Tumbling (sage ability)

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Tumbling is an amateur-status sage ability in the study of Acrobatics, granting the character the ability to perform a variety of coordinated and controlled movements, including jumps, twists, flips, walkovers and rolls. These feats, often associated with gymnastics or performance arts, can be utilised in public exhibitions, competitive tumbling competitions or high-risk situations where agility and control may preserve the character's life. While tumbling is often seen as a skill for entertainment and sport, its practical applications in dangerous environments make it a valuable ability for adventurers, thieves and those who rely on mobility in combat.

A trained tumbler develops improved balance, agility and body awareness, allowing them to maneuver gracefully through obstacles, recover from falls and evade incoming attacks with fluid motion. Although the ability does not provide supernatural speed or reflexes, it does enhance movement efficiency, enabling characters to reposition themselves swiftly in confined spaces, navigate uneven terrain with ease and recover from stumbles with minimal disruption.

Strength & Dexterity Checks

Tumbling is the result of extensive physical training and conditioning, ensuring that the character is able to maximise their use of strength and dexterity. While this ability does not directly increase either stat, it grants the tumbler a more efficient and instinctive command over their physical capabilities, allowing them to maneuver with greater precision and control.

Whenever the character is required to make an ability check for either strength or dexterity, they are granted an advantage in the form of a double roll. Instead of rolling a single d20, the character rolls two d20s — if either result is equal to or lower than the character's relevant ability stat, the check is a success. While no additional bonuses apply, it is assumed that if both rolls succeed, the character executes their movement with remarkable ease and finesse, possibly impressing onlookers. However, this flair carries no additional mechanical effect, beyond its potential for roleplaying and narrative impact.

Stuns

A character trained in tumbling has an innate ability to absorb the force of an impact and redirect its momentum through controlled movement. If struck in combat and rendered stunned, the tumbler may choose to "roll with the blow", increasing their retreat distance from the enemy. Instead of falling back one hex, as is standard for a stunned character, the tumbler may instead retreat two full hexes.

While still unable to act in the following round due to the effects of being stunned, this extra displacement can provide critical advantages in combat. By putting more distance between themselves and their attacker, the tumbler creates greater opportunities for allies to intervene, recover or provide cover, while forcing enemies to expose themselves further by advancing. This extended retreat is entirely optional, allowing the character to decide whether maintaining position or creating distance is the best tactical choice in the moment.


See Circus (sage field)