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."
Previous Versions
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Posted Feb 9, 2022Hey you :)
The concept is nice.. But.. This is a way to strong power.. And i gaze at Flash of steel. At level 9 you will have 5 sneak dice. So 5 daggers to throw AND each dagger throw as a separate attack. A fighter att level 9 have 2 attacks.. So.. If we apply only 1 feat.. Sharpshooter everything dies.
My guess is that you will have a minimum of 18 dex (+4 mod). Hit and damage +4. Sharpshooter -5 to hit and +10 to damage. Dager 1d4 damage. Sneak attack 5d6 (only ones/turn).
And you are a level 9 rogue so stealth and attack with advantage is obvius. So.. One attack give you 1d4+4 (dex mod)+10 (sharpshooter). Damage: 15 to 19.. Times 5 (5 attacks) + 5d6 sneak attack. For a total of 5d4+5d6+70. At level 9.. Without no restrictions.
Now you multiclass till fighter for your next 11 levels. Now we have action surge at level 11 (fighter 2), Extra attack att level 14 (fighter 5) and Extra extra attack att level 20 (fighter 11).
So at this point.. Well..
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Posted Dec 24, 2019Hey there. Great idea with this one! Just a few questions:
The first is about 'Acrobatic Maneuvers'. It seems like it lacks versatility, and the essence what it means to be an acrobat. Maybe the feature could give + to jump distance? Advantage/expertise on acrobatics? An array of different jumping options which give different options? Reduce fall damage? Idk...it just seems like it is lacking.
The only other is about 'Flash of Steel'. It is a really cool looking ability, but to have no limited number of times seems....really powerful (I hate using 'OP', because honestly, most things are workable if there is a great idea behind them. Otherwise, what's the point of dnd?). Being able to throw up to 10 daggers every round at 20th level, without cool down, averages to about 90 damage (providing all attacks hit: 20d4 + 50 from dex bonus). This is more than the average fighter, and this is a rogue we're talking about. Plus, if the acrobat ever learns the secrets to the Hex or Hunter's Mark spells......Asmodeus, save us all. It would come to an average of 120 damage a round! And that's without any crits! Or multiclassing 1 hex blade, in which case, the damage can ramp to 180 with hex blade's curse on, even without the added chance of crits (19-20). This is the problem with spreading out damage over so many attacks.
Maybe there should be a cap? (Say, twice a long rest at higher levels?) Idk.
Please let me know
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Posted Dec 20, 2019Acrobatic maeuvers is really underpowered. Maybe make it DC 15 or 1/2 the target's AC, whichever is lower. Flash of steel is good, but maybe make it half the player's sneak attack dice, just so that the rogue doesn't end up outdoing everyone else in attacks per round. Dazzling Performance has a relatively low DC, but the effect is devastating. Maybe up the DC to 8 + prof +DEX, so the DC is higher (at 20th level it's only 13, which most enemies can beat with ease). Incapacitated is a bit too harsh, maybe make those affected stunned instead. The ringmaster feature is a great idea, but reliable talent makes it so that the base level of the cloud of daggers "spell" is 5th. That means that it will deal 10d4 damage per "cast." I would suggest only allowing it to be done once per short or long rest, just so that it isn't abused every turn. Paired with sneak attack, all of these are devastating, so I would say just tune down the damage a bit. I love the idea, though, it's a really great concept, just requires some fine-tuning.