You move even across surfaces that would be impossible for any other common man with ease. When you reach 18th level, you gain the ability to move along vertical surfaces, ceilings and across liquids on your turn without falling during the move. This benefit works only in short bursts; you fall if you end your turn on a surface that can't support your weight.

Your ability to move uninterrupted is improved as you learn how to deal with enemies that would try to stop you. Starting at 15th level, when your movement will provoke opportunity attack from an enemy, you can use your reaction to make one attack against this creature. If you successfully hit the creature, it has disadvantage on any attacks of opportunity against you until the end of your turn.

When you reach 10th level, your movement speed increases by 10 feet. Additionally, you gain an ability to jump over your foe to surprise them from another side. As a part of Attack action, you can forego one of your attacks and attempt to jump over a hostile creature within 5 feet of you. If you succeed on a Dexterity (Acrobatics) check, of which DC is equal to 15, increased by 5 for each size category above Medium, you move over hostile creature’s head as part of the attack. You fall right in the opposite space adjacent to the creature and your next attack against that creature will have advantage until the end of your next turn. You can use this feature only once per turn.

In addition, when you make a running long jump or a vertical jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.

After enough training, your skills of moving freely are an impressive sight. At 7th level, you gain 30 feet climbing speed.

Additionally, once you gain Extra Attack feature, you can forego one of your attacks and move up to half your movement speed as a part of the same action. At 11th level, you can forgo two attacks and move up to half your movement speed for each one.

Starting at 3rd level, you ignore non-magical difficult terrain. You also gain advantage on all checks and saving throws to end a restrained condition on you, and on all Athletics and Acrobatics checks to move.

Something-something trained so hard and got so far. In the end, does it really matter?

Different fighters choose different approaches to perfecting their fighting prowess. The martial archetype you choose to emulate reflects your approach.

Binoculars. Objects viewed through binoculars are magnified to twice their size.

Camera. This camera can take photos of quality so high, that the pictures can tell apart stuff up to 1 mile away.

Camera Ball. Taking images of lower quality, this camera has a diameter of about 6 inches and can be remotely controlled with a computer or smartphone app. The camera can take picture that are clear up to 60 feet far.

Compass. Compass can be used to determine which way is north.

Duct Tape. Comes in a variety of colors, most often silver, brown and black. If it’s used to bind someone’s hands, a DC 15 Strength check is required to break them. Alternatively, a weapon that uses slashing damage can be used to cut it open. The duct tape has 1 HP.

Flares. The flares that come with a gun can be shot upwards to warn creatures of your presence, or to distract creatures. The light it shines with can be seen up to 1 mile away.

Fire Extinguisher. Heavy and unwieldy, but very useful in case of arson. As an action, extinguish a 5-foot area of non-magical fire. There is enough material inside for ten uses.

Flashlight. Cylindrical object that can shine a cone of bright light up to 30 feet, and dim light for additional 30 feet.

Gas Mask. While wearing this gas mask, you can’t be blinded by anything non-magical and are immune against inhaled poisons and gases.

Glasscutter. This small sharp tool that can fit into a palm can be used to cut holes into glass effortlessly. Under DM’s discretion, a Sleight of Hand check may be needed for certain types of the glass.

Grip Gloves. Wearing these slightly sticky gloves grants wearer a climbing speed equal to their movement speed.

Handcuffs. See Manacles.

Bluetooth Headset. Small device that fits into your ear and isn’t easy to spot just by looking, bluetooth headset can be used for hands free conversations using your smart-phone. As a free action while you have at least one hand free, you can press its button to record response. The headset can be found with a successful DC 15 Wisdom (Perception) or Intelligence (Investigation) check.

In-line Skates. You can ride in-line skates on flat ground at 40 feet speed.

Infrared Goggles. While wearing these goggles, you can see in dim light within 60 feet of you as if it was bright light, and in darkness as if it were dim light. You can’t discern color in darkness, and everything you see is in shades of green.

Light Sticks. Sticks of one color that shine for 12 hours after being snapped, providing bright light in a 10-foot radius and and dim light for an additional 10 feet.

Lighter. Plastic or metal container with flammable liquid inside used to light a fire. Using it to light anything with abundant, exposed fuel takes an action. Lighting any other fire takes 1 minute.

Metal Detector. A device with a long extensible handle allows you to stan for metal objects around you further than your arm's reach. You have advantage on Wisdom (Perception) checks when searching for metals. Each attempt uses one of its 10 charges.

Portable Lie Detector. You can use your action and expend 1 charge to activate the portable lie detector for 1 minute. During that time, whenever a lie with a Charisma (Deception) roll of 10 or lower can be heard, it can let you know about it, either through subtle vibration or loud beep.

Skateboard. You can ride skateboard on flat ground like road or floor at speed of 40 feet.

Skiing Kit. This kit contains skis, poles, boots made for riding skis and other necessary tools. You can ride skis down a slope covered with snow at 100 feet speed. However, they are risky to use, and thus when it's necessary under DM's discretion, you have to make a DC 15 check, adding your Dexterity bonus and proficiency bonus if you are proficient in using skis, or take (blank) damage of appropriate type, and roll on a Lingering Injuries table (page 272 in DMG) if you failed by 5 or more.

Snowboard. This kit contains skis, poles, boots made for riding skis and other necessary tools. You can ride snowboard down a slope covered with snow at 90 feet speed. Under DM's discretion, you have to make a DC 10 check when making a maneuver to avoid problems such as jumping over or dodging obstacles, adding your Dexterity bonus and proficiency bonus if you are proficient in using skis, or take (blank) damage of appropriate type, and roll on a Lingering Injuries table (page 272 in DMG) if you failed by 5 or more.

Spray, deodorant. A small can of flammable liquid that is sprayed out when using the spray can. When successfully sprayed into creature’s eyes, it can temporarily blind the creature. It can also mask scents.

Spray, wet print. Small can of wet print. It can be used to make finding fingerprints easier.

Spy Camera. This small camera can be hidden somewhere on your clothes. To find it, one must make a Wisdom (Perception) or Intelligence (Investigation) roll against DC 18.

VR Glasses. These glasses fit the head and thanks to the strap won’t fall off the head. They can be used to access Virtual Reality, but have to be connected to a computer to do so.

Watch. Stylish metal watch worn on the wrist that tells time.

Whistle. Small whistle made out of wood, metal, plastic or other material. You can use your action to produce a loud whistle out of it, that can be heard up to the distance of 300 feet.