Swiftblade (5e Subclass)
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Swiftblade
Fighter Subclass
Alacor observed the elfish warrior who had his weapon still sheathed. Some loose 50 feet of distance were between them, a distance even a lightfoot elf could not manage that fast. With his left he held tight on his prisoner, while holding a rusty dagger to his throat. To Alacors left, just about three feet, stood two of his companions. They were nervously gripping their spears and had eyes on the elf. They were three versus one and had the advantage with equipment, not even counting the hostage. The elf would never dare to attack. With a booming voice Alacor shouted- Drop the artefact, your weapon and withdraw otherwise your friend here.. Within one eyeblink the elf had vanished. How was that possible? He had seen absolutely no movement, no arcane signs like the wizards use and he had held no items in his hands. Alacor just barely started to watch his left and right flanks as the air right before him began to blur. Out of nothing came the elf, weapon in hand. The last thing he registered was the loosening grip on his dagger, than just dulling blackness.
- Spellcasting
See Spellcasting for the Eldritch Knight in the Core Rulebook page 73.
Exception: Trade Evocation school for Transmutation school. A Swiftblade focuses more on its swordplay for offensive than on spells. Abjuration and Transmutation schools allow the Swiftblade to gain an edge in melee combat.
- Devotion to Speed
Disciples of this path favor speed and agility over anything else. They specialize in the use of one weapon to fully master its style.
Upon becoming a swiftblade on the 3rd level choose one weapon as your favored weapon. You add half your Intelligence bonus(round up, minimum +1) to your attack roll when making an attack with that weapon. Because the training is so intensive you are no longer considered proficient with all other martial weapons. Additionally, you may use only light armor, for heavier armor would interfere with the sensible maneuvers of this path thus preventing you from gaining any bonus.
Alternate: You may choose to retain the Weapon Bond Feature from the Eldritch Knight subclass instead of taking the above.
- Disciple of Time
In addition to the rigorous physical training, they experiment with spells that alter their speed. This in fact is the true power of the swiftblade.
Upon Reaching 7th level, add the haste spell to your spell list. You can cast it without material or somatic components, it does not count against your spells known, and you may cast it using a 2nd level spell slot. If cast using a 2nd level spell slot, the maximum duration of the spell is only 30 seconds.
- Swift Surge
Reaching the 10th level makes your body and your reflexes faster through the continuous use of the haste spell.
When casting a spell you may choose to have it gain the benefit of the Quickened Spell Metamagic feat. You may use this feature a number of times equal to your Intelligence modifier and regain all uses of this feature upon finishing a long rest.
- Alacritic Burst
Starting at 15th level you learn to accelerate even more, especially when gaining the effects of haste.
Your base movement speed increases by 10 and you no longer suffer the after-effects of the haste spell. In addition, when you make an attack using the extra action granted by haste, you make the attack with advantage.
- Innervated Speed
Upon attaining the 18th level your mastering of the haste spell and the principles of time have reached its peak.
You may take up to 2 bonus actions on your turn, assuming other effects grant you use of a bonus action. Also, whenever you roll initiative you may use your reaction to cast the haste spell on yourself.
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