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Quickstepper

Class

There’s something spectacular about dodging an enthusiastic blow, an amazing sense of exhilaration that only comes after a well delivered taunt drives a foe to make a strike they are likely to miss. The mixture of fast feet and quick wits is a unique talent, however, and only those who train to develop these peculiar skills can utilize them to maximum effect.


3rd LevelQuips

When you choose this archetype at 3rd level, you learn how to get in the heads of your opponents. After you have observed a creature in combat for at least 1 round, you can make a quip at it. Make an Intimidation check opposed by the Wisdom saving throw of a creature within 30 feet that can hear and understand you. On a failed save the creature is compelled to attack you. On its turn, the creature moves towards you and makes as many attacks against you as it can. If the creature failed its saving throw by 5 or more, it has disadvantage on these attack rolls. Additionally, you do not have to spend exertion to use Patient Defense while a creature is under this effect.

The effects of this feature end after the creature hits you with an attack, when you attack a different creature, or if the creature is unable to attack you. Once you have used this feature a number of times equal to your Wisdom modifier, you cannot do so again until you finish a long rest .


3rd LevelTaunter

Also at 3rd level, you gain proficiency in Intimidation. If you are already proficient, you gain an expertise die . In addition, you may always choose to use Wisdom when making an Intimidation check.


6th LevelDeft Steps

Beginning at 6th level, you gain proficiency with the Expert Tumble combat maneuver, do not need to spend exertion to activate it, and can benefit from its effects even if you only move half your speed. In addition, you gain proficiency in Acrobatics. If you are already proficient, you gain an expertise die .


11th LevelEntangling Throw

At 11th level, you become a master of channeling your momentum to quickly whip cords, vines, ropes, or whatever length of material is at hand to wrap around and restrict an opponent.

At the end of each short rest , you can put together a number of bundles of such materials equal to your proficiency bonus, each costing 5 silver worth of raw materials. Alternatively, if the Narrator determines the environment is suitable, you can collect the maximum amount of such materials at no cost on a successful Survival check to Hunt and Gather, while gaining half the usual amount of Supply (rounded down).

Once each turn, you can spend 1 exertion to make an entangling throw at a target within 20 feet with a ranged weapon attack you are considered proficient at, either expending a bundle of material or using what is available in the environment (at Narrator discretion). You do not have disadvantage from making an entangling throw at a creature you have hit with a melee weapon attack since the start of your last turn from being within its reach. On a hit, the target makes a Strength check against your maneuver DC or becomes grappled . At the start of each of its turns, the target repeats the check, ending the effect on itself on a success. The material from the entangling throw can also be destroyed (AC equal to your maneuver DC, hit points equal to your adept level).

Once you have used this feature a number of times equal to your Wisdom modifier, you cannot do so again until you finish a long rest .


11th LevelSharpened Tongue

Also at 11th level, your capacity for dissecting an opponent becomes easier to call upon. You regain the use of Quips at the end of a short or long rest . In addition, you gain an expertise die on Intimidation checks.


17th LevelDeadly Momentum

At 17th level, you can seize upon your experience with energetic combat to explode with a dizzying and rapid assault of incredible swiftness. You can use an action and spend 8 exertion to make a melee weapon attack against a number of creatures equal to your Wisdom modifier within 30 feet of you, making a separate attack roll for each target.

For each subsequent hit after the first, you deal an additional 1d6 damage. This still counts as a single Attack action for the purpose of Flurry of Blows or similar abilities.


17th LevelTireless

Also at 17th level, movement is not so much a strain to you as an exhilaration. Choose one of the following:

  • Your speed increases as though you had taken the Adept Speed technique.
  • You gain the Instant Step technique (as long as you meet the prerequisites).
  • You only need to spend 2 exertion to use the Instant Step technique (if you have previously chosen it).

Additionally, once per short rest when you would gain a level of fatigue , you can choose not to gain that level of fatigue.