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### Martial Archetype: Swiftblade Swiftblades - also known as quicklings or haste knights - are martial combatants who have developed or discovered in themselves an affinity for transmutation magic. They are most often found in magic-wielding armies, acting with and in support of casters. Their name is derived from an association with the _haste_ spell - as is a reputation for impatience and borderline addiction to speed and magic - a stereotype, but not entirely unearned. #### 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 on you or an item you're wearing or holding, you can concentrate on the spell if it requires such. If the caster loses concentration, the spell does not end on you or the item as long as you're concentrating on it. * When you or an item you're holding or wearing is 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 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 half your level in this class plus your Constitution modifier (minimum of 1), and regain all uses when you finish a long rest. #### Celerity Starting at 7th level, the thrill of combat accelerates you further and further, 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 you can spend two uses of your Alacrity feature to cast it on yourself as a bonus action, requiring no matrial components. At the end of each of your subsequent turns, you must expend another use (no action required), or the spell ends. #### Evasion 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, when you finish a short rest, you regain a number of uses of the Alacrity feature equal to 1 + your Constitution modifier (minimum of 1).
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