Base Class: Rogue
Trained to perfect the art of acrobatics and agility, these rogues have nearly limitless movement options. Heights that are unreachable for others become vantage points. Surfaces that would be hazards or obstacles for some are now supports and pathways. Be it on a battlefield, alleyway, dungeon, or deep forest; no enemies are at a safe distance, and no treasure is out of reach.
Aerial Artist
When you choose this archetype at 3rd level, you gain the ability to move with incredible speed, grace, and precision. Few things can prevent you from reaching your target.
Twice on your turn you may use half of your total movement speed to fly. If you choose to fly, your flying speed is equal to five times your dexterity modifier. You must end each individual movement on a solid surface before flying again. If you do not, you fall to the ground prone, and your movement ends. In addition you may end your movement on a creature if it is at least one size larger than you. If you choose to end your movement this way your DM may apply the Climbing Onto A Bigger Creature rule.
Aerial Ambusher
Starting at 3rd level, if you end your flying movement on top of or next to a hostile creature you may make a contested Dexterity (Acrobatics) check against the creature.
If you score higher you gain advantage on your next attack roll against the creature this turn. If you fail you are knocked prone 5 feet away.
Fearless Descent
At 9th level, you no longer take fall damage when falling from 80 feet or lower, and only take half damage when falling from greater heights. In addition you need to only spend 5 feet of movement to stand up from prone.
In addition your Aerial Artist ability improves. Taking a flying movement now no longer requires you to use half your movement speed.
Unchained Maneuver
Starting at 13th level, twice per long rest gain the benefits of Freedom of Movement.
Aerial Master
Beginning at 17th level, your Aerial Artist ability improves again. You may now make four total flying movements on your turn. In addition, you gain advantage on any Dexterity (Acrobatics) rolls you make against creatures you land next to or on.
Previous Versions
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