OGC:Way of the Acrobat (5e Subclass)
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Way of the Acrobat
Monastic tradition of a monk. You are a cartwheeling, backflipping, wall-running master of movement able to traverse any surface with your skill, speed, and a little bit of ki.
Naturally Quick
Starting when you choose this tradition at 3rd level, your agility and honed acrobatic techniques grant you the following benefits:
- Spaces occupied by other creatures do not count as difficult terrain.
- Opportunity attacks against you are made with disadvantage.
- You may use the Step of the Wind feature without spending ki.
- Your proficiency bonus is doubled for any ability check you make that uses the Acrobatics skill.
Wall Jumper
Beginning at 6th level, you learn how to bound off of and even upward using walls. You may jump towards a wall, making two DC 10 Dexterity (Acrobatics) checks—one to leap onto the wall, and one to bound off of it. You are considered to have a running start whenever you long jump or high jump from a wall. If you succeed on the check to leap to a wall, you may exceed your normal movement for the round with the checks to bound off of walls. If you are between two walls, by spending 1 ki you may make a third jump, fourth jump, and so on until you have no more ki left to spend.
Additionally, you gain a +2 bonus to AC in any round where you jump more than 15 feet. This bonus lasts until the beginning of your next turn.
Wall Runner
At 11th level, you are able to move across and up vertical surfaces so long as you end your movement on something able to support your weight. If you bound off of a wall you are running on, you do not have to make a Dexterity (Acrobatics) check to leap onto the wall.
Deadly Leaping Kick
Starting at 17th level, if you move through the air at least 20 feet toward a target and then hit it with an unarmed strike before or immediately upon landing, you gain advantage on the attack roll. If you hit, your target takes an additional 10d8 damage and must make a Strength saving throw or fall prone.
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