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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