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 gain proficiency in 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.
  
You also get expertise (double proficiency bonus) in Acrobatics. If you already have this, you gain expertise in another skill of your choice instead.
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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 ===
 
At 3rd level add Dodge to the actions you can perform as a bonus action using Cunning Action.
 
At 3rd level add Dodge to the actions you can perform as a bonus action using Cunning Action.
  
=== Deft Athletics ===
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=== Deft Acrobatics ===
At 3rd level you can long jump a distance equal to your Dexterity score in feet and high jump 3 feet + your Dexterity modifier if this is better than the Strength-based figures.  
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At 3rd level you learn a number of acrobatic stunts.
Once per turn, you can make a jump and the distance jumped does not count against your movement 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 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, and climbing no longer gives opponents advantage or costs extra movement.
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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.
At 3rd level, you can roll Dexterity (Acrobatics) to fall safely. Reduce the effective height of the fall by the result of a Dexterity (Acrobatics) check.
 
You can use a reaction to roll Dexterity (Acrobatics) a second time 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.
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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.
=== Acrobatic Stealth ===
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Opponents cannot make attacks of opportunity against you.
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 [[Skill_Examples_(5A)#Hide|Hide]], you can do so even when there is no obvious cover for you to hide behind.
 
 
 
=== Prodigious Acrobatics ===
 
At 9th level you are a prodigious acrobat.
 
* 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 ===
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=== Legendary Acrobat ===
At 13th level you ignore difficult ground and opponents cannot make attacks of opportunity against you.
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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.
  
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.
At 17th level your acrobatics are the stuff of legend.
 
* 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.
 
* Your standing jumps are now as good as your running jumps.
 
* 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 ==
 
== 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.