Prerequisite: Strength 13 or higher and Dexterity 13 or higher
You’ve trained in freerunning and the non-combative martial art of parkour as a means of weapons avoidance and efficiently closing a distance to an opponent. You gain the following benefits:
- If you move at least 10 feet on foot, you can then move along vertical surfaces for the remainder of your turn without falling during the move.
- If you make a long jump, high jump, Strength (Athletics) check, or Dexterity (Acrobatics) check on your turn, you can then use the Dash action as a bonus action.
- When you make a running long jump on your turn, any subsequent long jumps you make on that turn are considered running even if you don’t move at least 10 feet on foot immediately before the jump.
- You have advantage on Strength (Athletics) checks, Dexterity (Acrobatics) checks, and Charisma (Performance) checks to execute unconstrained physical tricks, such as flips, aerial twists, breakdancing moves, difficult balancing acts, and other expressive gymnastics.
- You can use your reaction when you fall at least 10 feet to roll and mitigate the impact. Make a Dexterity (Acrobatics) check. You reduce any falling damage you take by an amount equal to twice the amount you scored on this Dexterity (Acrobatics) check. If you reduce the damage to 0, you gain the benefits of taking the Disengage action.
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