Base Class: Rogue
When the wall is too high, the gap is too wide, who do you call? When the way is scattered with rocks, when you need the high ground, who do you bring?
The Jumper.
Originally, the Jumper school was a monastery, where monks studied and trained. The temple was hidden deep into rocky mountains, where only those with the utmost determination and leaping could reach. But, their greatest disciple left the monastic life, using his talents for thievery instead of protection. He became renowned for his unearthly agility, and was in high demand, eventually being unable to keep up with all his shady and black market contacts.
He then began to train his own pupils to ease the workload. They too attained incredible leaping ability, and began to be known as Jumpers. The thieves guild eventually became so successful its founder was able to retire from active theft and focus solely on training, producing some of his greatest disciples. They in turn passed down the techniques for amazing jumping prowess and innovated some of their own, and the way of the Jumper spread throughout the criminal underworld.
It could be that you transferred into a Jumper guild, or it was revealed to you that you were in one all along, or even that you began with prodigious jumping ability all your own. You are now set on a path that will take you to the skies, for you are a Jumper: one who fights gravity, and wins.
Springy Legs
Even this early in your training, Jumper techniques have noticeable benefits on your ability. Your legs feel light and powerful, and you're able to jump much farther than normal. When you make a jump you are always considered to have a running start. You can make an Athletics check to jump as part of the action, and can move as far as the check allows. The distance for vertical jumps is 3+half check result.
Long Strides
Your stretches and training with weighted boots mean you're more agile than normal when not encumbered, and more able to get your footing for a good jump from any situation. When not wearing heavy or medium armor or a shield, speed increases by 10. You also have advantage on Athletics checks made to jump.
Death From Above
After spending so much time going airborne, you're now able to fall with style, and know how to protect yourself from a bad fall. You can make a melee attack while falling on a creature. If the attack hits, the damage you would take from a fall is halved, and the attack deals extra damage equal to the falling damage you would have taken(not factoring in this feature). You can use a reaction to reduce any falling damage you would take by five times your rogue level.
Double Jump
Whether on a narrow ledge, awning, person, or perhaps, if you squint, nothing at all- with Jumper techniques you are capable of getting some extra leverage and propelling yourself on a different trajectory after leaving the ground. You can make a second Athletics check to jump in mid-air using a bonus action; this jump cannot exceed your total movement for the jump but it can change directions.
Cloud Jump
All of your Jumper training has finally paid off: you now have a level of finesse and skill with jumps that allows you to far exceed what most believe is even possible, with unmatched consistency. You are considered to be permanently under the effects of the Jump spell. Can use Dexterity instead of Strength for Athletics checks to jump, roll twice and take the better of any Athletics checks to jump. When you aren't incapacitated or surprised and roll initiative, you can make an Athletics check to jump towards a creature that has not acted in combat as part of rolling initiative. The jump can't be your maximum unless you land close enough to strike with a melee weapon you wield.
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