Difference between revisions of "Acrobat (5A)"

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You can use Dexterity (Acrobatics) instead of Strength (Athletics) to climb and jump (normally covered by Strength (Athletics), and climbing does not give opponents advantage or cost extra movement.
 
You can use Dexterity (Acrobatics) instead of Strength (Athletics) to climb and jump (normally covered by Strength (Athletics), 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 choose to land standing up.
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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 to do so.
  
 
=== Prodigious Acrobatics ===
 
=== Prodigious Acrobatics ===

Revision as of 00:34, 13 January 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

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 do this as a Cunning Action, which matters for Prodigious Acrobatics, below.

You can use Dexterity (Acrobatics) instead of Strength (Athletics) to climb and jump (normally covered by Strength (Athletics), 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 to do so.

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 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 can move on walls and ceilings without penalty.

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.

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.