Aerial Acrobat Image
Prerequisite: Requires a dexterity score of 15 or higher.
 

Whether you were raised in the circus, or are a creature capable of soaring to your heart's content, being an aerial acrobat comes with its own perks:

Combat:

-Your prowess with aerial mobility comes to shine in combat, granting you a bonuses over your enemies. 

-You can use your knowledge of the air and it's properties to shield yourself against physical harm. For example, you can cast the feather fall spell three times between each short rest, and you have advantage on all rolls regarding thunder damage and sound spells. If you are facing an enemy with this feat, neither has advantage or disadvantage.

-Starting at level 5, Once during your turn as a bonus action, you can use a bludgeoning weapon to launch an enemy into the air, dealing normal weapon damage. You then make an acrobatics check (10) to leap into the air. On a fail, you simply slip a bit and lose your turn, returning to your original position. On a successful throw, you leap into the air after the enemy, and get a second attack with your weapon, dealing another damage roll plus 1d4 for the enemy's impact on the ground. You regain all charges of this ability after a long rest, and you gain a second charge at level 10, and a third at level 17.

Aerial Acrobat Image

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