Acrobat (5A)

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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 gain proficiency in for each of them you already know.

You also get expertise (double proficiency bonus) in Acrobatics. If you already have this, you gain expertise in another skill of your choice instead.

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 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. Once per turn, you can make a jump and the distance jumped does not count against your movement speed.

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

Cat's Landing

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.

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. The GM may not allow this in special circumstances.

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.
  • 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.
  • 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.
  • You can combine jumping and climbing to jump from one spot on a wall or ceiling to another.
  • When you use Uncanny Dodge, you can also move a distance equal to your speed and use Acrobatic Stealth as a part of the reaction.

Feather Step

At 13th level you move as if you weighed no more than a feather.

  • You ignore difficult ground.
  • Opponents cannot make attacks of opportunity against you.
  • Your standing jumps are now as good as your running jumps.

Ghost Jump

At 17th level your acrobatics are pure magic. You can take an action to teleport up to 60 feet to an unoccupied space you can see. You can use Ghost Jump with Cunning 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.