Base Class: Fighter
The Jetstream Duelist, a Fighter subclass inspired by the legendary Jetstream Sam, is a master of swordsmanship known for their unmatched agility, finesse, and dedication to the art of the blade. With graceful movements and unwavering resolve, they engage in breathtaking duels, leaving adversaries in awe of their skill. Their origins and motivations remain shrouded in mystery, adding to their enigmatic allure as they traverse the realms in search of worthy opponents. The Jetstream Duelist represents the epitome of precision and unwavering dedication to the path of the blade, forever etching their mark on the annals of martial history.
Swift Footwork
At 3rd level, your speed and footwork become extraordinary. You gain a bonus to your movement speed, allowing you to dart across the battlefield with remarkable swiftness. Additionally, you gain advantage on Dexterity saving throws made to avoid being knocked prone or being moved against your will.
- Bonus: Gain a +15 feet bonus to your movement speed.
Blade Dance
At 3rd level, you can perform a series of lightning-fast strikes, showcasing your mastery of the blade. As a bonus action, you can enter the Blade Dance stance, which lasts for 1 minute. While in this stance, your melee weapon attacks gain an additional bonus to damage equal to your proficiency bonus. Additionally, whenever you score a critical hit, you can make one additional weapon attack as part of the same action.
- Bonus Action: Use a bonus action to enter the Blade Dance stance.-
Additional Damage: Your melee weapon attacks deal extra damage equal to your proficiency bonus.
- Additional Attack: You gain one additional attack while in this stance.
Charge List
Jetstream Duelist Charge Progression:
- Level 3: 6 charges
- Level 12: 8 charges
- Level 18: 10 charges
Flash Step
At 10th level, your agility and speed reach supernatural levels. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see, gaining advantage on your next melee weapon attack roll made before the end of your turn. Once you use this ability, you cannot use it again until you finish a short or long rest.
- Bonus Action: Teleport up to 30 feet to an unoccupied space you can see.
- Advantage: Gain advantage on your next melee weapon attack roll made before the end of your turn.
-You now have Two bonus actions instead of one.
Perfect Parry
Starting at 15th level, your defensive abilities become unparalleled. When you are hit by a melee weapon attack, you can use your reaction to make a Dexterity saving throw. On a success, you take reduced damage from the attack. Additionally, you can immediately make a counterattack against the creature that attacked you.
- Reaction: Use your reaction when hit by a melee weapon attack.
- Dexterity Saving Throw: The DC is 14 + your proficiency bonus + your Dexterity modifier.
- Reduced Damage: On a success, you take reduced damage from the attack. The damage reduced is half of he original damage.
Jetstream Cyclone
At 18th level, you can channel the essence of Jetstream Sam to unleash a devastating whirlwind of deadly strikes. Once per long rest, you can enter the Jetstream Cyclone mode, which lasts for 1 minute. During this time, your movement speed is doubled, and your melee weapon attacks score critical hits on a roll of 18 or 20. Additionally, you gain resistance to all damage except psychic damage. Once this mode ends.
Jetstream Cyclone:
- Activation: Once per long rest, you can enter the Jetstream Cyclone mode.
- Duration: The mode lasts for 1 minute.
- Doubled Movement Speed: Your movement speed is doubled during the Jetstream Cyclone mode.
- Critical Hits: All your melee weapon attacks score critical hits on a roll of 18 or 20.
- Damage Resistance: You gain resistance to all damage types except psychic damage during the mode.
List of Named attacks
Special Moves for Jetstream Duelist:
1. Rising Gale: With a swift motion, you unleash a powerful upward strike, creating a gust of wind that propels you into the air.
- Charge Cost: 1 charge
- Action: Make a melee weapon attack against a creature.
- On Hit: Deal normal damage. Choose to launch yourself 20 feet into the air or knock the target prone.
- If you choose to launch yourself, make an additional melee weapon attack against another creature within range before descending.
2. Blade Torrent:
- Charge Cost: 2 charges
- Action: Enter the state of Blade Torrent for 1 minute.
- While in Blade Torrent:
- Melee weapon attacks deal additional damage equal to your proficiency bonus.
- When you hit a creature with a melee weapon attack, you can expend a charge to make an additional melee weapon attack against the same target.
- Once per turn, when you score a critical hit with a melee weapon attack, you can make one additional weapon attack against another creature within reach.
- Advantage on Dexterity saving throws to avoid disarming or having your weapon knocked away.
- Resistance to bludgeoning, piercing, and slashing damage from non-magical weapons.
- Cannot cast spells or use ranged weapon attacks during Blade Torrent.
- At the end of Blade Torrent, you suffer one level of exhaustion.
3. Lightning Stride: Channel your inner lightning, moving with unmatched speed.
- Charge Cost: 1 charge
- Bonus Action: Teleport up to your movement speed to an unoccupied space you can see, losing no movement speed.
- If you end adjacent to an enemy, the enemy can you use their reaction to attack.
4. Cyclone Dance: Unleash a flurry of spinning attacks, twirling with grace and precision.
- Charge Cost: 3 charges
- Action: Make a series of melee weapon attacks against a single target.
- Number of Attacks: Equal to your proficiency bonus.
- Finishing Move: If all attacks hit, spend an additional charge to make a single additional critical hit on the next attack.
5. Swift Deflection: Effortlessly deflect incoming attacks with lightning reflexes.
- Charge Cost: 2 charge
- Reaction: When targeted by a melee weapon attack, expend a charge to attempt to parry the attack.
- Dexterity Saving Throw: DC equals 8 + your proficiency bonus + your Dexterity modifier.
- On Success: Take no damage from the attack. Attacker has disadvantage on their next attack roll against you before their next turn.
6. Bullet Ballet: Channel Jetstream Sam's ability to deflect long-range spells, volleys of arrows, or single arrows.
- Charge Cost: 2 charges
- Reaction: When targeted by a ranged spell attack or a volley of arrows, bullet, or even a single arrow ,expend a charge and a reaction to deflect the attack.
7. Jetstream Fury: Tap into your ultimate power, channeling the ferocity and skill of Jetstream Sam himself.
- Charge Cost: All available charges
- Once per long rest, enter the Jetstream Fury mode, which lasts for 1 minute.
- During this time, your movement speed is tripled, and all your melee weapon attacks score critical hits on a roll of 13 or above.
- You don't Provoke opportunity attack, and have access to any of your moves in this state as long as you do one plain attack each turn.
- You gain resistance to all damage except psychic damage.
-You can use bonus actions as attacks, and you gain 1 additional attack.
- After the mode ends, suffer Three levels of exhaustion.
Named Attacks
Special Moves for Jetstream Duelist:
1. Rising Gale: With a swift motion, you unleash a powerful upward strike, creating a gust of wind that propels you into the air.
- Charge Cost: 1 charge
- Action: Make a melee weapon attack against a creature.
- On Hit: Deal normal damage. Choose to launch yourself 20 feet into the air or knock the target prone.
- If you choose to launch yourself, make an additional melee weapon attack against another creature within range before descending.
2. Blade Torrent:
- Charge Cost: 2 charges
- Action: Enter the state of Blade Torrent for 1 minute.
- While in Blade Torrent:
- Melee weapon attacks deal additional damage equal to your proficiency bonus.
- When you hit a creature with a melee weapon attack, you can expend a charge to make an additional melee weapon attack against the same target.
- Once per turn, when you score a critical hit with a melee weapon attack, you can make one additional weapon attack against another creature within reach.
- Advantage on Dexterity saving throws to avoid disarming or having your weapon knocked away.
- Resistance to bludgeoning, piercing, and slashing damage from non-magical weapons.
- Cannot cast spells or use ranged weapon attacks during Blade Torrent.
- At the end of Blade Torrent, you suffer one level of exhaustion.
3. Lightning Stride: Channel your inner lightning, moving with unmatched speed.
- Charge Cost: 1 charge
- Bonus Action: Teleport up to your movement speed to an unoccupied space you can see, losing no movement speed.
- If you end adjacent to an enemy, the enemy can you use their reaction to attack.
4. Cyclone Dance: Unleash a flurry of spinning attacks, twirling with grace and precision.
- Charge Cost: 3 charges
- Action: Make a series of melee weapon attacks against a single target.
- Number of Attacks: Equal to your proficiency bonus.
- Finishing Move: If all attacks hit, spend an additional charge to make a single additional critical hit on the next attack.
5. Swift Deflection: Effortlessly deflect incoming attacks with lightning reflexes.
- Charge Cost: 2 charge
- Reaction: When targeted by a melee weapon attack, expend a charge to attempt to parry the attack.
- Dexterity Saving Throw: DC equals 8 + your proficiency bonus + your Dexterity modifier.
- On Success: Take no damage from the attack. Attacker has disadvantage on their next attack roll against you before their next turn.
6. Bullet Ballet: Channel Jetstream Sam's ability to deflect long-range spells, volleys of arrows, or single arrows.
- Charge Cost: 2 charges
- Reaction: When targeted by a ranged spell attack or a volley of arrows, bullet, or even a single arrow ,expend a charge and a reaction to deflect the attack.
7. Jetstream Fury: Tap into your ultimate power, channeling the ferocity and skill of Jetstream Sam himself.
- Charge Cost: All available charges
- Once per long rest, enter the Jetstream Fury mode, which lasts for 1 minute.
- During this time, your movement speed is tripled, and all your melee weapon attacks score critical hits on a roll of 13 or above.
- You don't Provoke opportunity attack, and have access to any of your moves in this state as long as you do one plain attack each turn.
- You gain resistance to all damage except psychic damage.
-You can use bonus actions as attacks, and you gain 1 additional attack.
- After the mode ends, suffer Three levels of exhaustion.
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