Mighty Leaping Strike

You use a heave of Might to make a Melee Attack after or during a Successful Jump.

[Might Maneuver] [Mobility] [Extra Attack]

You use a heave of Might to make a Melee Attack after or during a Successful Jump.

Maneuver Tier I
Action Type Movement
Might Cost 1
Range Melee Weapon Range
Prerequisites Successful Jump this Turn
Sustain No

Effect : To activate Mighty Leaping Strike, declare your intention to use it before attempting your Jump. Make an Athletics or Acrobatics Skill Roll to Jump. The DC is 10.

Skill Roll Success: If you succeed on the Jump(DC 10), you may make a single Melee Attack Roll Vs a Creature within Range at the end of or during your Jumping Movement and add 2 to the Damage Roll for this Attack.

Your Jump Distance is not affected by this Maneuver and is calculated normally, see Jumping Rules.

Skill Roll Failure: On failure, you fall Prone and do not gain the additional Melee Attack. The Might spent is not refunded.

Overpower : Spend 1 additional Might to:

  • Add +2 Damage of the same type to this Damage Roll, or
  • Add +2 to Hit on this Attack Roll, or
  • Add +2 to your Athletics or Acrobatics Skill Roll used for this Maneuver.