Acrobat (Rogue Subclass)

Not all rogues are so sinister in appearance. Instead, you study the delicate art of acrobatics. An Acrobat has little fondness for a cold blade in their hands, preferring the balance and stability provided by a simple staff. Many Acrobats are also performers - charlatans, dancers, circus folk - where some are just trying to pass unnoticed; no one expects the old beggar with a walking stick. Do not be fooled by such meager appearances, however. Using extraordinary agility and grace, an acrobat can dance toe to toe with their enemies and come out on top. Study and dedication to their craft is what drives a rogue of this archetype. From all your hard work and practice, your ability to control a foe in battle is masterful and you become increasingly difficult to take down.

Staff Mastery

When you choose this archetype at 3rd level, dedicated training allows you to wield a staff with great ease. You may use a quarterstaff as a one-handed, finesse weapon that deals 1d8 Bludgeoning + Strength or Dexterity. While attacking with a quarterstaff, you cannot wield anything in your off-hand.

In addition, while wielding a quarterstaff, you have advantage on any ability check in which your staff may be applied. The DM has final say on whether this applies.

Staff Combat

You learn new techniques to perform with your staff as you level up. Your acrobatic prowess allows you to alter the effects of these attacks under the correct circumstances.

Jab. Starting at level 3, you can use a bonus action to perform a quick Jab. A swift strike with the end of your staff, dealing 1d4 Bludgeoning + 1.

Combo: This hit has +3 to attack and damage if Sneak Attack would apply.

Vault. Starting at level 9, you can use an action to Vault. If you are more than 15 feet away from your target, you close the gap by propelling yourself forward with your staff. A Large or smaller target must succeed on a Dexterity saving throw (vs. 8 + Dexterity + Proficiency Bonus) or be knocked prone.

Combo: If the target cannot see you when you make this attack, they automatically fall prone.

Spinning Strike. Starting at level 13, you can use an action to Spinning Strike. You spin your staff with a show of force, dealing 1d6 Bludgeoning + Strength or Dexterity to up to two enemies within 10 feet, with a separate attack roll for each target.

Combo: If you take a Dash bonus action before this attack, the impact knocks any target hit 5 feet backwards.

Balancing Act

At 9th level, you better learn how to keep your balance under pressure.

As an action, you enter a deep concentration, focusing all your efforts on maintaining perfect balance. Your speed increases by 10 feet, you ignore the effects of rough terrain, and you are immune to falling Prone. You can concentrate on this ability for a number of hours equal to your Dexterity modifier. You must maintain and follow the rules of Concentration for the duration (see Concentration, PHB 203). Once you use this ability, you can’t use it again until you finish a long rest.

As a reaction, you can instantly end Balancing Act to choose to succeed a failed Dexterity saving throw.

Uncanny Block

Starting at level 13, you learn how to effectively parry hits.

When you take Uncanny Dodge in reaction to a melee attacker you can see, you can attempt to block as you dodge. Roll 1d4 and add that number to your AC for this hit.

In addition, you gain +1 AC while wielding a quarterstaff.

Enhanced Staff Combat

At 17th level, you gain complete control over your weapon, allowing enhancement of your staff-based attacks. You have two charges of Enhanced Staff Combat that refresh after a short or long rest. You may only enhance one attack per round.

Jab. You manage to strike a nerve, dealing an extra 3d4 damage.

If the Combo takes effect, your hit is a critical on 18 or 19.

Vault. You fly through the air with speed, gaining an extra 15 feet of movement this turn.

If the Combo takes effect, your target is has 0 speed until the start of your next turn.

Spinning Strike. Your staff becomes a blur of movement, hitting up to two additonal targets.

If the Combo takes effect, your targets cannot make reactions until the start of your next turn.