🤸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