Base Class: Rogue
You focus your training on the art and freedom of movement. Those that adhere to this archetype walk many paths in life: thieves, circus performers, hired blades and even as elite infiltrators for kingdoms. These individuals rarely find an obstacle they cannot get around and pride themselves on always having the high ground in a fight.
Death From Above
When you choose this archetype at 3rd level, your movement extends to vertical surfaces. Your climb speed is equal to your movement speed and you are no longer affected by difficult terrain. You must end your turn on a creature, solid object, or ground, otherwise you must succeed a Athletics check or you fall landing prone.
You also gain an additional way to trigger sneak attack; you do not require advantage if you make the attack after falling at least 10ft and do not have disadvantage.
Acrobat
When choosing this archetype at 3rd level, you gain proficiency in Acrobatics and Athletics.
Falling With Style
At 9th level, your quick reflexes, grace and agility in the air are unmatched. You no longer take damage from falling.
Quick Feet
At 13th level, your can spend 5 feet of movement to escape from non-magical restraints, such as manacles or a creature that has it grappled. Also, being underwater imposes no penalties to your movement or attacks.
Finally, you are able to cast Misty Step a number of times equal to your Dexterity Modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
Air Superiority
Beginning at 17th level, your mastery of the sky allows you devastate enemies below you. Deal an additional 1d10 damage (to a maximum of 8d10) for every additional 10ft you fall before striking a target using the Death from Above feature.
Previous Versions
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12/28/2021 5:14:34 PM
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11/1/2022 10:26:11 AM
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