Acrobatic Nomad (5e Subclass)
Acrobatic Nomad[edit]
Acrobatic nomads are warriors trained in the art of movement. They practice their powerful leaps and wall runs in isolated monasteries, deep canyons and amidst fissures in the mountains, allowing them to strike their opponents from unorthodox and unexpected angles. They act as assassins and infiltrators, easily moving alongside walls of fortified constructions and silently taking down their protectors.
- Light Armored Defense
At 3rd Level, if you are not wearing any armour, your AC equals 10 + your Dexterity modifier + your Constitution modifier.
In addition, when you are wearing a suit of non-magical armor, you can add a bonus to your AC equal to half your proficiency bonus (rounded down).
- Wall Runner
At 3rd level, you gain the ability to move along vertical surfaces on your turn as if they were difficult terrain, without falling during the move. You still fall if you end your movement on a vertical surface. Your jumps made while wall running have their height and distance doubled.
In addition, whenever you are within 5 feet of a vertical surface, you can slide down instead of falling, reducing any falling damage you would take by an amount equal to five times your Fighter level.
At 10th level, you no longer consider vertical surfaces as difficult terrain.
- Stealthy Killer
At 3rd level you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an Attack if you have advantage on the Attack roll. This damage increases to 2d6 at 7th level, 3d6 at 10th level, 4d6 at 15th, and 5d6 at 18th level. The Attack must use a light and finesse weapon.
You don't need advantage on the Attack roll if another enemy of the target is within 5 feet of it, that enemy isn't Incapacitated, and you don't have disadvantage on the Attack roll.
- Evasion
At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball 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.
- Tic-Tac
Also at 10th level as your acrobatic skills improve you gain new means of traversal. If you have two solid surfaces within a 15 feet distance of one another, you gain a flying speed equal to half your movement speed in between those surfaces, as you leap from one to another in a constant movement. You can't stop moving or stand in the air while flying in this manner.
Tic-tacking is tiresome. You can use tic tac for a number of turns equal to 3 + your Constitution modifier. If you want to tic tac more than that, each time you try to do so, you need to make a DC 10 Constitution ability check or gain a level of exhaustion.
- A King of Blades
At 15th level as a bonus action you may swiftly climb over, or flip off of any opponent of Large size or smaller. The target must succeed a Dexterity saving throw DC 8 + your Strength or Dexterity modifier + your proficiency bonus. If successful they may use their Reaction to make an attack of opportunity against you. If they fail however you may take one of the following actions against them.
- You may freely initiate a Grapple which your opponent has Disadvantage to counter if they are Large or smaller.
- You may kick mid-air to make the shove action.
- You may land on any side of them, and make your attacks flanking attacks with Advantage.
- A Mighty King of Blades
Starting at 18th level, you can strike with deadly speed in a flash of Acrobatics. If you successfully use your King of Blades ability on a creature, and another hostile creature is within 10 feet, you target both using the same bonus action.
If both targets are surprised, or if you have Advantage on the attacks, you can use your Stealthy Killer damage on both. You can't use your Stealthy Killer ability against the same target more than once in a single turn.
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