Difference between revisions of "Acrobat (5A)"

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=== Cat's Landing ===
 
=== Cat's Landing ===
 
At 3rd level, 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.
 
At 3rd level, 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 spend a reaction, roll Dexterity (Acrobatics) again and total the two rolls. You can decide to do this after the first roll.
  
 
If you fall prone, you can stand up as a reaction, or at no cost on your own turn.
 
If you fall prone, you can stand up as a reaction, or at no cost on your own turn.
 +
At 5th level you can rise from prone as a part of the reaction to use Uncanny Dodge.
  
 
=== Prodigious Acrobatics ===
 
=== Prodigious Acrobatics ===

Revision as of 14:56, 30 November 2021

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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

Bonus Proficiencies

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.

Acrobatic Dodge

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

Deft Athletics

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.

You can use Dexterity (Acrobatics) instead of Strength (Athletics) to climb, and climbing no longer costs extra movement.

Cat's Landing

At 3rd level, 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, roll Dexterity (Acrobatics) again and total the two rolls. You can decide to do this after the first roll.

If you fall prone, you can stand up as a reaction, or at no cost on your own turn. At 5th level you can rise from prone as a part of the reaction to use Uncanny Dodge.

Prodigious Acrobatics

At 9th level 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.

Monkey Run

At 17th level 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

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.