Rogue Archetype

Acrobat

You have trained for a long time in order to achieve great feats of acrobatics. Those that follow this archetype tend to be performers, stunt actors and high flying thieves. Still many choose to use their focus in speed and agility in the life of adventuring to challenge the most dangerous of dungeons and complete the most daring of adventures.

Acrobatics

Starting at 3rd level, you have gained the ability to utilize your agility in acrobatic maneuvers. When performing a long jump you may use your Dexterity score instead of your Strength score to determine how far you can jump, you may also use your Dexterity Modifier instead of your Strength Modifier to determine how high you can jump when performing a high jump.

Staff Mastery

Starting at 3rd level, while wielding a 10 foot pole, staff or quarterstaff, you have advantage on Dexterity (Acrobatic) skill checks. The quarterstaff also becomes a finesse weapon for you, allowing you to use your Dexterity Modifier for attack and damage.

Pole Vault

At 9th level you have learned how to use your staff to vault higher and to get up quicker. You may stand up from prone without using any of your movement to do so. If you move 10 feet you can use your staff to pole vault, you double the distance in which you can jump.

Acrobatic Dodge

At 13th level, you have gained the ability to use acrobatic skills to avoid damage. As long as you are wielding your staff, you have advantage on your Dexterity saving throws. You can also spin your staff as a reaction to being targeted by a ranged attack to give that attack disadvantage.

Acrobatic Mastery

At 17th level, your move speed increases by 10 feet and you are no longer limited by your move speed by how far you can jump. When you perform a pole vault on your turn, you have advantage on the first attack that you make in the same turn after the jump. This attack does an extra d6 sneak attack damage.

Tough

You have forgone the path of being a cagey sort that dodges around the battle field. Instead you like to face your threats head on with as much strength and power as you can muster. You still do the sneaky sorts of things, but you also really love to bust some heads together. Your focus on strength over finesse pays off too as you tend to wield larger more deadly weapons in combat.

Bonus Proficiency:

Starting at 3rd level, you gain Proficiency in medium armor, shields and all martial weapons.

Heavy Sneak Attack

Starting at 3rd level, you have learned to use heavier weapons in your deadly attacks. You can sneak attack with versatile and heavy weapons, instead of with just light and finesse weapons.

Heavy Armor Flexibility

Starting at 9th level, you have learned to wear heavier armor without limiting your ability to sneak around. You gain proficiency in Heavy Armor and you ignore any disadvantage to Dexterity (Stealth) checks that an armor has.

Brutal Sneak Attack

Starting at 13th level, your sneak attacks have become stronger than normal, making them extra deadly. When you roll a 1 on a damage die for sneak attack, you may treat it as if it was a 2 instead.

Stand Strong

At 17th level, you have learned to adjust in your armor to avoid the blunt of certain abilities. When you save against an effect or spell that targets Fortitude and does half damage on a save, you instead take no damage.