CarpathianCrown
2020-02-25, 02:43 PM
I recently created a revision to Mike Mearle's Acrobat Rogue from Happy Fun Hour, because I dearly love the concept and one of my players has been watning to try something with an acrobat flavor. I'm just looking for opinions on my final draft for the subclass.
My intention was to steer this subclass in a melee combat direction, since it gets this awesome movement mechanic and I think it'd be a total waste to use it getting to some unreachable spot just to pluck away with arrows and bonus action hide. Hopefully Tumble accomplishes this goal at an appropriate level gate.
Since I cannot post links yet I would recommend Googling "Mike Mearle Acrobat Rogue" for comparison to what I have here. it should come up on the very first search result. I tried cleaning up a lot of the phrasing/wording, since this was a very bare-bones framework and I wanted to make the movement open to as much creativity as possible.
Aerial Artistry
Starting at 3rd level, you gain the ability to move with incredible control and precision. Your training in aerial maneuvers are a sight to behold and few obstacles can block your path.
When you move, you can instead take two shorter movements by flying. Each movement can be up to half your current speed, and if you don’t end a movement on a creature or solid surface able to support your base weight you you lose all momentum and fall directly downward.
Additionally, you gain proficiency with the Quarterstaff. It has the finesse property for you.
Freerunning
Starting at 9th level, you train in a variety of acrobatic techniques that compliment your agility and stamina. Few creatures can keep pace with movement as fluid and deliberate as yours.
You can use your Cunning Action feature to Tumble, which grants you the benefits of both the Dash and Disengage actions, and grants you a climbing speed equal to your current speed. You can run on vertical surfaces while Tumbling without falling during the movement.
Additionally, you no longer take damage from falling while conscious.
Catlike Agility
At 13th level, your nimbleness, speed, and finesse allow you to escape gracefully from almost anything that would limit your movement. You gain the following features:
• You gain the benefits of the Freedom of Movement spell.
• When you are knocked prone you can move up to half your speed without provoking opportunity attacks.
•Standing from prone only costs 5 feet of movement
Movement Mastery
At 17th level, you have mastered your acrobatic maneuvers and have reached the pinnacle of balance and bodily control. Your skill at traversing through your environment is an art form, and few creatures boast reflexes as trained as yours.
• Your Aerial Artistry feature improves. When you move, you can instead take 2 shorter movements by flying at up to half your current speed each, or 4 shorter movements by flying at up to 1/4th your current speed each. With either choice if you don’t end a movement on a creature or solid surface able to support your base weight you lose all momentum and fall directly downward. Your first melee attack that lands when using this feature allows your next flying movement on this turn to be 10 feet further in length, propelled by the momentum of the strike.
• Your Tumble feature improves. When you use your Cunning Action to Tumble, all Acrobatics, Athletics, and Performance checks you make have advantage until the end of your turn.
•Your Catlike Agility feature improves. If you spent any of your turn falling before taking the attack action with a melee weapon, that attack has advantage.
My intention was to steer this subclass in a melee combat direction, since it gets this awesome movement mechanic and I think it'd be a total waste to use it getting to some unreachable spot just to pluck away with arrows and bonus action hide. Hopefully Tumble accomplishes this goal at an appropriate level gate.
Since I cannot post links yet I would recommend Googling "Mike Mearle Acrobat Rogue" for comparison to what I have here. it should come up on the very first search result. I tried cleaning up a lot of the phrasing/wording, since this was a very bare-bones framework and I wanted to make the movement open to as much creativity as possible.
Aerial Artistry
Starting at 3rd level, you gain the ability to move with incredible control and precision. Your training in aerial maneuvers are a sight to behold and few obstacles can block your path.
When you move, you can instead take two shorter movements by flying. Each movement can be up to half your current speed, and if you don’t end a movement on a creature or solid surface able to support your base weight you you lose all momentum and fall directly downward.
Additionally, you gain proficiency with the Quarterstaff. It has the finesse property for you.
Freerunning
Starting at 9th level, you train in a variety of acrobatic techniques that compliment your agility and stamina. Few creatures can keep pace with movement as fluid and deliberate as yours.
You can use your Cunning Action feature to Tumble, which grants you the benefits of both the Dash and Disengage actions, and grants you a climbing speed equal to your current speed. You can run on vertical surfaces while Tumbling without falling during the movement.
Additionally, you no longer take damage from falling while conscious.
Catlike Agility
At 13th level, your nimbleness, speed, and finesse allow you to escape gracefully from almost anything that would limit your movement. You gain the following features:
• You gain the benefits of the Freedom of Movement spell.
• When you are knocked prone you can move up to half your speed without provoking opportunity attacks.
•Standing from prone only costs 5 feet of movement
Movement Mastery
At 17th level, you have mastered your acrobatic maneuvers and have reached the pinnacle of balance and bodily control. Your skill at traversing through your environment is an art form, and few creatures boast reflexes as trained as yours.
• Your Aerial Artistry feature improves. When you move, you can instead take 2 shorter movements by flying at up to half your current speed each, or 4 shorter movements by flying at up to 1/4th your current speed each. With either choice if you don’t end a movement on a creature or solid surface able to support your base weight you lose all momentum and fall directly downward. Your first melee attack that lands when using this feature allows your next flying movement on this turn to be 10 feet further in length, propelled by the momentum of the strike.
• Your Tumble feature improves. When you use your Cunning Action to Tumble, all Acrobatics, Athletics, and Performance checks you make have advantage until the end of your turn.
•Your Catlike Agility feature improves. If you spent any of your turn falling before taking the attack action with a melee weapon, that attack has advantage.