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Parkour

 

Mechanics:

 

Quick Movement:

While moving through urban or difficult environments, such as city streets, rooftops, or dense forests, you can use parkour to move more freely and rapidly than normal.

You can move across uneven surfaces, climb obstacles, or navigate terrain that is usually considered difficult or impassable. You ignore non-magical difficult terrain caused by environmental obstacles, such as rubble, debris, rooftops, or market stalls.

Your base walking speed increases by 10 feet when using parkour to traverse urban terrain, as long as there are multiple surfaces and obstacles to interact with.

 

Leaping and Vaulting:

When running at least 10 feet before attempting to jump, you gain advantage on your Strength (Athletics) checks to make long jumps or Dexterity (Acrobatics) checks to make high jumps. Additionally, you can leap over objects or low obstacles up to 5 feet high without making a check if you're moving at full speed.

You can vault over obstacles (such as railings, low walls, or market stalls) as a bonus action. This allows you to move without stopping for minor obstacles in your path.

 

Wall Running:

You can run along vertical surfaces or walls for up to 10 feet horizontally without falling, provided you start your movement on a stable surface. This allows you to leap between walls or across gaps. You must end your turn on a surface you can stand on, or you fall as normal.

If you are proficient in Acrobatics, you can attempt more difficult maneuvers like wall flips or transitioning between walls in tight spaces (like alleys). For particularly complex moves, make a DC 15 Dexterity (Acrobatics) check. On a success, you execute the move and continue moving. On a failure, you lose your footing and fall (taking damage if appropriate for the height).

 

Climbing Speed:

You gain a climbing speed equal to your normal walking speed when climbing urban structures such as buildings, walls, or trees. You do not need to make Strength (Athletics) checks for climbing in these cases, unless the surface is extremely smooth, sheer, or slick.

If you use both your action and movement to climb, you can move double your climbing speed.

 

Acrobatic Escape:

When a creature makes a melee attack against you, you can use your reaction to make a Dexterity (Acrobatics) check to evade the attack by quickly dodging, vaulting, or leaping out of the way. If your check exceeds the attack roll, you avoid the attack and may immediately move up to 10 feet without provoking opportunity attacks. This movement must be in a direction away from the attacker.

 

Parkour Mastery:

 

Expert Parkour:

Your climbing speed increases to twice your walking speed.

When jumping between surfaces, walls, or rooftops, you can jump 20 feet horizontally or 10 feet vertically without making a Strength check.

You gain advantage on all Dexterity (Acrobatics) checks when attempting complex parkour maneuvers like wall running, leaping across gaps, or sliding under obstacles.

 

Momentum Mastery:

When you move at least 10 feet during your turn, you can take the Dash action as a bonus action. This Dash action can only be used to continue moving in a straight line or along a wall/obstacle.

While dashing, you can make one attack or ranged weapon attack as part of your movement without stopping. If the attack hits, you can immediately continue moving after the attack without provoking opportunity attacks.

 

Falling Gracefully:

If you fall from a height, you can reduce the damage taken by 5 times your Dexterity modifier (minimum of 5). Additionally, if you land on a soft surface (such as a haystack, pile of leaves, or rooftop), you can make a Dexterity (Acrobatics) check (DC 15) to reduce all fall damage to 0.

 

Balance Considerations:

 

Environmental Limitation: Parkour is most effective in urban environments with lots of surfaces to jump between and obstacles to climb. DMs should consider the terrain when allowing parkour-based feats or features, as characters will need a space where vertical or acrobatic movement is possible.

High-Risk, High-Reward: Parkour feats give a significant mobility boost but are best used by characters with high Dexterity. The risk of failing an acrobatic maneuver (especially from high altitudes) adds tension and excitement to its use.

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