Base Class: Rogue
Not all entertainers are bards and actors. Some live for the dangers of daring stunts and high stakes feats of physical perfection. Some of these acrobats lead double lives. Acrobat by day, thief or assassin by night. In combat, rather than skulk about the shadows they run, jump and flip around the battle field in a daring dance of steel.
Acrobatic Maneuvers
Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make am acrobatic maneuver action. The acrobatic leap maneuver allows you to attempt to grant your next melee attack advantage on a creature within 5ft by making an acrobatics check whose DC is equal to the target's AC plus their dexterity modifier if successful.
Flash of Steel
Starting at 9th level, you can throw a number of daggers equal to your number of sneak attack dice. Roll each dagger throw as a separate attack.
Dazzling Performance
By 13th level, your feats of acrobatics leave your enemies captivated by your performance. When you make an acrobatics skill check creatures within 30ft of you must make a charisma saving throw with a DC equal to your Acrobatics modifier or be incapacitated until the end of their next turn. Your allies are immune to this effect, having seen you do this a million times.
Ringmaster
When you reach 17th level, you have mastered the art of the dagger toss. Your daggers now deal 2d4 damage when thrown. You may also perform an acrobatic feat so as to appear as if you have cast the spell cloud of daggers. You may perform an acrobatics check. The spell level you "cast" cloud of daggers at is equal to one quarter of your acrobatics check rounded down, capping at 9. this "spell" is not considered magical and creatures roll for the Dazzling Performance feat at the end of the "spell."
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