Acrobat

Acrobats are agile combatants who leap and dodge between attacks. They move through the front line with ease, dodging enemy attacks and retaliating with speed and precision. Acrobats are known for their supernatural abilities to move on difficult terrain, running up walls, along water, or even walking on thin air.

Acrobat talents focus on movement and dodging attacks. The majority of acrobat talents are defensive, though a few give opportunities to disorient enemies or counterattack. Some acrobat talents combine movement and combat, giving stat bonuses for using the environment to your advantage. Acrobat talents give even more ways to move around the world.

Examples of acrobats in fiction include Ty Lee from Avatar: The Last Airbender, Spiderman from Marvel Comics, all the protagonists of Assassin’s Creed, and most fictional monks and swashbucklers.

Novice Talents

Aerial Artistry

You easily leap and jump over obstacles and into the air

When you Stride, you can choose to make two short leaps instead of moving normally. For each leap, fly a distance through the air equal to half your Speed. You must end each leap on a creature, a solid object, or the ground. If you do not, you fall and your Stride ends.

Crane Stance

You enter a stance of flowing, defensive motions as you punch opponents

Requirements
Your Defense is calculated with Agility

You have +1 Defense and +10 feet Speed, but the only attacks you can make are unarmed Strikes. Your unarmed Strikes deal 1d6 Bludgeoning base damage and have the Finesse trait.

Deflect Missile

You snatch arrows out of the air and throw them at other enemies

Trigger
You are targeted by a ranged Strike

You have +5 Defense against the triggering Strike. If the triggering Strike fails against you, you can use the Return Missile effect.

Evasive Dash

You dash like the wind, becoming impossible to hit

Duration
Until the start of your next turn

Use the Stride power. You gain +1 Defense and Agility DC for each 10 feet you move, both during and after this Stride.

For example, if you use this power and Stride 30 feet, then Stride 30 more feet, then fall 20 feet, you have a total of +8 Defense and Agility DC.

Leap Attack

You can leap through the air while attacking

You jump up to your Speed in a straight line. You can use other powers in the middle of this jump. You have advantage on your next melee Strike this turn.

Mighty Throw

You throw an enemy, sending them tumbling to the ground

Target
One creature you can reach

Make a Strength or Agility attack roll against the higher of your target’s Strength DC or Agility DC.

Critical Success
As success, except you throw your target up to 20 feet
Success
You throw your target up to 10 feet in any direction, they take 2d6 damage, and they fall prone
Failure
Your target falls prone

Stunning Strike

You strike at a creature’s pressure points, possibly stunning them

Duration
Until the end of your next turn

Make a melee Strike. On a success, your target is flat-footed. On a critical success, your target is stunned instead.

Tumble

You can tumble through enemies’ spaces, disorienting them

Target
One creature adjacent to you
Duration
Until the start of your next turn

Make an Agility+Athletics attack roll against your target’s Agility DC.

Critical Success
As success, except your target is flat-footed against everyone
Success
You move through your target’s space to any empty space adjacent to them, and your target is flat-footed against you
Failure
No effect
Critical Failure
You are flat-footed against everyone

Using this power doesn’t trigger any reactions.

Veteran Talents

Evasion

You are unnaturally skilled at dodging area attacks

You have +10 Agility DC against effects that target everything in an area.

Incredible Movement

You can move at incredible speeds, running along water and up walls

Requirements
Your Defense is calculated with Agility

You gain a +20 feet bonus to Speed. On your turn, you can run along water, up walls, or along other surfaces that wouldn’t support your weight. At the end of your turn, you fall as normal if not supported by a solid object.

Repeated Stun

You can use Stunning Strike multiple times in the same fight

Prerequisites
Stunning Strike

When you use your Stunning Strike power, roll a d6. On anything but a 1, that power refreshes, letting you use it again without taking a 5-minute rest.

Skirmish

You can evade enemies that try to approach close to you

Trigger
After a hostile creature uses a Move power to move to a space adjacent to you

Stride at half Speed.

Note that this power lets you easily escape melee combat by moving out of your attacker’s reach.

Uncanny Dodge

You can evade the worst hurt from potentially deadly attacks

Trigger
You take damage from an attack

You take half damage from the triggering attack.

Master Talents

Flash Step

You move so quickly that you seem to disappear and reappear

Range
30 feet
Target
An enemy you can see within range

You move to an empty space adjacent to your target. This movement doesn’t trigger powers.

Tornado Throw

You move like a tornado, throwing everyone nearby

Prerequisites
Mighty Throw

Use the Stride power. Then, use your Mighty Throw power, targeting any number of creatures you were adjacent to at any point during your Stride.

This power doesn’t expend your Mighty Throw power. You can use this power even if you have already used Mighty Throw this encounter.

Untouchable

You completely evade a power, as if it never happened

Trigger
A power targets you

The triggering power has no effect on you. If the triggering power involves a die roll, you can use this power after you know the result of the die roll.

Epic Talents

Ribbons

Backflip

You can perform impressive feats of acrobatics and agility

You have advantage on Agility+Perform rolls to impress others through acrobatic performances.

Contortionist

You can contort your body to squeeze into tiny spaces

You count as a creature half your size when trying to fit into small areas.

Slow Fall

You maneuver yourself in midair to reduce the damage of a fall

Trigger
You fall and hit the ground

You reduce the fall damage you would take by 10 + 5 * your Acrobat level.

Step of the Wind

You can move at a rapid pace along uneven ground

Duration
Until the end of your turn

You move at full Speed through difficult terrain.

Quick Climb

You can climb up vertical surfaces as fast as you can run

You can climb at your full Speed instead of at half Speed.