Base Class: Rogue
You focus your training on the art of acrobatic attacks, relying on your nimble elegance, exceptional balance, and distracting charm in equal parts. While some warriors are brutes clad in heavy armor, your fighting style looks more like a performance. Performing nimble acrobatic maneuvers, moving through combat with evasive elegance, and staying out of danger is your focus.
A Nimble Acrobat dominates one-on-one combat, striking with precision and repositioning before a foe can answer.
Level 3: Acrobatic Mastery
Master specialized maneuvers fueled by Acrobatic Dice, allowing you to outmaneuver foes with precision and mobility.
Acrobatic Maneuvers. You learn three maneuvers of your choice. Many maneuvers enhance your movement in some way.
You learn two additional maneuvers of your choice when you reach Rogue levels 7, 10, and 15. Each time you learn new acrobatic maneuvers, you can also replace one acrobatic maneuver you know with a different one.
Acrobatic Dice. When you choose this archetype at 3rd level, you have four Acrobatic Dice, which are d8s. An Acrobatic Die is expended when you use it. You can expend only one Acrobatic Die per turn. You regain all expended Acrobatic Dice when you finish a Short or Long Rest.
You gain an additional Acrobatic Die when you reach Rogue levels 7 (5d8) and 10 (6d8). At level 15 your Acrobatic Dice become 6d10.
Saving Throws. If a maneuver requires a saving throw, the DC equals 8 plus your Dexterity modifier and Proficiency Bonus.
Level 3: Elegant Footwork
Strike your foes and move with precision, preventing those you attack from making opportunity attacks against you.
When you hit a creature with a melee attack on your turn, that creature cannot make opportunity attacks against you for the rest of your turn.
Moving through the space of hostile creatures no longer costs you extra movement, though you must still succeed on any required ability checks.
Level 9: Rebounding Roll
Maintain your footing through chaos, quickly recovering from knockdowns and resisting forced movement.
At 9th level, you have advantage on ability checks and saving throws made to resist being forcibly moved or knocked prone.
Standing from prone costs only 5 feet of your movement speed, and you have resistance to falling damage.
When you are knocked prone, you can use your reaction to land on your feet instead. You may do this a number of times equal to your Dexterity modifier (minimum once), regaining all expended uses when you finish a long rest.
Level 13: Unbroken Motion
Turn a successful strike into continued movement, slipping away before your enemy can respond.
Starting at 13th level, your momentum carries you through the battlefield without pause.
Once on each of your turns when you deal Sneak Attack damage, you can immediately move up to half your speed without provoking opportunity attacks from the target of that attack.
If this movement ends farther from the target than where you started, you gain a +2 bonus to AC against that creature until the start of your next turn.
Untouchable
Your reflexes defy lethal blows, turning critical hits aside and overcoming even devastating effects.
Beginning at 17th level, your reflexes border on the impossible.
When a creature scores a critical hit against you, it becomes a normal hit instead.
Additionally, when you fail a Dexterity saving throw, you can choose to succeed instead. Once you use this feature, you cannot do so again until you finish a short or long rest.
Level 17: Improved Acrobatic Maneuvering
Your Acrobatic Die becomes a d10.
Level 3: Acrobatic Maneuvers
The acrobatic maneuvers are presented here in alphabetical order.
Center Stage
Draw every eye with your dazzling talents, assisting your allies with a better chance to step away from a foe without notice.
As a bonus action, you can expend an Acrobatic Die to command attention with dramatic movement. Creatures of your choice that can see you must succeed on a Wisdom saving throw against your maneuver save DC.
On a failed save, choose a number of those creatures up to the number rolled on the Acrobatic Die. Until the start of your next turn, those creatures have disadvantage on opportunity attacks against you and your allies.
Counterstep
Evade a hostile creature's attack and return with focused precision in yours.
When a creature misses you with a melee attack, you can use your reaction and expend an Acrobatic Die to move up to 5 feet and gain advantage on your next attack against that creature.
This movement does not provoke opportunity attacks from the triggering creature.
Dazzling Feint
Dazzle a foe with acrobatic flair, opening them to precise strikes.
As a bonus action, expend an Acrobatic Die and perform a dazzling distraction.
Choose one creature within 5 feet. Add the die to your next attack roll against it this turn. Additionally, the next attack made against that creature by anyone other than you before the start of your next turn gains a bonus equal to the number rolled.
Evasive Roll
Roll clear of danger, reducing harm while slipping into a safer position.
When you are forced to make a Dexterity saving throw, you can use a reaction to expend an Acrobatic Die and add it to the roll.
If you succeed, you may immediately move 10 feet.
If you already take half damage on a success, you instead take no damage.
Low Sweep
Your strike flows into a sudden pivot, scything beneath their stance and stealing the ground from under them.
When you hit a creature with a melee attack, expend an Acrobatic Die to attempt to knock it off balance.
Add the die to the damage. The target must succeed on a Strength save or be knocked prone.
Large or larger creatures roll the save with advantage.
Momentum Shift
Your determined speed makes you difficult to intercept.
When you use Dash, you can expend an Acrobatic Die to press forward with striking precision. Until the end of your turn, opportunity attacks against you are made with disadvantage.
Before the end of this turn, add the Acrobatic Die to one attack roll.
If the attack hits, you can immediately move up to 15 feet. If the attack misses, your movement ends within 5 feet of the target.
Passing Strike
Cut through an enemy’s reach without breaking stride.
When you move at least 15 feet before attacking, you can expend an Acrobatic Die.
Add the die to the damage roll. You may add up to 15 feet after your attack, without provoking opportunity attacks from that creature this turn whether the attack hits or misses.
Saving Grace
Intercept an attack against another, striking the attacker to deflect or lessen the blow.
When a creature you can see within 15 feet of you makes an attack against a creature other than, you can use your reaction and expend an Acrobatic Die to move up to 15 feet to a space within your reach of the attacker and make one melee attack against it, adding the Acrobatic Die to the attack roll. This movement does not provoke opportunity attacks from that creature.
If your attack hits, the triggering attack misses. If your attack misses and the triggering attack hits, the target instead takes half the attack’s damage.
Slippery Escape
Twist free from capture and glide beyond your captor’s reach.
When you are grappled or restrained, you may expend an Acrobatic Die and add it to a Dexterity (Acrobatics) check to escape. You can make this Acrobatics check in place of any Strength (Athletics) check normally required to escape the grapple or restraint.
On a success, you may move 10 feet without provoking opportunity attacks from the creature that held you.
Springing Assault
You descend from above with lethal intent, momentum carrying your strike through their guard.
When you jump, expend an Acrobatic Die and add the number rolled to both the distance and height of the jump.
If you land within 5 feet of a creature, you gain advantage on the first melee attack you make against it that turn.
Stick and Move
Strike and get away before your foe can answer.
After making a melee attack, you may expend an Acrobatic Die to move up to half your speed.
Add the die to your AC against opportunity attacks triggered by this movement, until the start of your next turn.
Tumble Through
Roll through an enemy’s space to unbalance them, before they realize what is going on, you are already behind them and strike with advantage.
When you attempt to move through a hostile creature’s space, expend an Acrobatic Die and add it to your Acrobatics check.
On a success, you may move through the creature and gain advantage on the next melee attack you make against it before the end of the turn.
Unbound Stride
Run along walls or water, transforming terrain into a pathway.
When you move, you can expend an Acrobatic Die to briefly defy gravity.
For a number of feet equal to 5 × the die roll, you can move along vertical surfaces or across liquids without falling during the movement.
If you end your turn unsupported, you fall normally.
Vaulting Strike
Vault off a foe or slide between its legs as you strike, using momentum to reposition without provoking retaliation.
When you move at least 10 feet straight toward a creature, you can expend an Acrobatic Die to vault off it or through its space as part of your attack.
Add the die to the attack roll or the damage roll (your choice). You can then land in an unoccupied space within 5 feet of the target without provoking opportunity attacks from that creature.
If the attack hits, you do not provoke opportunity attacks from that creature until the beginning of your next turn.
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