Rogue
Base Class: Rogue

You focus your training on graceful and precise movements relying on speed, agility and fine motor coordination. Rogues who focus on this archetype weave in and around battle using a variety of different techniques and maneuvers to turn their battlefield presence into a spectacle for others to get lost in.

An Acro Dancer excels in acrobatics, athletics and can maneuver around the opposition on the battlefield.

Leaps and Bounds

When you choose this archetype at 3rd level, you gain proficiency in the Acrobatics skill if you don’t already have it. Your proficiency bonus is doubled for any ability check you make that uses this proficiency.

Additionally you also gain a climbing speed equal to your walking speed and the following benefits to your long jump and high jump:

When you make a long jump, you cover a number of feet up to 5 + (Dexterity modifier * 2) if you move at least 10 feet on foot immediately before the jump. When you make a standing long jump, you can leap only half that distance. Either way, each foot you clear on the jump costs a foot of movement.

When you make a high jump, you leap into the air a number of feet equal to 5 + (Dexterity modifier * 2) if you move at least 10 feet on foot immediately before the jump. When you make a standing high jump, you can jump only half that distance. Either way, each foot you clear on the jump costs a foot of movement. 

Disorienting Dance

Starting at 3rd level, you can use your acrobatic prowess to daze and confuse creatures.

As an action, you can make a special Dexterity (Acrobatics) check against a creature you can see within 5 feet of you that isn’t blinded, contested by the target’s Wisdom (Perception). If the creature cannot see you or is blinded, they automatically succeed the check.

If the creature fails the check, you can make one weapon attack against the creature and gain the ability to use your Sneak Attack even if you don’t have advantage on the attack roll, but not if you have disadvantage on it.

Regardless of whether the creature succeeds the check, you gain the benefit of the Dodge action until the start of your next turn.

Spin Down Sweep

At 9th level, you learn to use your limberness and agility to outpace and hinder your opponents. When you successfully perform your sneak attack on a creature using a melee weapon attack, you can knock the target prone if it is Huge or smaller. Additionally, your walking speed increases by 10 feet.

Athletic Versatility

At 13th level, you can use a bonus action on your turn to gain advantage on the next Dexterity (Acrobatics) check you make during the same turn. Additionally, when you’re prone, you can stand up by spending 5 ft. of movement, rather than half your speed.

Pirouette Pinball

At 17th level, you gain the ability to weave around the battlefield and use your momentum to gain the element of surprise against a group of enemies. You can now use Disorienting Dance on up to 3 different targets per action gaining the benefits and additional Sneak Attacks on each successful check. Each additional targets' Wisdom (Perception) check increases by 5 on the 2nd target and 10 on the 3rd target. Sneak Attack damage is reduced by half per additional successful weapon attack. If one of the additional targets succeed their Wisdom (Perception) check, you lose momentum, are immediately knocked prone and your turn ends.

Previous Versions

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6/27/2024 3:54:17 AM
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