Acrobat (5e Class)

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[edit]

<!-Introduction Leader->[edit]

Creating a[edit]


Quick Build

You can make a <!-class name-> quickly by following these suggestions. First, <!-Ability score-> should be your highest ability score, followed by <!-Ability score->. Second, choose the <!-background name-> background. Third, choose <!-elaborate on equipment choices->

Class Features

As a you gain the following class features.

Hit Points

Set parameter to Hit Dice per level, e.g. 1d10

Proficiencies

Armor:
Weapons:
Tools:
Saving Throws:
Skills:

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table: The

Level Proficiency
Bonus
Features
1st +2 <!-Class Feature1->
2nd +2 <!-Class Feature2->
3rd +2 <!-Class Feature3->
4th +2 Ability Score Improvement
5th +3
6th +3
7th +3
8th +3 Ability Score Improvement
9th +4
10th +4
11th +4
12th +4 Ability Score Improvement
13th +5
14th +5
15th +5
16th +5 Ability Score Improvement
17th +6
18th +6
19th +6 Ability Score Improvement
20th +6

Acrobatic Movement[edit]

Starting at 1st level, you gain Advantage on your Strength (Athletics) checks to jump, and gain proficiency with Acrobatics. If you are proficient in Acrobatics already, you add twice your proficiency bonus in that skill.

Nimble Fighter[edit]

Also at 1st level, you can use your Dexterity, rather than Strength, for attacks and damage rolls with melee weapons that are not heavy.

Tumbling Tricks[edit]

At 2nd level, you can perform impressive tricks of acrobatics. Whenever you attempt a trick, you must make a Dexterity (Acrobatics) check against a DC of 10, plus 5 for each time you use this feature after the first.

On a success, you successfully perform the trick. A natural 20 on the Trick check doesn't increase the DC of the trick. The DC goes back to 10 after a short or a long rest.

Acrobatic Strike

If you jump at least 10 feet before making an attack with a melee weapon that lack the heavy or two handed property, you can attempt this trick as part of the attack. On a success, you have Advantage on the attack, and cause additional damage depending on the result of the check: 1d12 (10), 2d12 (15), 3d12 (20), 4d12 (25), 5d12 (30 +).

Breakfall

When you take fall damage, you can attempt to roll, softening the impact. Make a trick check and, on a success, you ignore a number of feet from the fall equal to the result of the check. If the damage is reduced to 0, you are not prone. You can also use this trick if an effect would knock you prone, to avoid being knocked.

Back Handspring

When a creature makes a melee attack against you, you can handspring backwards if you have at least one free hand, avoiding the attack. Make a check, and on a success, you cause that attack to miss, while you move up to a number of feet back equal to the result of the roll, without provoking opportunity attacks.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack[edit]

At 5th level, you can attack twice, rather than once, when you take the Attack action.

Balancing[edit]

At 8th level, you can walk on a unstable or slippery surface at your normal speed. If walking on that surface would normally require Dexterity saving throws or Dexterity checks, you ignore those checks.

Evasion[edit]

At 9th level...

Escape Artist[edit]

At 10th level, when you are restrained or grappled, you can use a Bonus Action to end that condition on you. In addition, you can Disengage with a bonus action.

High Jumper[edit]

At 14th level, you gain a flying speed equal to your movement speed. You must end your movement on the ground, or else you fall. You also ignore any fall damage of a distance up to your movement speed.

Quick Recovery[edit]

At 17th level, whenever you roll initiative, your Trick DC reduces by 5.

Archetypes[edit]

Circus Performer[edit]

Signature Trick
Counter Throw.
Blade Thrower

At 3rd level, you gain the ability to throw blades with mastery. You can throw handaxes, darts and daggers using this feature. You can throw a blade using a bonus action, and you can draw a blade as part of the action used to throw it.

Martial Artist[edit]

Signature Trick

You learn a special unique trick when you choose this archetype: the Flying Kick.

Flying Kick.
Dragon Tail Sweep.
Flying Triangle.
Martial Arts

Starting at 3rd level, you can make unarmed strikes using a bonus action. In addition, you roll a d6 for your attacks using melee attacks with non-heavy weapons and unarmed strikes, if that damage would be lower.

<!-Class Option 1->[edit]

<!-For subclasses introduce this class option here->

<!-Class Feature->

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<!-Class Option 2->[edit]

<!-Introduce this subclass here->

<!-Class Feature->

<!-Class feature game rule information->

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Spell List[edit]

You know all of the spells on the basic spell list and additional spells based on your subclass.

1st Level

<!-1st level spell list->

2nd Level

<!-2nd level spell list->

3rd Level

<!-3rd level spell list->

4th Level

<!-4th level spell list->

5th Level

<!-5th level spell list->

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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