Base Class: Rogue
Trained by circuses, certain temples and the odd organisation of criminals (or vigilantes), the archetypical Acrobat is light on their feet and incredibly agile, able to tumble, somersault and walk across tightropes with ease. The skills of a gymnast find a myriad of applications in the adventuring world, so whether it be for dungeon diving, cat-burgling, or brawling in a busy tavern, acrobats are always great to have on your side.
Level 13: Freerunning
Starting at 13th level, you ignore difficult terrain and climbing no longer halves your movement. Additionally, you can spend up to half your movement speed on your turn climbing even difficult surfaces (such as vertical walls) without making an ability check.
Level 17: Peerless dodge
By 17th level, you are so nimble, you can dodge almost anything. Your can take the Dodge action as a bonus action on your turn. Additionally, when a creature you can see damages you with a spell, you can use your Uncanny Dodge to halve the spell’s damage against you.
Level 17: Peerless dodge
By 17th level, you are so nimble, you can dodge almost anything. Your can take the Dodge action as a bonus action on your turn. Additionally, when a creature you can see damages you with a spell, you can use your Uncanny Dodge to halve the spell’s damage against you.
Level 3: Natural acrobat
Starting at 3rd level, you have proficiency in the dexterity (acrobatics) skill if you did not already have it, and you have advantage on ability checks made using this skill on your turn. Additionally, you can stand from being prone without using any movement.
Advanced tumbling
At 3rd level, you can move through the space of any creature. Once you have moved through a creature’s space that creature has disadvantage on opportunity attacks against you until the end of the turn.
Advanced tumbling 13th level
At 13th level, you can move through the space of any other creature without using any movement, up to a maximum of 30 feet on each of your turns.
Parting toss
At 9th level, once on each of your turns, immediately after you move out of a creature’s reach, you can make a ranged weapon attack with a thrown weapon targeting that creature.