*medium human* *** ### Attributes **Armor Class** 18 (nanofiber vest) **Damage Reduction** 0 **Hit Points** 45 (6d8+18) **Speed** 12 m. STR |DEX| CON| INT| WIS| CHA -|-|-|-|-|- 14 (+2)| 18 (+4)| 16 (+3)| 10 (+0)| 10 (+0)| 12 (+1) **Skills** Acrobatics +8, Athletics +6, Sleight of Hand +6, Stealth +6 **Senses** Passive Perception 11 **Languages** Any two languages **Challenge** 1 (200 XP) *** ### Features **Athletic Phenom.** Climbing and rough terrain doesn’t cost the parkour ace extra movement. **Hyper Jumping.** The parkour ace's jumping distances are multiplied by three, and they can fall 9 meters without taking any damage. **Sneak Attack (1/Turn).** The parkour ace deals an extra (2d6) damage when it hits a target with a weapon attack that has advantage on the attack roll, or when the target is within 1.5 meters of an ally of the parkour ace that isn’t incapacitated and the parkour ace doesn’t have disadvantage on the attack roll. **Swift Feet.** The parkour ace can take the Disengage or Dash action as a bonus action. *** ### Actions ***Nanoblade.*** *Melee Weapon Attack*: +6 to hit, reach 1.5 m., one target. Hit: 7 (1d6+4) armor piercing, slashing damage. *** ### Description **Parkour aces** navigate the pedestrian urban landscape with gusto, using their freerunning skills to soar past rivals and enemies. Parkour gangs are common in Korea, and many of them are pickpockets. #SOK