Fighter
Base Class: Fighter

You recognise importance of speed in combat. You have learned how to step across the battlefield in a flash and use teleportation magic to gain the upper hand on your foes. 

Battle Step. When you choose this archetype at 3rd level, you gain the Battle Step ability. 
You can use a free action to engage this ability and it lasts until the end of your turn. You can use this ability an amount of times equal to your proficiency bonus and these uses regenerate after a short or long rest. 
After making an attack roll, you can teleport to an unoccupied space within 10ft of you. This distance increases by 10ft at fighter levels 7, 10, 15 and 18 up to a maximum of 50ft. 

Quickened Step. At 7th level  your Battle Step becomes so fast that it is almost as if you are in two places at once. 
You gain the ability to flank with your previously occupied space after using Battle Step. This flank lasts until the end of your turn. 

Dodging Step. At 10th level your misty aura works to protect you from harmful effects if you are quick enough. 
Whenever you succeed on a dexterity saving throw, you can use your reaction, and one charge of your battle step ability, to take no damage rather than half as you teleport to an unoccupied space 5ft outside the the spell's area. 
Additionally, when an attack is going to hit you, you can use your reaction and a charge of your battle step ability to add 1d6 to your AC, potentially turning the hit into a miss. 

Booming Step. At 15th level, your Battle Step becomes so fast that you can leave a sonic boom in your wake. 
Using an additional Battle Step charge means that, the next time you use your Battle Step ability to teleport, a sound wave explodes in your previously occupied space. Each creature within 5ft of that space must make a DC15 Constitution saving throw. They take 3d6 thunder damage on a failed save and half as much on a successful one. 

Relaxed Step. At 18th level you have perfected the use of your Battle Step.
Outside of combat, you can teleport up to 100ft to an unoccupied space at will. 

 

Battle Step

You can use a free action to engage this ability and it lasts until the end of your turn. You can use this ability an amount of times equal to your proficiency bonus and these uses regenerate after a short or long rest. 
After making an attack roll, you can teleport to an unoccupied space within 10ft of you. This distance increases by 10ft at fighter levels 7, 10, 15 and 18 up to a maximum of 50ft. 

Quickened Step

You gain the ability to flank with your previously occupied space after using Battle Step. 
This flank lasts until the end of your turn. 

Dodging Step

Whenever you succeed on a dexterity saving throw, you can use your reaction, and one charge of your battle step ability, to take no damage rather than half as you teleport to an unoccupied space 5ft outside the the spell's area. 
Additionally, when an attack is going to hit you, you can use your reaction and a charge of your battle step ability to add 1d6 to your AC, potentially turning the hit into a miss. 

Booming Step

Your Battle Step becomes so fast that you can leave a sonic boom in your wake. 
Using an additional Battle Step charge means that, the next time you use your Battle Step ability to teleport, a sound wave explodes in your previously occupied space. Each creature within 5ft of that space must make a DC15 Constitution saving throw. They take 3d6 thunder damage on a failed save and half as much on a successful one. 

Relaxed Step

Outside of combat, you can teleport up to 100ft to an unoccupied space at will. 

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