College of Grace

Epic tales, dazzling feats, and perilous stunts make up the daily lives of students of the College of Grace. These wondrous acrobats can narrate tales of battle like no one else. Concomitantly with their artistic skills, they develop an original fighting style capable of vexing and disorienting even the most seasoned opponents.

Such bards will be found on many improvised stages: village festivals, the periphery of a battlefield, the funeral of a warlord. Their gymnastics attract dozens of onlookers for whom they remain mysterious individuals, at the same time fascinating and formidable.

Consummate Acrobat

At 3rd level, you gain proficiency with the Acrobatics and Athletics skills. If you were already proficient in either of these skills, your proficiency bonus is doubled for any ability check you make that uses it.

Eel Dance

Beginning at 3rd level, if you are not suffering a condition, you get a +1 bonus to your AC.

Acrobatic Feint

Also at 3rd level, you can use your virtuosity to draw the attention of your opponent and leave them open to attack.

As an action, you can make a Dexterity (Acrobatics) check contested by a creature’s Wisdom (Insight) or Dexterity (Acrobatics) check (creature’s choice). If you succeed on the check, all your allies have advantage on melee attacks against the creature until the end of your next turn.

Additionally, you can use a bonus action to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature’s AC. This effect also lasts until the end of your next turn.


Starting at 6th level, your agility and escape artistry enable you to slip through the clutches of your enemies and roll between their legs. As a bonus action, you can take the Disengage action or move through another creature’s space in the course of your movement.

Additionally, your body is so supple that it can absorb the most violent shocks. When you take bludgeoning damage, you can use your reaction to make a Dexterity (Acrobatics) check and subtract the result from the damage. Once you use this feature, you can’t use it again until you finish a short or long rest.

Finally, you can apply twice your proficiency bonus to ability checks whose purpose is to slip free from bonds or physical restraints, even if the ability check is not associated with a skill or type of tool.

You contort your body and dislocate some of your joints, in particular in your shoulders and thumbs.

Befuddling Stunt

At 14th level, you have become a master in the art of confusing and bedazzling your opponents with your twirls and spins.

Before a creature makes an attack roll against you, you can use your reaction to make a Dexterity (Acrobatics) check and use the result as your AC against this one attack.

Additionally, if the attack fails and was a melee attack, you can expend one of your uses of Bardic Inspiration. The attacker must then make a Wisdom saving throw against your spell save DC. On a failure, it must repeat its attack against another target of your choice (including itself), adding the die of your Bardic Inspiration to its attack roll.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a short or long rest.

Section 15: Copyright Notice

Fateforge Role-Playing Game Adventurers Core Rulebook Copyright © 2019 Studio Agate Joëlle ‘Iris’ Deschamp