Difference between revisions of "Acrobat (5A)"

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== Archetype Features ==
 
== Archetype Features ==
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You cannot use any of the features of the acrobat roguish archetype if you are encumbered, wielding a large shield, or wearing armor that gives disadvantage on Stealth checks.
  
=== Bonus Proficiencies ===
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=== Bonus Proficiency ===
When you choose this archetype at 3rd level, you gain proficiency with Acrobatics and Stealth. If you already know these skills, you can choose any other skill to learn for each of them you already know.
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When you choose this archetype at 3rd level, you gain proficiency with Acrobatics. If you already know Acrobatics, you can choose any other skill to gain proficiency with.
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You also get expertise (double proficiency bonus) in Acrobatics. If you already have this, you gain instead gain expertise in another skill you are proficient with.
  
 
=== Acrobatic Dodge ===
 
=== Acrobatic Dodge ===
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=== Deft Acrobatics ===
 
=== Deft Acrobatics ===
At 3rd level you you can long jump a distance equal to your Dexterity score in feet and high jump 3 feet + your Dexterity modifier.  
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At 3rd level you learn a number of acrobatic stunts.
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*As a bonus action, you can make a Dexterity (Acrobatics) check and jump this number of feet in any direction. This does not count against your speed and doens not trigger attacks of opportunity. When using a battle map, round the distance down to the nearest multiple of 5 feet.
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*As a bonus action, you can ignore difficult ground until the start of your next turn by moving in flips and jumps.
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*You can use Dexterity (Acrobatics) instead of Strength (Athletics) to climb and jump, and climbing does not give opponents advantage or cost extra movement.
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*If you fall, you can make a Dexterity (Acrobatics) check and reduce the damage of the fall by 1d6 for every 10 points on the roll without having to take any action.
  
You can use Dexterity (Acrobatics) instead of Strength (Athletics) to climb.
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=== Prodigious Acrobatics ===
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At 9th level you gain an additional bonus action on each of your turns that can only be used to make a Cunning Action or to use any of the abilities from this rogue archetype that require a bonus action.
  
=== Cat's Landing ===
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In addition, you can rise from prone at any time at no cost, effectively becoming immune to the prone condition unless you chose to be prone.
You can roll Dexterity (Acrobatics) to fall safely. DC is the number of feet you fell. On a success, you take no damage and roll to your feet. Even on a failure you reduce the damage; you take 1d6 falling damage plus 1d6 damage for every 10 point you fail by.
 
If you spend a reaction, double the result of the Dexterity (Acrobatics) check. You can decide to do this after rolling.
 
  
If you fall prone, you can stand up as a reaction, or at no cost on your own turn.
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=== Feather Step ===
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At 13th level you ignore difficult ground and other effects that slows you or increases the cost of movement.
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Opponents cannot make attacks of opportunity against you.
  
=== Unfailing Acrobatics ===
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=== Legendary Acrobat ===
At 9th level you have advantage and are immune to disadvantage on Dexterity (Acrobatics) checks. This means you always have advantage on such checks, regardless of circumstances.
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At 17th level you gain a climb speed equal to your land speed and can walk on ceilings and other inverted surfaces.
 
 
You can select two cunning actions and perform both with a single bonus action.
 
 
 
=== Feather Step ===
 
At 13th level you  ignore difficult ground and opponents cannot make attacks of opportunity against you.
 
  
Your can make a running long jump a number of feet equal to twice your Dexterity score and simultaneously high jump a number of feet equal to your Dexterity score. Halve these numbers for standing jumps.
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When you use Uncanny Dodge, in addition to the normal benefit, you can move a distance equal to your speed and use Stealth to hide as a part of the same action.
  
=== Monkey Run ===
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When you use Deft Acrobatics to jump, double the result of the Dexterity (Acrobatics) check.
You can move on walls and ceilings, but if you end your turn in such a place, you have to make a climb check or fall.
 
Your standing jumps are now as good as your running jumps.
 
  
 
== Designer's Notes ==
 
== Designer's Notes ==
 
An old favorite from earlier editions, this is tricky to make for 5E because a lot of the things it used to be able to do, anyone can now do with an Acrobatics check. At the same time, it needs to compete with magic.
 
An old favorite from earlier editions, this is tricky to make for 5E because a lot of the things it used to be able to do, anyone can now do with an Acrobatics check. At the same time, it needs to compete with magic.

Latest revision as of 10:51, 24 April 2023

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This is a Rogue subclass for 5A.

All rogues are lithe and nimble, but acrobats take this to the extreme. Masters of acrobatics of all sorts, they can run, jump, climb, and balance better than anyone.

Archetype Features

You cannot use any of the features of the acrobat roguish archetype if you are encumbered, wielding a large shield, or wearing armor that gives disadvantage on Stealth checks.

Bonus Proficiency

When you choose this archetype at 3rd level, you gain proficiency with Acrobatics. If you already know Acrobatics, you can choose any other skill to gain proficiency with.

You also get expertise (double proficiency bonus) in Acrobatics. If you already have this, you gain instead gain expertise in another skill you are proficient with.

Acrobatic Dodge

At 3rd level add Dodge to the actions you can perform as a bonus action using Cunning Action.

Deft Acrobatics

At 3rd level you learn a number of acrobatic stunts.

  • As a bonus action, you can make a Dexterity (Acrobatics) check and jump this number of feet in any direction. This does not count against your speed and doens not trigger attacks of opportunity. When using a battle map, round the distance down to the nearest multiple of 5 feet.
  • As a bonus action, you can ignore difficult ground until the start of your next turn by moving in flips and jumps.
  • You can use Dexterity (Acrobatics) instead of Strength (Athletics) to climb and jump, and climbing does not give opponents advantage or cost extra movement.
  • If you fall, you can make a Dexterity (Acrobatics) check and reduce the damage of the fall by 1d6 for every 10 points on the roll without having to take any action.

Prodigious Acrobatics

At 9th level you gain an additional bonus action on each of your turns that can only be used to make a Cunning Action or to use any of the abilities from this rogue archetype that require a bonus action.

In addition, you can rise from prone at any time at no cost, effectively becoming immune to the prone condition unless you chose to be prone.

Feather Step

At 13th level you ignore difficult ground and other effects that slows you or increases the cost of movement. Opponents cannot make attacks of opportunity against you.

Legendary Acrobat

At 17th level you gain a climb speed equal to your land speed and can walk on ceilings and other inverted surfaces.

When you use Uncanny Dodge, in addition to the normal benefit, you can move a distance equal to your speed and use Stealth to hide as a part of the same action.

When you use Deft Acrobatics to jump, double the result of the Dexterity (Acrobatics) check.

Designer's Notes

An old favorite from earlier editions, this is tricky to make for 5E because a lot of the things it used to be able to do, anyone can now do with an Acrobatics check. At the same time, it needs to compete with magic.