Base Class: Fighter
While some fighters rely only on brute strength, a Swift Striker chooses to cultivate their speed and agility to outrun, evade, or overwhelm their opponents.
Swift-Footed
You are blessed with exceptionally quick movement. Starting when you choose this archetype at 3rd level, your movement speed increases by 10 ft.
Quick Evasion
Your increased speed allows you to avoid attacks with uncanny reflexes. Beginning at 3rd level, you can use your reaction to impose disadvantage on an attack roll made against you. Once you use this feature, you can't use it again until you finish a short or long rest.
Charge
Beginning at 7th level, you can overwhelm enemies with a momentum-fueled strike. You can take the Dash action as a bonus action on each of your turns in combat. When you move at least 10 feet in a straight line on your Dash action immediately before taking the Attack action, you gain extra benefits if you choose to make a melee weapon attack or to shove a creature. If you make a melee attack and hit, you gain a +5 bonus to the attack’s damage roll; if you choose to shove and you succeed, you push the target up to 10 feet away from you.
Speed Burst
At 10th level, you gain the ability to briefly supercharge your speed. You can cast the haste spell on yourself once per long rest without material components.
Unrestricted Movement
At 15th level, your training in swift movement allows you to move even more quickly and cross obstacles that would hinder those without your speed. You gain the following features:
- Your movement speed increases by an additional 10 feet.
- You ignore difficult terrain.
- You can move across vertical surfaces and liquids as if they were solid, flat surfaces. This effect only applies as long as you stay in motion; if you end your movement on one of these surfaces, the normal rules associated with them apply.
Sonic Boom
At 18th level, your uncanny speed causes a thunderous boom to emanate from you as you run. When you take the Dash action (including your bonus action from the Charge feature), you can create a loud burst of sound that can be heard up to 300 feet away, coupled with a wave of overwhelming force. Each creature in a 15-foot radius (from the point at which you end your dash) must make a Constitution saving throw with a DC equal to 8 + your STR modifier + your proficiency bonus. On a failed save, a creature takes 3d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed. Once you use this feature, you can't use it again until you finish a short or long rest.
Previous Versions
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