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.
Tumbling Arts. You have Advantage on any Dexterity (Acrobatics) check you make that involves you performing acrobatic stunts.
Climber. You gain a Climb Speed equal to your Speed.
Jumper. You can determine your jump distance using your Dexterity rather than your Strength.
Vaulting Specialist. You can leap on a full distance while performing a standing High Jump or Long Jump.
Righting Reflex. 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 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.
Crawler. You gain a Crawl Speed equal to your Speed.
Pliable. You can move through any space other than Tiny that is one size smaller than you.
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 propel yourself away from a creature or land onto a creature within 5 feet of you that is Large or smaller while performing a High Jump or Long Jump, 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.
Previous Versions
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