Rogue
Base Class: Rogue

Rogues following the acrobat archetype lean way beyond into their stunts of suppleness than the traditional swindler or burglar. Their bodies are as flexible as the likes of a snake, able to perform all feats of dextrous maneuvers that most would not even consider achievable by any measure. For an acrobat, there are no chasms too wide, no crevices too narrow, no ramparts too high; all are merely the apparatus of their art for everyone else's amazement.

Level 3: Artistic Gymnastics

You have acquired a greater understanding of your own body through relentless training, allowing you an impressive range of graceful exercises.

Proficiency. 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 that proficiency.

Tumbling Arts. You gain a Climb Speed equal to your Speed. You can determine your jump distance using your Dexterity rather than your Strength. When you fall, you can reduce any damage taken from the fall by an amount equal to your Dexterity modifier plus your Rogue level and Proficiency Bonus (no action required).

Level 3: Fatal Aerialist

Your perplexing movements and dodges leave your enemies at the mercy of your attacks where they least expect them. If you jump within 5 feet above a creature, you can perform a Sneak Attack against that creature as part of a Reaction without requiring advantage on the attack roll.

Level 9: Dashing Contorsionist

You can dislocate your body with unerring precision, allowing you to pass through the narrowest of passages and evade attempts to restrain your limbs.

Pliable. You gain a Crawl Speed equal to your Speed. You can move through any space that is one size smaller than you without squeezing.

Unrestrainable. You can spend 5 feet of movement to escape from nonmagical restraints or the Grappled condition.

Level 13: Improvising Trapezist

You have a knack for using your enemies as springboards for a swift escape or arrival. As a Bonus Action, you can jump onto a creature within 5 feet of you or land onto a creature that is Large or smaller, causing it to perform a Strength Saving Throw against a DC that is equal to 8 plus your Dexterity modifier and Proficiency Bonus. On a fail, the creature is knocked Prone until the end of your next turn. You do not provoke Opportunity Attacks from the creature regardless of the result.

You can use this Bonus Action a number of times equal to your Dexterity modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

Level 17: Daring Somersault

You master the full momentum of your weight to make gravity your greatest ally. If you land onto a creature after falling from a distance greater than 10 feet, you can add the falling damage to your Sneak Attack against that creature while entirely negating the damage you would have taken from the fall.

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