🎲 D&D Companion

Acrobat

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Secondary class — requires 5 Ranger levels and 5 Rogue levels.

Requires 5 Ranger levels and 5 Rogue levels. Acrobats draw their power from their own mobility, and have the best overall speed and battlefield control in the game. Each of their successful basic attacks grant them a Combo point, up to a maximum of 5, which they can then expend for effective finisher moves. All unused Combo points are lost at the end of battle. Acrobats highly favor Acrobatics and Reflex, while close second choices are Finesse Attack, Piloting/Driving, Animal Handling, and Perform.

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Showmanshipgenerated name

cols A-A · levels 12-16 · 5 abilities
LvlCellAbilityCostRules
12A12BounceXX actions. Attack an adjacent target for 1W damage, then jump to another target within 5 spaces and deal 1W damage to them. Add a combo point for each successful attack. Weapon vs Reflex.
13A13Scope Out4 act4 actions. Add a combo point. A target that you can see suffers -4 to all attacks on their next turn. Perform vs Will.
14A14Backflip1 act1 action. Add a combo point. Then, flip up to 6 spaces away. Must roll 20+ Acrobatics.
15A15Flair4 act4 actions. Instantly add 3 combo points. Must roll 20+ Perform.
16A16Fastball Special6 act6 actions. An adjacent ally (with at least 10 Athletics) can throw you at a target, dealing damage equal to your HP. You land next to the target, take no damage, and gain a combo point. Acrobatics vs Reflex.

Crowd Controlgenerated name

cols C-C · levels 11-16 · 6 abilities
LvlCellAbilityCostRules
11C11KnockbackXX actions. Deal 1W damage to a target next to you and push them 3 spaces away. Add 2 spaces for every combo point and lose all combo points. Weapon vs Fortitude.
12C12Swap4 act4 actions. Swap spaces with a target up to 2 spaces away, who cannot use Move actions for 1 turn. Add 1 turn for each combo point and lose all combo points. Acrobatics vs Reflex.
13C13ParalyzerXX actions. Attack a target next to you for 1W damage and paralyze 1 random limb for 3 turns. Add 1 limb for each combo point and lose all combo points. Weapon vs Fortitude.
14C14ConcussionXX actions. Deals 1W damage to a target next to you and stuns them for 1 turn. Add +4 accuracy to this attack for each combo point and lose all combo points. Weapon vs Fortitude.
15C15Swing In6 act6 actions. Swing over next to a target you can see, dealing damage equal to your Base Athletics. Add 1 damage for each space swung over and 2 damage for each combo point. Lose all combo points. Acrobatics vs Reflex.
16C16Wire5 act5 actions. You possess an ultrathin wire that can be thrown up to 20 spaces away. You can control the direction and positioning of this wire seemingly with your mind, and it can attach to nearly any surface. You can use this to trip enemies or to tie 1 up completely, preventing them from making attacks and moving for 1 turn. Add 1 turn for each combo point and lose all combo points. Acrobatics vs Reflex.

Freerunninggenerated name

cols E-F · levels 12-16 · 10 abilities
LvlCellAbilityCostRules
12E12PolevaultXX actions. Requires Staff-class weapon. Deal 2W damage to an adjacent target and leap up to 3 spaces away. If you land on another target, shift them 1 space. Finesse Attack vs Reflex.
12F12Double JumpPassivePassive. Your max Jumping speed is equal to your Acrobatics roll. Also, jumping costs 1 less action. Acrobatics.
13E13SweepXX actions. Trips all adjacent targets. Finesse Attack vs Fortitude.
13F13DodgeReactiveReaction. If you are being attacked against your Fortitude, you may spend 2 actions from your next turn to use your Reflex instead. You must make this choice before the attack roll. This can be done as often as you'd like in battle, provided that you have the actions to spare. Reflex.
14E14Crowd FightReactiveReaction. When an adjacent target attacks you, you may use your next turn's weapon action to redirect them to attack another adjacent target instead. Deception vs Reflex.
14F14ParkourPassivePassive. Your max Climbing speed is equal to your Acrobatics roll. Also, climbing costs 1 less action. Acrobatics.
15E15TumblePassivePassive. If a melee attack against you is unsuccessful, you may instantly move 3 spaces. Acrobatics.
15F15AthletePassivePassive. You may roll for Acrobatics instead of Athletics. Acrobatics.
16E16Dramatic EffectReactiveReaction. When an attack successfully hits you, you may move up to 3 spaces. If you move adjacent to a target, you may deal half the damage you took to them. You still take full damage. Acrobatics vs Reflex.
16F16Roll With ItPassivePassive. You take half damage from falling. Also, you cannot be tripped or knocked down. Reflex.

Staff Masterygenerated name

cols H-I · levels 12-14 · 6 abilities
LvlCellAbilityCostRules
12H12Staff SupremacyPassivePassive. You gain +3 Bonus points to all Attack skills while wielding a Staff-class weapon. Weapon Attack.
Upgrades:
  1. Staff Supremacy + (L13) — +3 Bonus points to all Attack skills.
  2. Staff Supremacy ++ (L14) — You may take the higher of 2d20 Attack rolls.
12I12Staff VersatilityPassivePassive. You now count the Caber, Giant Club, Trident, Lance, Scythe, Shock Baton, Javelin, Longbow, and Spear all as Staff-class weapons.
13H13WhirlReactiveReaction. Requires Staff-class weapon. Spend 2 of your actions next turn to gain +7 Bonus Reflex against a Ranged attack. This can be used after the target's attack roll. Reflex vs Ranged Attack.
Upgrades:
  1. Whirl + (L14) — This can be done as often as you like during battle.
  2. Whirl ++ (L15) — You also gain +7 Bonus Fortitude against a Light attack.
13I13ForcePassivePassive. All successful attacks made with a Staff-class weapon pushes your target back 1 space.
14H14Staff MasteryPassivePassive. Your attacks with Staff-class weapons costs -1 action, down to a minimum of 1.
14I14Staff ExtensionPassivePassive. Attacks and abilities used with your Staff-class weapon now reach 1 space farther.