Acrobat image


The Acrobat is a polite euphemism for agile thieves and second-story men. These thieves avoid detection by stealth, and rely on mobility and cunning to avoid capture. They have honed their skills to such a degree that they are almost supernaturally adept at scaling walls, running, jumping, and tumbling.

Acrobat Features
Level Feature
3rd Tracing the Path, Cat’s Fall
9th Dodge Roll
13th Nimble Escape
17th Higher Ground

Tracing the Path

When you choose this archetype at 3rd level, you are able to traverse your environment with ease and efficiency. You gain the following benefits:

  • Climbing no longer costs you extra movement.
  • When you make a High Jump or Long jump, the distance you cover increases by a number of feet equal to your Agility modifier.
  • You can move along a flat vertical surface as long as you break your movement speed in two short movements. Each movement is half your speed, and you must end each on a creature, solid object, or ground. If not, you fall, taking damage as normal.

You can use a bonus action on your turn to gain advantage on the next Agility (Acrobatics) check you make during the same turn.

Cat’s Fall

Also at 3rd level, your catlike reflexes allows you to cushion your fall. When you fall, you can treat it as though you fell 10 feet fewer, possibly preventing taking any damage.

You can fall from greater heights without taking damage as you gain levels in this class. You can treat a fall as though you fell 20 feet fewer at 9th level, 30 feet fewer at 13th level, and 40 feet fewer at 17th level.

Dodge Roll

Starting at 9th level, when you use the Uncanny Dodge feature, you can move half your movement speed without provoking opportunity attacks as part of the reaction.

Nimble Escape

At 13th level, your flexibility and speed prevents you from being held down. You gain advantage on saving throws against being grappled or restrained.

Additionally, you ignore difficult terrain and moving through another creatures space no longer incurs a penalty to your movement.

Higher Ground

At 17th level, you gain advantage when you make a ranged weapon attack against a target that is at least 10 feet below you and when you make a melee weapon attack as part of an acrobatic stunt, such as jumping off a balcony or swinging from a chandelier.