Swiftblade (5e Class)
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Swiftblade[edit]
"Oh man, was that the sound barrier? I thought those orcs would at least slow me down a bit." -Tam Wingfoot, Swiftblade
Through some supernatural combination of manual dexterity, a natural talent for agility, and obsessive training, the Swiftblade can achieve Herculean feats of speed. Their competitive spirit usually manifests by early adulthood, and they are normally hot-headed as youths. That's not to say that just any irascible child will grow up to take the mantle of a Swiftblade; the competitive spirit accompanied by a rebellious streak is as good a catalyst as one could get. Often, they'll have an upbringing not uncommon to a rogue. In short, Swiftblades are a rare combination of nature and nurture.
Creating a Swiftblade[edit]
- Quick Build
Class Features
As a swiftblade you gain the following class features.
- Hit Points
Hit Dice: 1d10 per swiftblade level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per swiftblade level after 1st
- Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Athletics, Insight, Investigation, Perception, Stealth, and Sleight of Hand
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) scale mail or (b) leather armor
- (a) two shortswords or (b) two simple melee weapons
- (a) a dungeoneer's pack or (b) an explorer's pack
- A longbow and a quiver of 20 arrows
Level | Proficiency Bonus |
Features | Speed Bonus |
---|---|---|---|
1st | +2 | Unarmored Defense, Combo, Agile Hands | — |
2nd | +2 | Counter Strikes, Unarmored Movement | +10 ft. |
3rd | +2 | Archetype | +10 ft. |
4th | +2 | Ability Score Improvement, Slow Fall | +10 ft. |
5th | +3 | Extra Attack | +10 ft. |
6th | +3 | Uncanny Dodge | +15 ft. |
7th | +3 | Evasion | +15 ft. |
8th | +3 | Ability Score Improvement, Land's Stride | +15 ft. |
9th | +4 | Tempest | +15 ft. |
10th | +4 | Archetype feature | +20 ft. |
11th | +4 | Extra Attack (2) | +20 ft. |
12th | +4 | Ability Score Improvement | +20 ft. |
13th | +5 | Tempest (2) | +20 ft. |
14th | +5 | Blade Blur | +25 ft. |
15th | +5 | Archetype feature | +25 ft. |
16th | +5 | Ability Score Improvement | +25 ft. |
17th | +6 | Tempest (3) | +25 ft. |
18th | +6 | Archetype feature | +30 ft. |
19th | +6 | Ability Score Improvement | +30 ft. |
20th | +6 | Extra Attack (3) | +30 ft. |
Unarmored Defense[edit]
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Constitution modifier.
Combo[edit]
Starting at 1st level, you can interconnect attacks and combine different movements in a dance-like movement, forming a deadly combination. Whenever you hit a creature with a melee weapon attack, you gain 1 combo point. You can have a number of combo points equal to your proficiency bonus.
You lose all your combo points when you miss an attack, take damage or don't make an attack on your turn. When you hit a creature with an attack, you deal additional damage equal to the amount of combo points you have.
In addition, you can spend your combo points to perform in combo techniques, shown below:
- Accuracy
You can spend any amount of combo points, up to your maximum, to gain a bonus equal to all attack rolls made until the end of your turn equal to the combo points you spent.
- Parry
At the start of your turn, you can spend any amount of combo points, up to your maximum, to gain a bonus equal to your AC equal to the amount of points spent. This bonus last until the start of your next turn.
- Mighty Strike
You can spend 1 combo point to reroll a damage dice of a melee weapon attack. You must use the new result, unless you spend another combo point.
- Strike Flurry
When you take the Attack action and make an attack with a light weapon or a versatile weapon wielded in two hands, you can spend 2 combo points to make an attack with this weapon as a bonus action.
- Block
You can spend 2 combo points as a reaction to reduce the damage taken by a melee weapon attack made by a creature within 5 feet by an amount equal to the damage die of your weapon + your Dexterity modifier or proficiency bonus (whichever is higher).
- Deflect
You can spend 2 combo points as a reaction to impose disadvantage to one weapon attack made against you.
Agile Hands[edit]
At 1st level, you can make extremely swift and fast attacks. As a bonus action, you can make an attack with a melee weapon. The amount of attacks you can make increases to 2 at 11th level and 3 at 17th level.
Alternatively, you can replace any attack you make with agile hands to take the Use an Object action.
You can use this bonus action three times, and regain your uses after finishing a long rest.
Counter Strikes[edit]
Beginning at 2nd level, whenever a creature within 5 feet of you make a melee attack against you, you can retaliate, making a melee weapon attack against that creature, without using an action.
You can use this feature a number of times equal to your proficiency bonus, and regain your uses after finishing a short or a long rest.
Speed Bonus[edit]
Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor heavier than light or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Swiftblade table.
Ability Score Improvement[edit]
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Slow Fall[edit]
Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.
Extra Attack[edit]
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.
Uncanny Dodge[edit]
Starting at 6th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
Evasion[edit]
At 7th 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 on the saving throw, and only half damage if you fail.
Tempest[edit]
At 9th level, when you take the Attack action, you can attack twice as many times as you normally would be able to as part of that action.
Once you use this feature, you can't use it again until you finish a long rest. You can use this twice at 13th level and three times at 17th level.
Blade Blur[edit]
Starting at 14th level, whenever you make an attack with a melee weapon that lacks the heavy property, you can choose to make two attacks with disadvantage instead.
Specializations[edit]
Assassin Blade[edit]
- Death Blow
At 3rd level, once per turn when you hit a creature with a melee weapon attack with a weapon that lacks the heavy or two-handed property, you can cause additional 4d6 damage with that attack. Once you use this feature a number of times equal to your proficiency bonus. You can't use it again until you finish a short or a long rest.
- Anatomical Wounds
Also at 3rd level, you learn how to cut specific parts on your targets body, to create different effects. When an anatomical wound forces the target to make a saving throw, the save DC equals 8 + your proficiency bonus + your Dexterity modifier.
Whenever you hit a creature with a Death Blow, you can reduce the damage in 2d6 to, instead, apply one of the following effects:
- Tendon Cut. The target must also succeed on a Constitution saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn.
- Blinding Strike. The target must also succeed on a Constitution saving throw, or the damage dealt by its weapon attacks is blinded until the start of your next turn.
- Bleeding Strike. The target must also succeed on a Constitution saving throw, or start to bleed. The target takes 1d6 necrotic whenever it moves, unless it regains 1 hit point or succeeds on a (Wisdom) Medicine check against your wound save DC.
- Aimed Strike
At 10th level, you can use a bonus action to give yourself advantage on one melee weapon attack you make with a weapon that lacks the heavy or the two-handed property.
- Professional Killer
Starting at 15th level, if you roll initiative and have no uses of Death Blow remaining, you regain one use of it.
- Improved Death Blow
At 18th level, the damage dice of your Death Blow becomes 6d6.
Blade Paragon[edit]
- Whirlwind
When you choose this archetype at 3rd level, when you use your Agile Hands feature, you can choose up to three creatures within 5 feet of you that. The chosen creatures must succeed on a Dexterity saving throw (DC 8 + your proficiency bonus + your Dexterity modifier) or take damage equal to your Swiftblade level, or half as much on a success.
- Counter Storm
Starting at 10th level, when you use your Counter Strike feature, you can use your reaction to make one attack with a weapon against the same target. At 18th level, you can make two attacks as part of the same reaction.
- Improved Tempest
At 15th level, whenever you use your Tempest feature, all attacks you make as part of that attack action are made at advantage.
Ravage Blade[edit]
- Critical Strikes
Beginning when you choose this archetype at 3rd level, when you hit a creature with a melee weapon attack, you can reduce the critical range for that attack in 1 for each combo point spent. For example, if you hit a creature with a 18 on an attack roll, you can spend 2 combo points to cause that attack to be a critical.
- Combo Specialist
At 10th level, you gain 2 combo points, rather than 1, whenever you hit a creature with a melee weapon attack.
- Critical Master
Starting at 15th level, you can reduce the critical range of a successful attack in 2 for each combo point spent.
- Bloodied Rampage
At 18th level, when you are under half your maximum hit points, you can make one additional melee weapon attack whenever you take the Attack action on your turn.
Vengeful Blade[edit]
- Karmic Strike
Starting at 3rd level, whenever you take damage from a melee attack from a creature within 5 feet of you, you gain 1 point of karma. On your turn, you can spend 1 karma as a bonus action, to make an attack against that creature at advantage.
You lose all your karma whenever you make a rest, if you attack another creature or if the creature whose attack have given you karma dies.
You can use this feature a number of times equal to your proficiency bonus and you regain all expended uses of it when you finish a long rest.
- Countering Specialist
Also at 10th level, you become a specialist in countering your enemies attacks. Creatures within 5 feet of you provoke an opportunity attack from you when they make a melee weapon attack against you.
- Violent Rebuke
At 15th level, you learn to avenge strikes directed at you. If you are hit by an attack from a creature within 5 feet, you can use a reaction to make an attack against that creature, with advantage.
On a hit, you case additional damage equal to half the damage taken by you. You can use this feature a number of times equal to your Constitution modifier (a minimum of once), and you regain all expended uses of it when you finish a long rest.
- Counter Master
Starting at 18th level, in combat, you get a special reaction that you can take once on every creature's turn, except your turn. You can use this special reaction only to make an opportunity attack, and you can't use it on the same turn that you take your normal reaction.
Warped Blade[edit]
- Dimensional Jump
At 3rd level, you can magically teleport, enhancing your combat mobility. You can use your dimensional jump in the following manners:
- Instantaneous Jump. When you take the Attack action on your turn, you can use your bonus action and spend 1 combo point to teleport to a place within 15 feet and attack creatures within range. After making the last attack as part of that action, you teleport back to your original position.
- Quick Step. As a bonus action, you can spend 1 combo point to teleport, to an unoccupied space you can see within 15 feet, at a cost of 15 feet of movement.
- Jumping Pursuit. When a creature that you can see within 15 feet of your echo moves at least 5 feet away from you, you can use your reaction and spend 1 combo point to teleport and make an opportunity attack against that creature. Your return to your position after making this attack.
- Teleport Flurry
At 3rd level, whenever you take the Attack action, you can teleport 15 feet and make one additional attack, all as the part of the same action. You can use this ability twice, and regain your uses when you finish a short or a long rest.
At 15th level, you can use this ability four times between rests.
- Dimensional Escape
Starting at 10th level, when a creature makes an attack against you, you can spend 1 combo point and use your reaction to teleport an unoccupied space within 15 feet, causing the attack to miss. The attack roll that triggered the reaction is instead made against your echo.
Once you use this feature, you can't use it again until you finish a short or long rest.
- Blink Master
At 18th level, you no longer spend combo points to use your Dimensional Jump or Dimensional Escape features.
In addition, when you roll initiative and have no uses of your Teleport Flurry feature left, you regain one use of that feature.
Brutal Blade[edit]
- Brutality
Starting at 3rd level, as a bonus action on your turn, you can cause any attack that hits on your turn to be a critical. In addition, you gain a number of combo points up to your maximum.
You can use this feature once. You regain all expended uses of it when you finish a short or a long rest.
- Tireless
Starting at 10th level, you can use your Brutality twice between rests.
- Devastating Strike
Starting at 15th level, once in each of your turns when you hit a creature with a melee weapon attack, you can forgo one of the attacks you are able to make as part of the attack action on your turn to double the damage of that attack.
- Brutal Rampage
Starting at 18th level, when you reduce a creature to 0 hit points, you can take one additional turn. Once you use this feature, you can’t use it again until you finish a long rest.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the swiftblade class, you must meet these prerequisites: 13 Strength or 13 Dexterity and 13 Constitution.
Proficiencies. When you multiclass into the swiftblade class, you gain the following proficiencies: light armor, medium armor, simple weapons, and martial weapons.
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