May 8, 2017

Acrobat

Roguish Archetype
Comments from the Finger: Man, this has been on my to-do list for a long while. It was quite the challenge making a rogue descended from the tradition of the Acrobat-Thieves of previous editions feel potent, but I'm happy with the result.

Acrobat 

Trained by circuses, certain temples, and the odd organization of criminals (or vigilantes), the archetypal Acrobat is light on their feet and incredibly agile, able to tumble, somersault, and walk across tightropes with ease. The skills of a gymnast find a myriad of applications in the adventuring world, so whether it be for dungeon diving, cat-burgling, or brawling in a busy tavern, acrobats are always great to have on your side.

Natural Acrobat
Starting at 3rd level, you have proficiency in the Dexterity (Acrobatics) skill if you did not already have it, and you have advantage on ability checks made using this skill on your turn. Additionally, you can stand from being prone without using any movement.

Advanced Tumbling
At 3rd level, you can move through the space of any creature. Once you have moved through a creature's space, that creature has disadvantage on Opportunity Attacks against you until the end of your turn.
     At 13th level, you can move though the space of any other creature without using any movement, up to a maximum of 30 feet on each of your turns.

Parting Toss
At 9th level, once on each of your turns, immediately after you move out of a creature's reach, you can make a ranged weapon attack with a thrown weapon targeting that creature.

Freerunning
Starting at 13th level, you ignore difficult terrain and climbing no longer halves your movement. Additionally, you can spend up to half your movement speed on your turn climbing even difficult surfaces (such as vertical walls) without making an ability check.

Peerless Dodge
By 17th level, you are so nimble, you can dodge almost anything. You can take the Dodge action as a bonus action on your turn. Additionally, when a creature you can see damages you with a spell, you can use your Uncanny Dodge to halve the spell's damage against you.



Changelog: 5/8/17: Advanced Tumbling: Max 30 feet of free movement
Parting Toss: Opened to all throwing weapons

11 comments:

  1. 17th level is POWERFUL but well balanced, 'specially with the rogue's hardcore bonus action economy.

    13th level is confusing as worded. "...Without using any movement." RAW, that seems to imply the acrobat expends none of its move speed when moving through another creature's space. Was that intended?

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    1. That was my reading of it. In my head, i imagined that the act of tumbling over/around someone is no longer a type of movement for this rogue, but is more like an object interaction where they to a handstand on your sword then jump off before you can do anything about it.

      I guess that means you could use a chain of allies to warp around the battlefield, but is that really a problem? I don't find it suspension-of-disbelief-breaking.

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    2. It seems very suspension-of-disbelief-breaking. Consider letting it function like the opposite of difficult terrain gaining double movement as you parkour through their squares. i would also have a small entry of flavor text to imply the way you imagine it. i can read this as stepping into the enemy and then popping back out across the field in the less than 6 second span. i can get behind being trained to be as fast as some one dashing, but not faster. In fact, under a scenario outright greater as you still have full movement and can still dash.

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    3. The way Max is reading it is correct. Starting at 13th level, you don't use any of your movement speed to move through another creature's square; this class can move faster by simply moving /though/ other creature's squares, emphasizing the benefit of leaping and bounding around other creatures.

      Mathematically, your suggestion doesn't really check out Cody, or rather, it's not really implementable. Difficult terrain costs double your movement speed; costing half your movement speed will leave you with a fractional number of feet left to move after going through a medium size creature. If you play on a grid, this ability wouldn't have an effect /unless/ you chain together multiple jumps, and it would require a nonzero amount of math to get there.

      As is, you /can/ warp down a line of creatures without spending movement, but that's more or less the intent. If you move through hostile creatures in this way, you still provoke Opportunity Attacks. So you'll only be safely outrunning an dashing ally if you have a line of 6 or more creatures adjacent to each other in a line.

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    4. It's still ridiculous that you can walk on the heads of an entire army of allies in 6 seconds- It's the kind of weird rule bug that made 3.5 so unbalanced. It needs to have some sort of limit. maybe usable dex modifier times per turn?

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    5. I agree with Idan. using the dex modifier makes it more balanced.

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    6. Well, I've capped it to 30 feet per turn, which is like a free Dash action, as long as its atop different people's heads.

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  2. Parting Toss: Is this a free action, or does it require a reaction; also, as is, it may be used an unlimited number of times a round, was that intentional?

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    1. This doesn't currently require an action. (Originally, we tied it to the Disengage action, but it conflicted too much with the Peerless Dodge ability, since there was too much competition for the bonus action.

      Also, as written, it's only once per turn.

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  3. Parting Toss seems oddly specific. I understand that it would usually be used with daggers, but why *only* daggers? It could be expanded to include small objects and light throwing weapons or something.

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    1. Huh. That's a good point. I can open it up to other thrown weapons.

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