Acrobat (5e Class)
Acrobat[edit]
Acrobats are adventurers who specialize in their abilities for jumping, balancing and tumbling to accomplish their goals. Either the warrior, who dances and rolls in the battlefield, the monk who leaps in combat with aerial strikes, or the thief who run through the rooftops of a city in search of a open window, Acrobats rely on their physical prowess and agility to gain the upper hand on their chosen field.
Rogues and monks are the most likely candidates for this prestige class, since they already rely on their agility in their core fields, however, Rangers and even Barbarians can benefit from the higher mobility afforded by the training as an Acrobat.
Prerequisites[edit]
To qualify for multiclassing into the Acrobat class, you must meet these prerequisites:
- Dexterity 15 or higher. You need to be extremely agile to qualify as an Acrobat.
- Proficiency in the Acrobatics and Athletics skill. Training in acrobatics is just the beginning to become a real Acrobat.
- Proficiency in Dexterity saving throws. You must be able to quickly avoid danger as an Acrobat.
- Character level 5th. You must have some degree of experience to follow this path.
Class Features[edit]
As a Acrobat you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Acrobat level
Hit Points per Level: 1d8 (or 5) + Constitution modifier per Acrobat level
- Proficiencies
Level | Proficiency Bonus |
Features |
---|---|---|
1st | Kip Up, Unbounded Leap | |
2nd | Fast Balance, Evasion | |
3rd | Ability Score Increase, Slow Fall | |
4th | Improved Trip | |
5th | Fast Climb | |
6th | Acrobatic Attack, Cartwheel Charge | |
7th | Ability Score Increase, Prone Defense | |
8th | Move Anywhere, Acrobatic Attack | |
9th | Defensive Roll | |
10th | Defensive Fighting |
Acrobat Features[edit]
The acrobat can't use any of their class features when wearing armor heavier than light.
Kip Up[edit]
Starting at 1st level, you can stand up from a prone position at the start of your turn (no action required).
Unbounded Leap[edit]
Also at 1st level, your long jump distance equals your movement speed, and your high jump height equals half your movement speed. You also no longer needs to move 10 feet before jumping.
Fast Balance[edit]
At 2nd level, you have Advantage on Dexterity (Acrobatics) checks to walk on precarious surfaces, and you ignore difficult terrain for walking on unstable surfaces.
In addition, you have advantage on Dexterity checks and saves to avoid being knocked prone due to losing balance.
Evasion[edit]
Beginning at 2nd level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Ability Score Increase[edit]
When you reach 3rd level, and again at 7th, 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.
Slow Fall[edit]
Beginning at 3rd level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your Acrobat level.
If you have this feature from other classes, add them together for the purposes of calculating the damage reduction granted by this feature.
Improved Trip[edit]
Also at 4th level, you can use your Dexterity (Acrobatics) rather than Strength (Athletics) to attempt to knock a target prone using the Shove action.
In addition, whenever you knock a target prone, you can make an attack against it using a Bonus Action.
Fast Climb[edit]
At 5th level, you can use your Dexterity (Acrobatics) rather than Strength (Athletics) when you make a check to climb. In addition, you gain a climbing speed equal to your walking speed.
Acrobatic Attack[edit]
At 6th level, once per turn when you hit a creature with a melee weapon attack or unarmed strike after jumping at least 10 feet before the attack, you cause additional +3d6 damage on a hit.
If your character has the Sneak Attack feature, you add the Sneak Attack bonus damage to this damage, if you haven't used yet on this turn.
Cartwheel Charge[edit]
Also at 6th level, if you move at least 10 feet on your turn, you can attempt a cartwheel charge. Make a DC 15 Dexterity (Acrobatics) check. On a success, you have Advantage on the next melee weapon attack made until the end of this turn.
Prone Defense[edit]
At 7th level, attacks no longer have Advantage against you due to you being prone.
Move Anywhere[edit]
At 8th level, whenever you make a Dexterity (Acrobatics) check, you can turn any roll of 9 or lower on a 10 instead.
Defensive Roll[edit]
Starting at 9th level, if you drop to 0 hit points while by an attack you can see, you can make a DC 10 Dexterity saving throw. If you succeed, you drop to 1 hit point instead.
Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.
Defensive Fighting[edit]
At 10th level, you can take the Dodge action as a Bonus Action on your turn. In addition, if you use your Action to Dodge, your opponent must roll an additional die, choosing the lowest between the three.
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