Ranger Conclave
Swiftblade
As graceful a floating feather and as fluid as raging rapids, athe swiftblade flies through the battlefield with ease. Nimble with hands and feet, a Swiftblade can switch between melee and ranged weaponry, striking their foes with deadly velocity.
Swiftblade Magic
You gain conclave spells at the ranger levels listed in the Swiftblade Spells table. These are always prepared and don't count against your list of prepared spells.
Swiftblade Spells
| Ranger Level | Spells |
|---|---|
| 3rd | zephyr strike |
| 5th | misty step |
| 9th | haste |
| 13th | freedom of movement |
| 17th | steel wind strike |
Swiftblade Techniques
At 3rd level, you gain a second fighting style of your choice, either Archery or Two Weapon Fighting. Each time you attack, you can stow the weapons you are holding and draw up to two weapons you can hold as part of that attack.
Additionally, your walking speed increases by 10 feet, and you can use your Dexterity score as your jump distance instead of your Strength score, provided you aren't wearing heavy armor or a shield.
Swift Strike
At 3rd level, you catch your enemies off guard with the speed of your attacks. If you make a weapon attack immediately after you start your turn, it deals 1d6 additional damage.
Also, creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
Light-Footed
At 7th level, you can take a bonus action on your turn to Dash or Disengage. While you benefit from Dash action, your jump distance is doubled. Additionally, you can move along vertical surfaces and across liquids on your turn without falling during the move.
Accelerate
At 11th level, you can momentarily push beyond your physical limits. You can take an extra turn with an Initative of 0. After you do this, you can't do so again until you complete a short or long rest.
Additionally, you have advantage on Initative rolls if you aren't surprised.
The Slip
At 15th level, with your insane speed and reflexes, you remain one step ahead of your enemies. After you move more than 20 feet in a straight line on your turn, you gain the benefits of the Dodge action until the start of your next turn.
Homebrew by blueisherp
Art by St. Cygnus