🤸Agile Combat Abilities

Elusive

Ability

Opportunity attacks made against you are at disadvantage. When an opportunity attack misses, you gain an additional 5ft of movement until the end of your turn.

Requires At Least +0 DEX

Reflexes

Ability

As a reaction whenever you take damage from a source you can see, you can halve the total damage you take.

Requires +2 DEX and Bonus In Acrobatics

Riposte

Ability

After an attack fails to break your armor class, you can use your reaction to make an opportunity attack.

Requires Opportunity Attack : ANY and +2 DEX

Flow State

Ability

As a quick action, you can enter or end the flow state. While in this state, you passively benefit from the Dash and Retreat Special Actions

You can stay in the flow state for a maximum of 10 minutes per day. Every minute afterward gives you a level of exhaustion.

(Cannot be used if you are using Frenzy State)

Requires +2 Bonus In Acrobatics

Pack Mentality

Ability

When you are within melee range of an ally, you gain advantage and a +1 bonus to all attack rolls

This effect does not stack by having more allies around you.

Requires At Least +0 DEX

Quick Tactics

Ability

When you successfully land an attack with your dual wielding weapon on your quick action, you can apply the effect of one of your Path Of Combat Custom Moves to the attack.

Requires Battle Tactics and At Least +0 DEX

Evasion

Ability

When you make an acrobatics saving throw to avoid taking damage or suffering from an effect/condition, you take half the damage or suffer from half the effects of a condition on a failed save.

Requires +4 DEX and Bonus In Acrobatics

Flash Action

Ability

You gain a new action to your overall action economy: a Flash Action

Due to the Flash Action being briefer than even an interaction, you can only use interaction action items and make dexterity based skill checks.

Requires +4 DEX and Acrobatics Bonus