Base Class: Rogue
Aerialist rogues, or Skydancers, are adept acrobats, wether jumping, juggling or performing dangerous feats of flame and fate. Most mortals can leap no higher than two feet. The skilled can reach just over five, if they try. But Aerialists can easily reach twenty feet in one bound, and with that unhuman hight, a complex series of twists and somersaults. These Skydancers always land on their feet.
High Leaper
When you choose this archetype at 3rd level, one of your uses of Expertise (1st level) must be in the Acrobatics skill. When you make an Acrobatics check, you may grant yourself advantage on the roll, yet only if you can see or hear.
Also, you're long and high jumps each increase by 15 feet.
Acrobat
Also at 3rd level, you have practiced intricate arial moves which grant different advantages. You can use your Cunning Action to use one of these two actions:
Mid-air somersault
You leap, twisting in mid-air, up to 15 feet to a point you can see within range. This movement doesn't provoke opportunity attacks. If you end this movement in the air, you fall to the ground, yet take one half the usual falling damage and land on your feet. If you try to end this movement on a precarious surface, say a narrow ledge or rolling boulder, the DM may force you to make an Acrobatics check against a DC of his or her choosing. You achieve a stable landing only if you succeed on this check.
Spinning kick
You leap up to 5 feet toward a target. If you land within 5 feet of the target, you may attempt a spinning, arial strike against it. This attack uses your Dexterity modifier for its attack roll. On a hit, the creature takes damage equal to your Sneak Attack damage. This uses up your Sneak Attack for the turn.
Juggling Act
Your prowess in the performing arts has given you the ability to expertly juggle and otherwise manipulate small thingamabobs. At 9th level, you gain advantage on all Slight of Hand and Performance checks that involve manipulating Tiny objects, including juggling. Also, when attacking with a thrown weapon, you can choose to gain a +2 bonus to the attack roll. This bonus increases to +3 at 13th level, and +4 at 17th level.
Arial Charge
At 13th level, you have mastered the art of using your acrobatics to increase the potency of your attacks. When you jump at least 10 feet toward a target, you gain advantage on any attack rolls you make against it until the start of the next round.
Cloud Dancing
At 17th level, you become a master of the circus arts.
You can cast the Jump spell on yourself at will. In addition, you can cast the Cloud of Daggers spell once, and can't do so again until you finish a short rest. When you cast Cloud of Daggers, your hands blur as you juggle the phantasmal blades at high speed.
Also, when you mark a creature with Arial Charge, you can choose so that the first time you hit it on that round, the creature takes additional damage equal to your Rogue level.
You can use this feature a number of times equal to half your proficiency bonus, and can't do so again until you finish a long rest.
Previous Versions
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