You’ve mastered the art of using your speed not just to outrun the world, but to toy with it. Your perception moves faster than sound, your hands blur between dimensions of motion, and every heartbeat is a lifetime of opportunity.
When using your movement, Dash, or Bonus Action, you can perform one Speed Trick per Action, Bonus Action, or Reaction, up to three per round total.
1. Rapid Dismantle
You can use Tinker’s or Smith’s Tools at lightning speed to tear apart machines, warforged, or mechanical constructs.
- Make a Dexterity (Tinker’s Tools) or Strength (Smith’s Tools) check against a DC equal to the target’s AC or DC 18 for devices.
- On a success, deal 6d10 + your modifier Force or Lightning damage, or disable the target for 1 round.
- On a critical success, cause a chain explosion (6d10 Fire or Thunder in a 15-ft. radius).
2. Whirlwind Vortex
You spin or dash in tight circles at supersonic speed.
- Area: 30-ft. radius centered on you.
- Creatures must make a Strength saving throw (DC = 8 + your proficiency + Dex modifier) or be knocked prone and take 4d10 Bludgeoning damage.
- Light, unsecured objects fly up to 60 ft. away.
- You can use this to extinguish flames or clear smoke/fog in the area.
3. Disarming Swipe
You dart between enemies, stealing or sabotaging weapons before they can blink.
- Choose up to 2 creatures within your movement path.
- Make a Sleight of Hand check contested by their Passive Perception or Athletics (whichever is higher).
- On a success, you disarm them and can drop, pocket, or fling their weapon anywhere within your movement speed.
- On a natural 20, you can place manacles on those enemies.
4. Supersonic Bind
Your movements blur as you use ropes, cables, or even torn fabric to bind a target.
- Choose a creature within 5 ft. of your path.
- Make a Dexterity (Acrobatics) check contested by their Athletics or Acrobatics.
- On a success, they are Restrained until the end of your next turn.
5. Rampaging Dash
Choose one option when using your movement or Dash:
Dash: You can move through the spaces of up to 5 willing or neutral creatures, granting them temporary hit points equal to your Dex modifier + proficiency bonus, and removing one condition (grappled, frightened, or prone).
Rampage: You can move through the spaces of up to 5 creatures, each taking 5d8 force damage and making a Strength save (DC = 8 + your proficiency + Dex modifier) or be knocked prone and dazed until the start of your next turn.
6. Reactive Save
Reaction: When a creature within 60 ft. is attacked or targeted by an effect you can see, you can instantly move to them (expending 100 ft. of movement from tour next turn) and either:
- Redirect the attack to yourself, or
- Pull them out of harm’s way, moving both of you up to 150 ft. in any direction.
This movement doesn’t provoke opportunity attacks
Spell Slinging
- Surge of Speed. While wearing this ring, whenever you take the Attack action, you can make 3 + your proficiency bonus in additional attacks
- Arcane Swiftness. For the purpose of this effect, any spell or magical ability you cast can count as one of these attacks. For example, a 9th-level spell could be one of the four “attacks” you make in a single action.
- Stacking Actions. These additional attacks or spells are in addition to all other extra attacks you may gain from class features, feats, or other sources.
- Unstoppable Tempo. If you take the Attack action more than once in a turn (such as through Action Surge), this benefit applies to each action separately.
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