Base Class: Rogue
A good Rogue knows how to use height to their advantage, the Aerialist has taken this advice and made it their MO. Whether they are swinging through trees or hopping the roofs of buildings the Aerialist always has the high ground.
An adaptation of the Aerialist subclass made by ASTROMANCER for Ranger. (I just thought it would be dope as a Rogue subclass.)
Graceful Leap
Starting at 3rd level, when you choose this archetype, your jumping is as much about acrobatic agility as it is about brute strength. You may use your Dexterity score when determining your jump distance. In addition, you may use either Strength (Athletics) or Dexterity (Acrobatics) when making checks related to jumping.
At 7th level, your Dexterity score is doubled when calculating your jump distance. At 11th level your Dexterity score is tripled when calculating your jump distance.
Death From Above
At 3rd level the Aerialist knows that height and ranged attacks go hand-in-hand. You gain proficiency with all ranged weapons, including firearms.
Jumping Strike
At 9th level, you can jump and attack simultaneously. Once per turn, during or immediately following a jump, you can make an additional attack. On a hit, the target takes additional damage equal to your ranger level.
At 11th level, the additional damage applies to all attacks made during or following the jump.
Height (Dis)Advantage
Starting at 9th level, when a creature at least 5ft below you makes a ranged attack against you, you may use your reaction to impose disadvantage on the attack. If the attack misses, you move 5ft in any direction. However, if you are unable to move 5ft without staying at least 5ft above the creature, you can’t take this special reaction.
Aerial Agility
At 13th level, you are a master of leaping and agility. You gain expertise in the Athletics or Acrobatics skills if you don’t already have it. additionally, you take half damage from falling, you don’t fall prone if you land on difficult terrain, and while jumping, opportunity attacks have disadvantage.
At 17th level you no longer take any damage from falling.
Stalk Your Prey
Starting at 13th level, you have advantage on stealth checks when hiding from creatures at least 5ft below you. In addition, you gain the ability to use your sneak attack against creatures at least 5ft below you.
Drop-kick
At 17th level you are a master of attacking through the air. When you use Jumping Strike and jump more than your walking speed, instead of dealIng additional damage to a target, you may choose to impose one of the following effects:
- You gain advantage on your next attack against the target.
- You knock the target prone.
- You push the target back 10ft.
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