🦸♀️(Legacy) 5e - Warrior of Quickstepping🦸♀️
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.
Level 3: Quips
You learn how to get in the heads of your opponents. You gain the following benefits:
Taunt: You gain proficiency in Intimidation. If you are already proficient, you gain an expertise die. In addition, you may always choose to use WIS when making an Intimidation check.
Observing the enemy: As an Action you can observe a creature. After you have observed a creature, you can make a quip at it. Make an Intimidation check opposed by the repeated WIS Save of a creature within 30 feet that can hear and understand you. Failure: 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. Failure (by 5): It has DISADV on these attack rolls. Additionally, you do not have to spend exertion to use Patient Defense while a creature is under this effect.
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.
Level 6: Deft Steps
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.
Level 9: Entangling Throw
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 50 copper worth of raw materials. Alternatively, if the Game Master 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 the Game Master’s discretion). You do not have DISADV 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 repeated STR Save. Failure: The Target is ☠️Grappled. 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 WIS modifier, you cannot do so again until you finish a long rest.
Level 9: Sharpened Tongue
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.
Level 13: Tireless
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 ☠️Fatiguee, you can choose not to gain that level of fatigue.
Level 17: Deadly Momentum
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 WIS +1 (minimum of 2) within 30 feet of you, making a separate attack roll for each target.
For each subsequent hit after the first, you deal an additional 1d8 damage. This still counts as a single Attack action for the purpose of Flurry of Blows or similar abilities.