You can only use this feature twice per turn.
You must end this movement on solid surface, such as a creature or the ground, otherwise your movement ends and you fall. Additionally, during your movement you can fly up to half your speed. Climbing no longer costs you extra Movement. When you adopt this archetype at 3rd level you gain the ability to move with incredible speed, precision, and power, letting few obstacles can prevent you from reaching your destination. If working on this for my own homebrew document or a player wanting this in my game I'd do this: An Acrobat can "make 4 short movement by flying." I'm not sure if this is giving the Acrobat more movement or how this works so it's hard to compare.Īgain, this is fine but kludge. I guess this one depends on how many magic items the DM includes.Īt 17th, the thief gets an extra turn at the beginning of combat. These are probably equal, given that falling is more situational than be stealthy.Īt 13th, thief gets to use magic items.
I realize Aerial Artistry can allow a PC to jump over pits or fly up to unclimbable heights, but in most instance Second Story Work seems to be its equal, and the thief also gains the Fast Hands feature at 3rd making the acrobatics quite disappointing.Īt 9th, Thief gets advantage on Stealth while Acrobat is immune to falling damage. We had a new player join that wanted to try Mike Mearl's new Rogue/Acrobat: Īt one point they got into a chase the acrobat thought he could use the Aerial Artistry to escape onto a rooftop, but the thief used Second-story Work to follow, the bonus 5' of movement actually letting him gain on the acrobat. My group is 4th level, currently with a Rogue/Thief in Waterdeep.