Martial Archetype: Swiftblade

by vonBoomslang

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Martial Archetype: Swiftblade

Swiftblades, also known as quicklings or haste knights, are martial combatants who developed or discovered in themselves an affinity for transmutation magic. While some are independent, many are found in magically-adept groups or armies, acting with in support of casters. Their name is derived from an association with the haste spell - as is a tendency for impatience and borderline addiction to speed and magic - a stereotype, but not entirely unfounded.

Transmutation Affinity

When choosing this subclass at 3rd level, you gain an affinity for transmutation magic. You gain the following benefits:

  • You learn the prestidigitation cantrip. Constitution is your spellcasting ability for that spell. You can cast it as a bonus action, provided it targets yourself or items you are wearing or holding.
  • As a reaction to another creature casting a transmutation spell which requires concentration on you or an item you're wearing or holding, you can choose to concentrate on the spell. If you do, the spell does not end (for you) unless both creatures lose concentration.
  • When you are the only target of a transmutation school spell, checks to maintain concentration on that spell are made with advantage or disadvantage (your choice).
  • You suffer no ill effects from a transmutation school spell ending on you.

Alacrity

Also at 3rd level, as a bonus action, you can gain a burst of speed which has one of the following effects:

  • You take the Dash action, and your Armor Class increases by 1 until the start of your next turn.
  • You take the Disengage action, and your walking speed increases by 10 feet until the start of your next turn.
  • You can make one weapon attack against a creature you have not hit with an attack this turn.

You can use this a number of times equal to twice your proficiency modifier, and regain all uses when you finish a long rest.

Celerity

Starting at 7th level, you become faster and faster in combat. At the end of each of your turns, if you are not incapacitated, your initiative score increases by an amount equal to your proficiency bonus, potentially changing your position in the initiative order. This feature can increase your initiative only once per round.

If this change brings your initiative score above 30, it decreases by 30, and you take an additional turn this round at your new initiative.

Improved Alacrity

At 10th level, your ability to accelerate yourself increases. You learn the haste spell and can cast it on yourself as a bonus action, requiring no material components, by expending two uses of your Alacrity feature. If cast in this way, at the start of each of your subsequent turns, you must expend another use (no action required), or lose concentration on the spell.

Evasive Rapidity

Starting at 15th level, your magically augmented reflexes help you avoid danger. 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

Perpetual Alacrity

Starting at 18th level, you regain all uses of the Alacrity feature when you finish a short or long rest.

Ciri - Anna Podedworna / CD Projekt
Uses stains by Jared Ondricek.


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