Parkour isn't about defying gravity, it's about making friends with it and convincing it to bend the rules
You benefit from:
- +2 Athletics
- +2 Acrobatics
- MOMENTUM CHAIN - Every successful Athletics or Acrobatics check gives a +1 to the next result. This resets on a fail.
- PARKOUR DASH - When you take the DASH action, you may add a parkour manuever (wall run, vault, flip, jump) without extra movement cost
- PARKOUR FALL - On any fall, you may use a REACTION to make an Athletics or Acrobatics check to grab on to a ledge or otherwise avoid the fall. The DM will determine the difficulty.
- MOVE THROUGH URBAN TERRAIN (must be Level 2 or higher) - Move through difficult urban terrain normally.
- WALL JUMP (must be Level 3 or higher) - Move up to your jump distance which does not count against your movement speed or action.
- WALL RUN (must be Level 5 or higher) - Move up to 15 feet on a vertical surface. Must start from at least a 10 foot run.
- TOWER JUMP (must be Level 8 or higher) - Jump a horizontal distance equal to 2x Strength score plus 5 ft per 10 ft height. Bludgeoning damage may still incur for distances greater than 30ft, but may be halved with a successful Acrobatics or Athletics check vs DC15
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
8/15/2025 1:10:49 AM
|
2
|
0
|
--
|
Coming Soon
|
Comments