The acrobat focuses on exceptional prowess. Quiet as a cat and agile as a monkey, the acrobatic moves gracefully, whether in battle or in the stillness of night.

Second-story Work

When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement. In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.

Stick Fighting

Starting at 3rd level, when you wield a club or quarterstaff, it has the finesse property.

Acrobatic Moves

Starting at 9th level, non-magical difficult terrain no longer costs you extra movement.

Unbalancing Attack

Starting at 13th level, once per turn when you hit a Large or smaller creature, you can force them to make a Dexterity saving throw with a DC equal to 8 + your proficiency bonus + the higher of your Strength or Dexterity modifier. If the creature fails the saving throw, they are knocked prone or they are shoved 5 feet away from you (your choice). You cannot use both Unbalancing Attack and sneak attack on the same attack.

Perfect Balance

Starting at 17th level, as long as you are not incapacitated you cannot be made prone. You never have disadvantage on Acrobatics checks.

Section 15: Copyright Notice

Roguish Archetypes Copyright 2020 by RJ Grady. Published by Tripod Machine.