Out for Blood. The swiftblade adds 3 to its perception (bringing passive to 13) to detect creatures within 30 feet when the swiftblade is aware/suspicious of a threat. The swiftblade can also draw two melee weapons at once.
Light Step. If the swiftblade is wearing light armor, its walking speed becomes 40 ft and it gains a 25 ft climbing speed.
Multiattack. The swiftblade makes two attacks, one with its scimitar, one with its dagger.
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Parry. The swiftblade adds 2 to its AC against one melee attack that would hit it. To do so, the bandit must see the attacker and be wielding a melee weapon.
Description
A swiftblade is usually no mere petty thief, these are the likes of ruthless killers and psychopaths that revel in blood and combat. A swiftblade may have already had murderous tendencies, or they may have become unhinged under the weight of their sins and desperation, embracing the violence to dull their feelings of guilt.
In any case, a swiftblade is, well... swift, and rushes forward once a bandit attack has begun, or after the second volley if there are still too many defenders standing after the first. When wearing light armor, they make excellent pirate boarders with their climbing ability allowing them to get where they need to and climb rigging, or they can be used as mountain bandits, climbing up from hidden caves below. In forests they might hide in hidden pits, or up in trees. In any case, when swiftblades are part of a bandit group, the group will prefer to attack where the terrain makes retreat difficult for the target, while offering opportunities for the swiftblades to climb away if the attack goes poorly, such as canyons.
Previous Versions
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