Base Class: Fighter
The subclass Light Footed focuses on the development of agility of body and speed. Those who emulate this archetype generally believe in the superiority of speed in close combat and use their agility as an advantage. They use their weapons as if they are the limbs of their body. "What does it feel like to fight the wind?" These fighters are the answer to this question.
Level 3: Momentum
When you choose this subclass at 3rd level, you gain proficiency in the Acrobatics skill, and you can make a Dexterity (Acrobatics) check as a Bonus Action. Whenever you make a successful Dexterity (Acrobatics) check to DC 15 (or to the DC determined by the GM appropriate to the situation), you can move up to an additional 5 feet immediately after. This movement doesn't provoke opportunity attacks. You can use this feature to leap over a target if the target is Medium or smaller.
Additionally, after a successful Dexterity (Acrobatics) check, you gain a +1 bonus to Armor Class or a +1 bonus to your weapon attack rolls (your choice) until the end of your next turn, This bonus to AC or attack rolls does not stack.
The bonus to AC or attack rolls becomes +2 at 8th level, a +3 at 12th level, and a +4 at 16th level.
Momentum - AC
You gain a +1 bonus to your Armor Class.
This bonus increases to +2 at level 8, +3 at level 12, and +4 at level 16.
Momentum - Weapon Attack Rolls
You gain a +1 bonus to your Weapon Attack rolls.
This bonus increases to +2 at level 8, +3 at level 12, and +4 at level 16.
Level 7: Hit and Run
Starting at 7th level, you have almost no opponent to match your speed in melee combat. Your proficiency is doubled for any ability check you make that uses Acrobatics skill proficiency.
Additionally, after making a successful Dexterity (Acrobatics) check, your speed increases by 10 feet until the end of your turn.
Level 10: Evasion
At 10th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity Saving Throw to take only half damage, you instead take no damage if you succeed, and only half damage if you fail.
Level 15: Improved Extra Attack
Beginning at 15th Level, your Extra Attack feature is enhanced thanks to your swiftness and virtuosity in your movements.
The number of attacks increases to four when you reach 15th level in the fighter class and to five when you reach 20th level in the fighter class.
Level 18: Zoom
At 18th level, as a Light Footed, you become a master at using your speed against your targets to hit them from unexpected angles by using somersaults, leaping strikes, and finding their weak spots. You can add your Dexterity modifier to your attack rolls and damage rolls you make with melee weapons twice, instead of once.
Additionally, you can use any melee weapon as if they have the finesse property.







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