You spend your time finessing past obstacles and flipping over the blade of your enemies. As such, you've become an expert in the art of the acrobat.
You gain proficiency in various acrobat performances, such as tightroping, trapeze, and hoops. You also gain proficiency in the acrobatics skill. If you already have proficiency, you can gain expertise in acrobatics or gain proficiency in Sleight of hand, or athletics. Jumping now uses either your strength or dexterity, whichever you choose. When long jumping, your score is treated as 5 higher, allowing you to jump 5 more feet. If you are rolling a check to long jump, you add 5 to your roll. When High jumping your modifier is treated as 2 higher, and add 3 on rolls associated with high jumping.
As a bonus action, you can flip over an enemy* within 5ft and land on the opposite side with a dc 14 acrobatics/athletics check, whichever you choose, to catch the enemy off guard and choose between advantage on your roll, or a bonus to damage. On a fail, you land prone into an empty space within 5ft of the selected enemy at the DM's disgression. If the enemy has a Dex higher than 17, the dc is raised to 18
When Falling, you may make a dc 17 acrobatics/athletics check to catch yourself onto a wall. If a wall is 10ft away, the DC is raised to 21. If a wall is further, no attempt can be made. Regardless of success or failure, your movement is used up in the check.
*When flipping over an enemy, the enemy may be no larger than one size category over yourself, or no check can be made.
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