D&D 5E No Thief/Acrobat in XGTE, so... how would you do it?

steeldragons

Steeliest of the dragons
Epic
Make them a Rogue subclass option...as they originally were.

Gets you Rogue's, well, everything but specifically, Expertise (make Acrobatics & Athletics), Uncanny Dodge, & Evasion

Subclass features
@ 3rd: Grab Thief's Second Story Work
Grab Monk's Unarmored Defense.
@ 9th: Grab Monk's Slow Fall.
@ 13th: Grab Fighter's Remarkable Athlete
@ 17th: Grab Monk's Unarmored Movement

Done.
 

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It could be a really fun subclass for the rogue. Allow them to treat the quarterstaff a rogue weapon, apply their Dex modifier to hit and damage, and use it for sneak attacks. Maybe even give them an extra 5' of reach with it. Allow them to move through opponents' spaces, jump 10' vertically without making an ability check, sub Acrobatics for any Athletics check, apply evasion/uncanny dodge to falling damage, climb at full speed, etc, etc.
 

Paraxis

Explorer
Lots of good ideas, but one of the key points of any good thief acrobat is using a quarterstaff for a weapon, so this needs to be addressed.

I don't think it is a a big deal since the staff maxes out at d8 if used with both hands, and isn't heavy so can't use GWM feat, so just talk to the DM and see if your Rogue (thief) who is an expert in athletics/acrobatics, and has the entertainer background (acrobat) can treat a quarterstaff as a finesse weapon.
 

AmerginLiath

Adventurer
As others have noted, the skill system (along with some of the rogue class abilities) already contains the abilities that the 1e T-A had in a very different sort of system (where initially the only pseudo-skill system was that bolted onto the thief chassis). Especially if one took expertise in acrobatics, that would cover the bases very well.
 

Lots of good ideas, but one of the key points of any good thief acrobat is using a quarterstaff for a weapon, so this needs to be addressed.
Rogues can already use Quarterstaves as weapons. They can use any Simple weapon, and a Thief-Acrobat isn't likely to dump Strength due to the running, jumping, climbing aspects of the concept.

I don't think it is a a big deal since the staff maxes out at d8 if used with both hands, and isn't heavy so can't use GWM feat, so just talk to the DM and see if your Rogue (thief) who is an expert in athletics/acrobatics, and has the entertainer background (acrobat) can treat a quarterstaff as a finesse weapon.
I'd find simply allowing Sneak attack with a quarterstaff less comical than making it a Finesse weapon.
- But I just flat-out removed the Finesse requirement for Sneak Attack as a houserule anyway.
 

Caliban

Rules Monkey
Acrobat

Subclass features
3rd: A quarterstaff gains the "Finesse" property when an Acrobat wields it. They add 5' to the height of any high jump when using a staff to assist them in the jump.
An Acrobat may use Dexterity instead of Strength for Athletic's checks that involve jumping or climbing.
Advantage on ability checks or saves that involve keeping their balance or avoiding a fall.

9th: Defensive Tumbling: May move up to half their speed when they use Uncanny Dodge as they roll or flip away from danger. This movement doesn't provoke Attacks of Opportunity.
Slow Fall as Monk half their level.

13th: Offensive Tumbling: Advantage on an attack if you move at least 10' before making the attack. (You cannot end your movement in the same square you started your movement in.)

17th: Legendary Acrobatics: Your reflexes and body have been honed to a razor's edge. If you fail a Dexterity, Strength, or Constitution saving throw, you can choose to automatically make the save, and move half your speed (this movement does not provoke attacks of opportunity). This ability may not be used again until you have completed a short or long rest.
 

Pauln6

Hero
Acrobat

Subclass features
3rd: A quarterstaff gains the "Finesse" property when an Acrobat wields it. They add 5' to the height of any high jump when using a staff to assist them in the jump.
An Acrobat may use Dexterity instead of Strength for Athletic's checks that involve jumping or climbing.
Advantage on ability checks or saves that involve keeping their balance or avoiding a fall.

9th: Defensive Tumbling: May move up to half their speed when they use Uncanny Dodge as they roll or flip away from danger. This movement doesn't provoke Attacks of Opportunity.
Slow Fall as Monk half their level.

13th: Offensive Tumbling: Advantage on an attack if you move at least 10' before making the attack. (You cannot end your movement in the same square you started your movement in.)

17th: Legendary Acrobatics: Your reflexes and body have been honed to a razor's edge. If you fail a Dexterity, Strength, or Constitution saving throw, you can choose to automatically make the save, and move half your speed (this movement does not provoke attacks of opportunity). This ability may not be used again until you have completed a short or long rest.

Nice. The playtest included a class feature that allowed sneak attack if you moved at least 10' beforehand.
 


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