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Acrobat

Even Acrobats who are not inclined toward larcenous behavior are rarely looked up to by the rest of their society. Acrobats are almost always wanderers, as even a small town quickly tires of its entertainers, so they must move on to the next, where their tricks and displays may be considered new and impressive.  

Aerial Agility

Starting at 3rd level, you gain the ability to move in flying leaps with incredible speed, precision, and power. Few obstacles can prevent you from reaching your destination.   When you move, you can instead take two short movements by flying. Each movement is at half your speed, and you must end each one on a creature, solid object, or ground. If you do not, you fall and your movement ends.   In addition you gain proficiency in the Acrobatics skill and a climbing speed equal to half your walking speed.

Graceful Descent

Starting at 9th level, you no longer take damage from falling less than 100 feet.   In addition, you have resistance to falling damage.

Improved Aerial Agility

Starting at 13th level, your Aerial Agility feature improves and you gain the following benefits. When you move you can instead take 3 short movements by flying.   Whenever you end your flying movement and you are within 5 feet of a climbable surface you may grab onto that surface as though you were climbing upon it.

Fall Upon Them

At 17th level, you learn to utilize the momentum of your fall to make deadly vertical strikes.   Whenever you fall at least 50 feet and land within 5 feet of an enemy creature you can use your reaction to make one weapon attack against that creature. If the attack is a Sneak Attack you can add 3d6 extra weapon damage to the damage roll and the creature must make a Dexterity saving throw or be knocked prone.

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