Difference between revisions of "Acrobat (5A)"

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=== Deft Acrobatics ===
 
=== Deft Acrobatics ===
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.
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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. When using a battle map, round the distance down to the nearest multiple of 5 feet.
  
 
You can use Dexterity (Acrobatics) instead of Strength (Athletics) to climb, and climbing does not give opponents advantage or cost extra movement.
 
You can use Dexterity (Acrobatics) instead of Strength (Athletics) to climb, and climbing does not give opponents advantage or cost extra movement.
  
If you fall, you can make a Dexterity (Acrobatics) check and reduce the effective height of the fall by the result. If the result is less than 10 feet, you take no damage.  
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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 5 points on the roll.  
  
 
You can stand up from being prone by expanding 5 feet of movement.
 
You can stand up from being prone by expanding 5 feet of movement.

Revision as of 10:11, 1 June 2022

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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 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

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. When using a battle map, round the distance down to the nearest multiple of 5 feet.

You can use Dexterity (Acrobatics) instead of Strength (Athletics) to climb, 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 5 points on the roll.

You can stand up from being prone by expanding 5 feet of movement.

Acrobatic Stealth

At 9th level you have learned to use athletic moves to hide in unlikely locations. If you use the lower of your Dexterity (Acrobatics) and Dexterity (Stealth) to Hide, you can do so even when there is no obvious cover for you to hide behind.

Prodigious Acrobatics

At 9th level you can select two different Cunning Actions and perform both with a single bonus action.

You can rise from prone at any time at no cost.

Feather Step

At 13th level you ignore difficult ground and opponents cannot make attacks of opportunity against you.

Your standing jumps are now as good as your running jumps.

Legendary Acrobat

At 17th level you can move on walls and ceilings without a skill check, but if you end your turn in such a place, you have to make a Dexterity (Acrobatics) check to climb.

When you use Uncanny Dodge, you can also move a distance equal to your speed and use Acrobatic Stealth as a part of the same action.

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.