Base Class: Rogue
In Nova Fall, there are many ways to get around- whether it be the bullet train, reeking taxis, etc. Though, let us be honest, that doesn't sound like any fun. What's fun is hopping from rooftop to rooftop, swinging from a streetlight into the open street only to flip off a moving car and landing perfectly onto the sidewalk, or sliding between breaks in wire fences and scaling up a skyscraper with nothing but sheer determination and sick moves. To get around the city like that, is by far the way to do it most freely. To be bound and restricted by nothing but your own "can do" attitude- this is the path the Parkour Expert follows.
Adrenaline
The more dangerous the stunt, the more difficult the trick, the more hyped you get. When faced with danger, you are at your best. When your HP reaches below half, you gain advantage on all DEX related checks. Including attack rolls, saving throws, and checks. Also you gain movement speed half of your original movement speed permanently.
Broken in Kicks
After spending a good amount of time with your new shoes, you have started tampering with them
- One of your original 3 augments is upgraded and permanently implemented into your shoe (choose wisely as this cannot be changed)
Skrrt Skrrt (Wheelies)- Doubles your movement speed, no longer provoke opportunity attacks
Gorilla Grip - You gain the effects of spider climb
Backtrack - 2 charge of blur which you can use as a bonus action. After expending the charge, your after image is permanently left behind in the spot it was casted. When an enemy makes an attack roll against you, you can use your reaction to zap back to the location of your afterimage to avoid the hit
Backtrack
You gain 2 charge of blur which you can use as a bonus action. After expending the charge, your after image is permanently left behind in the spot it was casted. When an enemy makes an attack roll against you, you can use your reaction to zap back to the location of your afterimage to avoid the hit
Gorilla Grip
You gain the effects of spider climb
Skrrt Skrrt
Doubles your movement speed and you no longer provoke opportunity attacks
Nova Tricks
Practicing day and night slide, jumps, and grapple you slowly develop a number of complex techniques to explore the city streets. Starting at level 3 you gain the ability to learn a trick, you also gain a number of trick point fuel you movements. At 9th,13th, and 17th level you gain access to more complex movements. You regain all trick points on a long rest.
3rd level Tricks: Newbie
ISHOWSPEED - When moving your entire movement ORIGINAL movement speed, you can expend to 2 trick points to gain an extra attack that round.
I AM DANGER- When utilizing your environment through movement, You can expend a trick point to make an improvised weapon attack when entering within 5 feet of someone.
Now You Run- When making an attack, expend a trick point to add an extra d4 of damage for every 10ft movement speed you have left (rounded down). (1 points)
9th level Tricks: Intermediate
Drop and Roll - When taking the uncanny dodge reaction, expend 2 trick points to dodge and roll away from the are into stealth. When rolling away you don't provoke opportunity attacks.
Runnin’ Circles Around Ya- While fight multiple enemy you can expend 2 trick points run and weave around enemies within 10ft of you, imposing disadvantage on attacks directed at you- if an enemy within that 10ft radius attempts to hit you with a melee/melee weapon attack and miss, they instead hit themselves or another enemy within the radius.
13th level Tricks: Advanced
Fidget Spinner- You can use your action to expend 2 trick points to twirl around on one leg, the other leg faced outward making a strong current extending outward, radius equal to your movement speed. Anyone caught within this radius must make a DEX saving throw. On a failed save, they take 5d8 force damage and are whiplashed outside the radius, prone. On a successful save, they take half as much and are forced outside the radius.
Hopscotch- As a bonus action you can expend 2 trick points and hop across your enemies heads. You can continue this trek as long as there is always another enemy within a distance equal to half your movement speed. They can roll a DEX save to avoid it. On a failed save they take 3d6 bludgeoning and you continue to hop,, on a successful save they take half as much and prevent you from continuing. You are not limited by your movement speed, as long as there is someone within range you and you aren’t stopped by a successful save, you can continue to hop as far as you want. You can’t hop on an enemy that has already been hopped on.
Slow Down, Relax - As an bonus action you can expend 3 trick points to regain hit points equal to your remaining movement speed + {{proficiency}} + {{modifier:dex}}.
17th level Tricks: Expert
Switcheroo- As a reaction when an ally within your movement speed is attacked with a melee or melee weapons attack, you can expend 3 trick points swap places with them and when you do you can add your proficiency modifier to your armor class.
Slide to the Left- As a bonus action you can expend 3 trick points slide on the ground, up to your full movement speed, kicking up dirt and dust behind you in a cone behind you, the distance equal to the movement speed you slid. Those caught in it must make a DEX saving throw, on a failed save they are blinded and deafened. On a successful save, they roll a d20 to determine whether they are blind or deafened. (below 10 is blind, above is deafened).
The Infinity Flip- As an action can expend 5 trick points leap into the air to do a backflip- and do not come back down. As you keep flipping and turning in the air you gain temp hit point equal to your unused movement speed + level and are resistant to all damage types except psychic. Ranged non-magical weapon attacks ricochet off you. You are in this stasis till you decide to leave or you lose all of your temp hp. Taking damage in this state does not end YOLT
Drop and Roll
Drop and Roll - When taking the uncanny dodge reaction, expend 2 trick point to dodge and roll away from the are into stealth. When rolling away you don't provoke opportunity attacks.
Fidget Spinner
You can use your action to expend 2 trick points to twirl around on one leg, the other leg faced outward making a strong current extending outward, radius equal to your movement speed. Anyone caught within this radius must make a DEX saving throw. On a failed save, they take 5d8 force damage and are whiplashed outside the radius, prone. On a successful save, they take half as much and are forced outside the radius.
Hopscotch
As an bonus action you can expend 2 trick points and hop across your enemies heads. You can continue this trek as long as there is always another enemy within a distance equal to half your movement speed. They can roll a DEX save to avoid it. On a failed save they take 3d6 bludgeoning and you continue to hop,, on a successful save they take half as much and prevent you from continuing. You are not limited by your movement speed, as long as there is someone within range you and you aren’t stopped by a successful save, you can continue to hop as far as you want. You can’t hop on an enemy that has already been hopped on.
I AM DANGER
When utilizing your environment through movement, You can expend a trick point to make an improvised weapon attack when entering within 5 feet of someone.
ISHOWSPEED
When moving your entire movement ORIGINAL movement speed, you can expend to trick points to gain an extra attack that turn.
Now You Run
When making an attack, expend a trick point to add an extra d4 of damage for every 10ft movement speed you have left (rounded down).
Runnin’ Circles Around Ya
While fight multiple enemy you can expend 2 trick points run and weave around enemies within 10ft of you, imposing disadvantage on attacks directed at you- if an enemy within that 10ft radius attempts to hit you with a melee/melee weapon attack and miss, they instead hit themselves or another enemy within the radius.
Slide to the Left
As a bonus action you can expend 3 trick points slide on the ground, up to your full movement speed, kicking up dirt and dust behind you in a cone behind you, the distance equal to the movement speed you slid. Those caught in it must make a DEX saving throw, on a failed save they are blinded and deafened. On a successful save, they roll a d20 to determine whether they are blind or deafened. (below 10 is blind, above is deafened).
Slow Down, Relax
As an bonus action you can expend 3 trick points to regain hit points equal to your remaining movement speed + {{proficiency}} + {{modifier:dex}}.
Switcheroo
As a reaction when an ally within your movement speed is attacked with a melee or melee weapons attack, you can expend 3 trick points swap places with them and when you do you can add your proficiency modifier to your armor class.
The Infinity Flip
As an action can expend 5 trick points leap into the air to do a backflip- and do not come back down. As you keep flipping and turning in the air you gain temp hit point equal to your unused movement speed + level and are resistant to all damage types except psychic. Ranged non-magical weapon attacks ricochet off you. You are in this stasis till you decide to leave or you lose all of your temp hp. Taking damage in this state does not end YOLT
New Kicks
The parkour community is a surprisingly inventive one. After the hobby took the hearts of many, it did not take long for many to try and elevate their experiences- and what better way to do that than through their shoes.Parkour Experts began to use odd pieces of tech and parts to upgrade what look like nothing more than normal sneakers, and before they knew it- these augmented pieces of footwear became a must have for the entire community. Parkour Experts say that someone's pair, of what they dubbed “Kicks”, were a window into that person’s soul and desire for freedom. That no two pairs of kicks were alike. They may start out similar, but there are endless possibilities with how you can develop them. Though that never stopped people from sharing a few tips or trading parts.
“Kick Augments” give the user abilities to help further their gymnastic feats and movement. Whether it be through giving them the ability to become faster, jump higher, or maybe even kick some ass. You gain a temporary augment at 3 level and two additional temporary augments at 17 level. You can switch out the temporary during a short rest.
3rd level Augmentations:
- Wheelies - Doubles original movement speed
- Gravity Grippers - You gain a climbing speed equal to your movement speed
- Double Team - Gain 1 charges of the spell “Blur”. If done in combat, it is considered a bonus action
9th level Augmentations:
- Bouncing Soles - you gain a jump distance equal to half your movement speed
- Spikey Outsole - You can move through an occupied space, when you through that space you deal a d6 piercing damage to any creature(s) occupying it
- Rumble - Your shoes begin to vibrate, giving you a 2 charges of Earth Tremor (3rd level) as a bonus action, ALWAYS centered on yourself.
13th level Augmentations:
- Just Terrain- You are no longer affected by difficult terrain.
- Reflexive- You now have 2 reactions per round due to your growing speed.
- Toe Curler-Bracing for impact gets easier with a pair of good kicks. Add your proficiency modifier to CON and STR saving throws.
Bouncing Soles
You gain a jump distance equal to half your movement speed
Double Team
Gain 1 charges of the spell “Blur”. If done in combat, it is considered a bonus action
Gravity Grippers
You gain a climbing speed equal to your movement speed
Just Terrain
You are no longer affected by difficult terrain.
Reflexive
You now have 2 reactions per round due to your growing speed.
Rumble
Your shoes begin to vibrate, giving you a 2 charges of Earth Tremor (3rd level) as a bonus action, ALWAYS centered on yourself.
Spikey Outsole
You can move through an occupied space, when you through that space you deal a d6 piercing damage to any creature(s) occupying it
Toe Curler
Bracing for impact gets easier with a pair of good kicks. Add your proficiency modifier to CON and STR saving throws.
Wheelies
Doubles original movement speed
Y-O-L-T (You Only Live Twice)
As long as you’re running, your heart is pumping. When reduced to 0 hit points, you can choose to stay up but each turn you must use your entire movement speed nor lose more HP, otherwise you are downed.
Worn and Torn Kicks
Worn and Torn Kicks
Some say the more messed up your shoes, the happier they are. They are being used to their fullest. You keep working on them, pushing them and yourself even harder, to be even more free.
You gain another permanent slot and upgrade! You can choose from one of the upgraded original 3, or an upgraded version of one from the last set:
Pillow Footed - You gain jump distance equal to half your movement speed, no longer take fall damage.
Watch Your Step - You can move through an occupied space, when you through that space you deal a 2d6 piercing damage to any creature(s) occupying it and the enemy must make a DEX saving throw, on a failed save they are knocked prone.
Quaking in My Boots- You gain 2 charges of Erupting Earth (5 level) and can cast it as a bonus action centered on yourself, the radius being increased by a number equal to your leftover movement speed.
Pillow Footed
You gain jump distance equal to half your movement speed and you no longer take fall damage.
Quaking in My Boots
You gain 2 charges of Erupting Earth (5 level) and can cast it as a bonus action centered on yourself, the radius being increased by a number equal to your leftover movement speed.
Watch Your Step
You can move through an occupied space, when you through that space you deal a 2d6 piercing damage to any creature(s) occupying it and the enemy must make a DEX saving throw, on a failed save they are knocked prone.
Uncanny-er Dodge
Starting at 13th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you + subtract damage equal to half your movement speed from the hit.
Who Let The Dogs Out?
Due to all the sweating and time you spend in your shoes, when you take them off everyone within a 10ft radius must make a CON saving throw. On a failed save they take 1d4 necrotic damage and are frightened. On a successful one, they take half as much and are not frightened
Your Kicks
Worn with soul, worn with mind, worn with love. Your shoes are yours and there is no doubt about it. Customized to your perfect image, well, about to be. You gain one last permanent and upgraded slot. You get to choose one of the upgradeable options from the past levels or the one of the upgraded versions of the last 3:
Easy Terrain - As a parkour expert, you strive in the overcomplicated methods of movement. You are not only unaffected by difficult terrain but get extra movement speed equal to half of your movement speed along with advantage on DEX checks and saving throws while in it.
Fast and Furious - You get two reactions per round, and can take a reaction to a reaction taken within an area equal to half your movement speed.
Tootsies Release - Add your proficiency modifier to CON and STR saving throws, upon a successful saving throw, your shoes absorb the damage you would have taken and convert it into energy- adding whatever the damage would have been into extra movement speed. This can be stacked throughout the round.
Easy Terrain
As a parkour expert, you strive in the overcomplicated methods of movement. You are not only unaffected by difficult terrain but get extra movement speed equal to half of your movement speed along with advantage on DEX checks and saving throws while in it.
Fast and Furious
You get two reactions per round, and can take a reaction to a reaction taken within an area equal to half your movement speed.
Tootsies Release
Add your proficiency modifier to CON and STR saving throws, upon a successful saving throw, your shoes absorb the damage you would have taken and convert it into energy- adding whatever the damage would have been into extra movement speed. This can be stacked throughout the round.
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