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Swiftraker

SWIFTREAVER

Swiftrakers utilize speed and agility to close the distance with their targets.  Quick slashes and pierces released in flurry's give them a reputation for being deadly when one gets in close.  

 

CLOSE THE GAP (SWIFTREAVER)

For your first two levels of combat, roll for movement.  Passing this check allows you to begin attacking your opponent immediately.  Failing forfeits your turn, but grants advantage on your second roll.  As a Swiftraker, gain the benefit of +2 AC until you are able to roll an attack.
 

OPORTUNIST

Due to your speed and light armor, you are able to capitalize on mistakes made by your opponent.  If your opponent rolls a natural 1 when attacking you, your Close the Gap phase is immediately bypassed.  In addition, any attack on you make on that target within the same round is performed with advantage. 
[Passive]

 

DASHING STRIKE

Starting at 4th level, you learn to strike swiftly utilizing your momentum to its full capacity. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the roll. You must be wielding a finesse weapon to gain this benefit. The extra damage increases to 2d6 at 11th level and 3d6 at 17th level.

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BLOSSOMING BLADES

Beginning at 6th level double your proficiency modifier when using throwing knives and add this to your damage. At 9th level throw up to 2 knives at once. 10th level, 3 knives at once. 12th level 4 knives. 15th level 5 knives at once.

 
FLURRY

At 9th level, your agile nature allows you to perform extra attack when you critically strike.

 

FATAL FOOTWORK

At 10th level, and after your close the gap phase ends; Any opponent who rolls a natural 1 when attacking you guarantees that your opportunity attack will critically strike if it hits. In addition, you now roll this attack with advantage.  [Passive]

FURIOUS PRECISION

At 12th level, you understand that mistakes are simply learning experiences. Your Flurry attacks are now performed with advantage when utilized on a target you missed with any attack roll. Critically striking now also grants you an additional Flurry attack. 
 

DODGE

Beginning at 14th level, your quick reactions allow you to attempt to dodge one projectile that would hit you in combat.  This ability must be used after a hit is scored against you, but before damage is rolled. This incurs a Dexterity save where, if passed, you take half damage, and if you fail you take full damage. If you roll a natural 20 you take no damage as you dodge while rolling a natural 1 doubles the enemy's damage modifier. 
[Reaction: Twice, per combat, until Lvl20 where it can be used up to 4 times.]

REDIRECT
Starting at 16th level after you Close the Gap on an opponent with a firearm, you can roll to redirect their weapon attack toward an enemy target of your choice with successful attack roll.  Must be performed before damage is rolled and can only be performed once per combat. Additionally, the target must have attacked you already. Critically striking with this redirect can trigger your Furious Precision. [Reaction: Once per combat]

VIOLENT MEDLEY
At 18th level, once you close the gap, you guarantee your first strike your target. You can continue to strike this target until you miss. Critical strikes can trigger Flurry attacks and Furious precision until that target is dead. These do not count as missed attacks. Each new target after the first is down must be rolled with disadvantage due to overexertion.

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