Base Class: Fighter
You're fast. Very fast. Though from your perspective, it's everyone else who's slow. You might be infused with the power of light, or favored by a god of speed. Either way, you leave everyone else in the dust.
Super Speed
When you choose this manifestation at 3rd level, you can activate your Super Speed for 1 minute by taking the Dash action as a bonus action on your turn. Your Super Speed ends early if you use a bonus action to end it, or if you are incapacitated.
You gain the following benefits while using your Super Speed: Any movement you gain by Dashing is doubled (This means all dashes are times 2 not times 4). This includes the Dash made to activate your Super Speed. Your movement does not provoke opportunity attacks.
Athleticism
Also at 3rd level, you can add double your proficiency mod in your Acrobatics and Athletics skill checks, you have advantage on initiative rolls and In addition, you can't be surprised, except when incapacitated by something other than nonmagical sleep. You awaken if you are sleeping naturally when combat begins.
Bullet Time
Starting at 7th level, even while you are simply standing in place, it's hard to pin you down. Whenever a creature targets you with an attack while you are using your Super Speed, you can use your reaction to impose disadvantage on their attack. If the attack misses you as a result, you can move half your movement speed to an unoccupied space without provoking opportunity attacks.
Rushing Strikes
Starting at 10th level, you can channel your momentum into more powerful attacks. When you are using your Super Speed, if you move at least 20 feet straight towards a creature and hit it with an unarmed strike on the same turn, you can add extra damage to the attack. The extra damage is equal to 1d6 for every additional 10 feet you move beyond the initial 20 feet, up to a maximum number of d6 equal to your character level.
Incredible Swiftness
Starting at 15th level, your body has become accustomed to the constant strain and demands you put on yourself. When you are subjected to an effect that allows you to make a Constitution or Dexterity saving throw to take only half damage, you instead take no damage at all if you succeed on the saving throw.
Time in a Bottle
At 18th level, you can summon all of your energy to move faster than light. You can cast Time Stop once per short rest.
When you cast Time Stop this way, you can grapple or shove creatures without resuming time, and your attempts to do either succeed automatically. Moving a creature you are grappling also does not resume time. Creatures that you shove while time is stopped will only begin to move once time resumes. If a creature is knocked prone or pushed into an obstacle once time resumes, they take 5d10 bludgeoning damage.
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