Acrobatic Nomad (5e Subclass)
Acrobatic Nomad
Disclaimer: The objective of this subclass is to shamelessly, and unapologetically build a fighter who feels and plays like any of the incarnations of the Prince from the Prince of Persia series. You are welcome.
Unarmoured Defence
At 3rd Level if you are not wearing any armour your AC equals 10 + your Dexterity modifier + your Constitution modifier.
Wall Runner
If a wall is adjacent to you while you are not wearing any armour, you may use it to extend your jumping abilities. With a running start you may run along the wall and cover a distance in feet equal to your strength score + your Dexterity modifier. You can cover half that distance from a standing start.
You may also run up a wall and cover a distance in feet equal to 3 + your strength modifier + your Dexterity modifier. You can also slide down a wall this same distance to reduce falling damage as if the drop were the same number of feet shorter.
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 weapon that does not have the Heavy quality.
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
Beginning at 7th 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.
Tic-tac
As your acrobatic skills improve you gain new means of traversal. If two solid surfaces are within your standing long jump distance you may jump between them gaining a number of feet in altitude equal to your Strength modifier (minimum 1).
If the two surfaces are within your standing long jump distance +your Dexterity modifier you can Tic-tac between them safely descending by a number of feet equal to your Strength modifier + your Dexterity modifier (minimum 2). You may Tic-tac for a number of rounds equal to your Constitution score. Beyond this you must make a DC 5 Constitution saving throw increasing by 3 every round you continue. Failure results in immediately falling.
Greater Wall Running
At 10th level, you gain the ability to move horizontally along vertical surfaces. You may cover a distance equal to your movement along a wall without falling.
A Prince of Acrobatics
At 10th level you gain expertise in the Acrobatics skill.
A King of Blades
At 10th 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.
Swift Armour
At 15th level you may wear Light Armour and still retain your bonus to AC granted by your Constitution modifier, and your Wall Runner ability. You lose this ability if you suffer 1 or more points of Exhaustion.
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 may make attacks against both.
If both targets are unaware of your presence or you have Advantage on the attacks you may use your Stealthy Killer damage on both. You can't use your Stealthy Killer against the same target more than once in a single turn.
Creator's note: I know the point of a wiki page is to have it opened, and capible of being edited by anyone. That being said, I came into this page this morning and found the entry almost completely reworked from how I had posted it. I put a lot of work into this page so if you do want to make big changes please do me a huge favor: copy, paste the whole thing and make it your own new entry under something like "Acrobatic Nomad (variant)" or whatever else tickles your fancy. I don't mean to sound rude, but again I sunk a solid amount of time into this, and want to make sure at least the essence of what I invisioned is still there.
Cheers!
-Krymzon_Knight
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