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### Acrobat Exceptional feats of agility and motor coordination define those rogues who adhere to the acrobat archetype. Making use of intricate handsprings, vaults, and flips you are able to defy gravity and confound your enemies. #### Nimble Body When you choose this archetype at 3rd level, you have become a blur of jumps, flips, cartwheels and rolls. You can move up to half your walking speed as flying. This benefit repeats if you take the dash action, but works only in short bursts; you fall if you end your movement in the air and nothing else is holding you aloft. #### Daring Tumbler Also at 3rd level, your tumbling skills allow you to transfer your falling momentum into your attacks. If you move at least 10 feet through the air to land on or beside a creature, and immediately make a melee attack, you roll the attack with advantage. On a hit, you can add the fall damage dice you would have received to your Sneak Attack damage. If you fail to hit the creature, you can ignore up to twice your rogue level in fall damage, and do not land prone after receiving any remaining damage. #### Artful Funambulation Reaching 9th level, you have perfected your balance when moving over cordage. You no longer need to roll an ability check to move horizontally or vertically across ropes, chains, or other similar objects that can support your weight, and you have advantage on Dexterity (Stealth) checks made while utilizing them. Moving in this way does not cost you extra movement. #### Wily Contortionist By level 13, your disconcerting flexibility allows you narrowly escape danger. While you are not wearing medium armor, heavy armor, or wielding a shield, you gain a + 2 bonus to your AC and Dexterity saving throws. Additionally, you can move through spaces as small as 1 foot square as difficult terrain, and you are able to spend 10 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has you grappled. #### Fearless Aerialist When you have reached level 17 you have mastered the arts of the aerial combatant. As part of your Nimble Body feature, you are able to move up to half your walking speed, twice, as flying. This benefit repeats if you take the dash action, and you fall if you end any movement through the air if nothing else is holding you aloft. Additionally, when using your Daring Tumbler feature, you no longer take damage from falling, even if the attack fails, and you score a critical hit on rolls of 18-20.
- **Artist: Bayard Wu**