Base Class: Rogue
Graceful to watch, you are a combat gymnast: infuriating to fight and impossible to pin down, you are a master of blending acrobatic mastery with seamless martial prowess, weaving a combat flow in an aerial combat only you can navigate.
Often found as circus acrobats, pirates and simple thieves, combat gymnasts are a wonder to watch, as they slip through a giant’s fingers, slide in between a bandit’s legs and somersault away from a dragon’s flaming breath while throwing a dagger in mid-air.
Suversive Movement
Beginning when you adopt this archetype at 3rd level, your unparalleled ability to move grants you the following benefits:
- Uncanny Fluidity. You ignore size restrictions when determining whether you can move through an enemy’s space, and enemy spaces do not count as difficult terrain.
- Slip by Strike. When you move through an enemy’s space, you can use your Sneak Attack against it even if you don't have advantage on the attack roll, but not if you have disadvantage on it, as long as you have passed through their space since the end of your last turn.
- Battle Reflex. When you take damage from an attack, you can use your reaction to jump and move through the air to an unoccupied space you can see within 15 feet of you. You may also use this feature as part of using your Uncanny Dodge feature, once you gain it.
Planned Choreography
Also at 3rd level, you are skilled at finding the best way through challenging spaces, like a stampeding crowd, a lava filled lake dotted by rocky pillars, or a dungeon’s corridor littered with blades and spikes. You can spend 1 minute examining your immediate surroundings, and if you do, you gain advantage on any Dexterity checks or saving throws you make to navigate that area safely. These benefits last until you’ve moved through that space or the surroundings change enough that the analysis is no longer helpful.
Gifted Aerialist
Starting at 9th level, when calculating fall damage, if you are rolling a total of four damage dice or fewer, you instead take no damage, and your jump distance is now determined by your Dexterity score, instead of your Strength.
Additionally, whenever you are adjacent to a vertical surface (such as a pillar or a wall) or at any point during jumping, you can make a second jump (no action required), which allows you to move up to a distance equal to five times your proficiency bonus without expending movement. You can use this feature once per turn.
Flow State
At 13th level, you become more dangerous when acting on reflex. Whenever a creature within range of the weapon you are holding uses an ability or spell that triggers your Evasion feature, or attacks a creature you can see within 10 feet of you (including you), you can use your reaction to immediately make an attack against them and move through the air to an unoccupied space you can see within 15 feet of you.
Supreme Gymnast
By the time you’ve reached 17th level, you have become an unsurpassable gymnastic expert. You gain the following benefits:
- You cannot be knocked Prone against your will.
- You have advantage on all ability checks and saves against being grappled or restrained.
- When you jump or take the Dash action, all attacks against you are made with disadvantage until the end of the turn.
- When you use your Gifted Aerialist feature, you can make one weapon attack against a creature within range, and as long as you are in mid air, that attack benefits from your Sneak Attack, even if you have already used it this turn.
Previous Versions
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