Acrobats are rogues that masters athleticism and adroitness. While many double as entertainers and act as spies, others pursue the craft to better manage clandestine operations.

Acrobat Features
Rogue LevelFeature
3rdAcrobatic Footwork, Tumble Strike
17thFleet of Foot

Acrobatic Footwork

3rd-level Acrobat feature

You can make a running jump when you move at least 5 feet. Whenever you jump to a vertical surface, you can spring from it to make another jump, which counts as a running jump. Regardless of the number of jumps you make, you can’t exceed your movement speed.

If you fall a distance up to five times your proficiency bonus, you take no damage from falling and aren’t knocked prone. You also have advantage on Strength and Dexterity saving throws against being knocked prone, so long as you are on a solid surface.

Tumble Strike

3rd-level Acrobat feature

You gain an additional way to use your Sneak Attack; you don’t need advantage on the attack roll to use your Sneak Attack against a creature if you succeed on a DC 10 Strength (Athletics) or Dexterity (Acrobatics) check and jump at least 5 feet before attacking your target, and you don’t have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.


9th-level Acrobat feature

Moving through difficult terrain costs you no extra movement, and you make no sound when landing from a jump or fall that doesn’t deal damage to you.


13th-level Acrobat feature

You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you take the Attack action and make an attack with a weapon that has the thrown property, you can make another attack with one as part of the same action.

Fleet of Foot

17th-level Acrobat feature

After rolling initiative, you gain an Acrobatic Feat which can be spent during one of your turns to perform one of the following feats:

  • Use Sneak Attack a second time during a turn when using your Juggler feature, provided you use it against a second target.
  • Gain the benefits of the Dash and Disengage actions until the end of your turn.
  • Treat one d20 roll for a Dexterity check or saving throw as a 20.

You can only have one Acrobatic Feat at a time.