Base Class: Rogue
Swiftblades depend on quick reflexes, good planning, and deadly aim. Moreover, they can mix it up between using some magic and poisons with deadly effectiveness.
Thrown Weapon Trick
Thrown Weapon Trick: At 3rd, 5th, 8th, and 13th a master thrower chooses one of the following thrown weapon tricks. Once chosen, the trick is a permanent part of the master thrower's repertoire and may not be exchanged. A master thrower cannot choose the same trick more than once. Each trick may only be used with a thrown weapon.
Deadeye Shot: you crit on a 19 or 20 with throwing weapons.
Defensive Throw: using throwing weapons or making a ranged attack with a weapon does not provoke an opportunity attack from enemies.
Doubletoss: A master thrower with this ability may, as an action, throw a weapon at two or three targets within 30 feet.
Palm Throw: When using thrown weapons (darts, shuriken, and daggers; the DM may allow other weapons), a master thrower with this ability may throw up to three weapons with a single attack roll at a single target.
Sneaky Shot: Just before making a ranged attack, a master thrower with this ability can use a bonus action to make a Sleight of Hand check opposed by her target's perception check. If she wins the opposed check, her opponent is denied his Dexterity bonus to Armor Class against the attack.
Trip Shot: A master thrower with this ability may use a thrown weapon to make an attack against an opponent farther than 5 feet away. If the attack succeeds, in addition to doing damage as normal, the master thrower makes a Dexterity check with advantage opposed by the opponent's Dexterity check or Strength check (whichever ability score has the higher modifier). Other modifiers may apply on this opposed check. If the master thrower wins the opposed check, the opponent is prone.
Tumbling Toss: When wearing light, medium, or no armor, a master thrower with this ability can hurl a single thrown weapon at any point during a dodge attempt as a reaction.
Weak Spot: you make a perception check as a bonus action, if your result is equal to or exceeds the targets AC, your Critical hits with thrown weaponry is x3 against that target. does not apply to sneak attack damage.
Deadeye Shot
you crit on a 19 or 20 with throwing weapons.
Defensive Throw
Using throwing weapons or making a ranged attack with a weapon does not provoke an opportunity attack from enemies.
Doubletoss
A master thrower with this ability may, as an action, throw a weapon at two or three targets within 30 feet.
Palm Throw
When using thrown weapons (darts, shuriken, and daggers; the DM may allow other weapons), a master thrower with this ability may throw up to three weapons with a single attack roll at a single target.
Sneaky Shot
Just before making a ranged attack, a master thrower with this ability can use a bonus action to make a Sleight of Hand check opposed by her target's perception check. If she wins the opposed check, her opponent is denied his Dexterity bonus to Armor Class against the attack.
Trip Shot
A master thrower with this ability may use a thrown weapon to make an attack against an opponent farther than 5 feet away. If the attack succeeds, in addition to doing damage as normal, the master thrower makes a Dexterity check with advantage opposed by the opponent's Dexterity check or Strength check (whichever ability score has the higher modifier). Other modifiers may apply on this opposed check. If the master thrower wins the opposed check, the opponent is prone.
Tumbling Toss
When wearing light, medium, or no armor, a master thrower with this ability can hurl a single thrown weapon at any point during a dodge attempt as a reaction.
Weak Spot
you make a perception check as a bonus action, if your result is equal to or exceeds the targets AC, your Critical hits with thrown weaponry is x3 against that target.
Poison User
You can use poisons with no danger to yourself, as a bonus action you can apply poisons to your weapons.
Extra Attack
You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.
Shadow Step Or Combat Reflexes
Choose one:
Combat Reflexes
When foes leave themselves open, you may make a number of additional attacks of opportunity equal to half your Dexterity bonus per round rounded down. You can still make only one attack of opportunity against a single target.
Shadow Step
When you are in dim light or darkness, as a bonus action you can teleport up to 60 ft. to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.
Arcane Reflexes
Can cast haste on yourself 3 times per day
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