Subclass of: Rogue

Rogue Traceurs are masters of urban navigation, turning the cityscape into their playground with a blend of athleticism and acrobatics that makes them nearly untouchable. Trained in the art of parkour, these rogues excel in leaping from rooftops, scaling walls, and performing death-defying jumps with ease, often seen as shadowy figures darting across the skyline. These individuals are part of an elite, clandestine community known as the Free Runners, utilizing their unique skills for espionage, theft, or simply to maintain a network of contacts that spans across cities. Their remarkable agility is further enhanced by features like Rooftop Runner, granting them increased speed, extraordinary jumping capabilities, and expertise in Acrobatics, alongside the magical ability to cast jump without material components. As they advance, their prowess only grows, with Lithe allowing them to traverse vertical surfaces and Brace for Impact teaching them how to mitigate fall damage or even redirect it to unsuspecting foes below. By the time they reach the pinnacle of their training with Untethered Leap, Traceurs are not just moving through the urban environment—they are redefining what it means to be bound by the laws of physics, ensuring that for them, the city's heights are no limit at all.  

Leaping from rooftops, diving from the highest of ledges, running on walls and other amazing feats are all characteristics of rogues of the traceur archetype. It is not uncommon to see shadowy figures leaping from rooftop to rooftop in major cities, rogues trained in this archetype putting their skills to good use. These rogues are often part of a shadowy community of similarly skilled individuals using their talents to further their cause in many larger cities throughout the realm either to gain power, perform jobs as a part of a thief or assassins guild, or simply gain access to additional contacts and resources. The most infamous of these communities is known as the Free Runners one of the more powerful factions in all of Alifree.

Rooftop Runner

3rd-level Traceur Feature

You gain almost preternatural speed and reflexes. Your speed increases by 5 feet and you can jump twice as far and as high. In addition, you can make a long jump or a high jump with or without a running start.

You can use your Dexterity (Acrobatics) or Strength (Athletics) modifier (whichever is higher) when determining how far you can jump.

In addition, you gain proficiency in Dexterity (Acrobatics). If you are already proficient with this skill, you instead gain expertise with it, which means your proficiency bonus is doubled for any ability check or skill check you make with it. 

When you reach 9th level, the distance you can jump increases to 3 times as far and as high, when you reach 17th level the distance increases to 4 times as far and as high. This movement is still restricted by your total move speed.

Magic Leap

3rd-level Traceur Feature

You can to cast the jump spell a number of times equal to your proficiency modifier, requiring no material components. You regain all uses after you finish a long rest


9th-level Traceur Feature

Your movement has greatly quickened. Your speed increases by an additional 10 feet.

In addition, you gain the ability to move a number of feet along vertical surfaces equal to your Dexterity score if you move at least 10 feet immediately before. At the end of your movement, you can push off the surface, making a second jump equal to half your jumping distance. You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses after you finish a short or long rest.

Brace for Impact

13th-level Traceur Feature

The scraped knees and broken bones as you slammed into the ground from great heights have taught you to master the art of tucking and rolling. When you would suffer bludgeoning damage from a fall, you take half the damage. In addition, if you would land on a space occupied by another creature, you can attempt to transfer the full damage to it (to a maximum of 20d6 or 200 feet). Make a Dexterity (Acrobatics) check against the target's AC, on a success, the target takes the full bludgeoning damage up to the maximum damage and you take any remaining damage, on a failure, you still take only half the bludgeoning damage from the fall. If you are hidden at the start of your turn and land on a creature or end a jump and attack on the creature, you can deal your sneak attack damage to it, and your sneak attack damage increases by 1d6.

Untethered Leap

17th-level Traceur Feature

You have become so well attuned to your body that you are no longer tethered by normal limitations. Your movement speed is considered to be doubled when jumping