Jump over trouble, dodge around it or give it a firm kick. Athletics now has three very different answers.
Pick your bad habit
At Athletics level 20, choose Jumper, Dodger or Kicker. The choice is free and saved with your character. Switching requires you to be alive, grounded, out of combat and between actions. It keeps your resources and cooldowns where they were.
Older characters start without an automatic selection. Open the tree and pick the route you want. Each has its own ordinary-action benefits, then an active ability and a later upgrade. Your class does not make the decision for you.
Up, over and out of the way
Jumper gets Vaulting Leap and Great Leap. Aim at the ground, confirm the destination and launch into a real arc. The ability costs 15 stamina and starts a 20-second cooldown. Ceilings, walls and the landing still matter. Choosing a destination does not remove everything between you and it.
Dodger gets Evasive Stance and Untouchable Footwork. For six or nine seconds, ordinary dodges cost no stamina and use half their base cooldown. You still have to finish the current dodge before starting another, and you can still take damage. Keep watching the enemy.
Personal space, enforced
Driving Kick uses the existing foot contact to push one hostile target away. The target moves through normal collision, and Plate Firm Footing can reduce the displacement. The kick itself deals no damage. Its job is to make room.
Disrupting Kick adds a short slow. Interrupting an eligible spell can also produce a brief spell lockout, subject to the existing protection and control rules. Ordinary weapon attacks remain available. Twenty base stamina and a separate 20-second cooldown make this a deliberate decision.