way, but may only make one bound when doing so. > ##### Art Credit > ©Wizards of the Coast