It is not always the hardest hits that win a fight— sometimes striking first is far more important. Embracing rapid blows and agility, warriors of the Rapid Current tradition know how to use speed to its utmost to defeat a foe.
Charge (1 point)
1st degree Rapid Current action
Flinging yourself forward you barrel towards an enemy with your weapon held at the ready to unleash an attack before they can react! Move up to 30 feet in a straight line and make a melee weapon attack. You must end your turn next to the target of the attack.
Eye Slash (2 points)
1st degree Rapid Current action
You rapidly lash out in a rising strike targeting your opponent’s brow, leaving a wound that obscures their vision. Make a melee weapon attack against a creature that relies on sight. On a hit, it makes a Composure saving throw or is blinded until the end of your next turn.
Speed Over Strength (2 point)
1st degree Rapid Current reaction
With practiced agility you weave around an opponent wielding a more cumbersome weapon, quickly darting in to strike with a lighter armament. When a creature attacks you with a melee weapon that has the heavy property, or a Large-sized or larger creature attacks you with a natural weapon, you can use your reaction to make a melee weapon attack against it using a weapon that has the dual-wielding or finesse property.
Swift Stance (1 point)
1st degree Rapid Current bonus action (stance)
You adopt a loose stance that gives you an extra bit of swiftness that can make all the difference in a fight or chase. Your Speed increases by 5 feet.
Parrying Counter (1 point)
2nd degree Rapid Current reaction
Pointing your weapon at your foe you challenge them, forcing them to lower their defenses so you can launch an attack of your own. At the end of your turn, you can use your reaction to gain an expertise die to your AC against one creature you can see within reach. This increase to your AC only applies to the chosen creature and ends at the start of your next turn. If the creature misses with one or more attacks against you before the start of your next turn, you can make a melee weapon attack against it.
Rapid Drink (2 points)
2nd degree Rapid Current bonus action
As casually as any seasoned alchemist, you pluck the cork from a magical concoction and pour it down your throat or a companion’s. You drink a potion or administer a potion to a creature within reach.
Rolling Strike (1 point)
2nd degree Rapid Current action
Flowing through battle like the wind itself, you deftly sprint forward through the reach of enemies to deliver an unexpected attack. Move up to your speed without provoking opportunity attacks and make a melee weapon attack.
Disarming Counter (2 points)
3rd degree Rapid Current reaction
With expert timing you apply just the right amount of force to send an opponent’s weapon flying just as they strike. When a creature makes a melee weapon attack against you and misses, you can use your reaction to force it to make an Anchor saving throw. On a failure, a weapon it is wielding (your choice) flies from its grip to land in a randomly determined space 10 feet away.
Rapid Strike (2 points)
3rd degree Rapid Current action
With an array of quick, carefully placed attacks against the same opponent you throw them off their guard. When you activate this maneuver, you take the Attack action and make a weapon attack, as well as any additional attacks granted by Extra Attack. After hitting a creature with a melee weapon attack, you can use your bonus action to make an additional attack against the same creature. On a hit with this additional attack, you can use your reaction to spend 2 exertion points and attack the same creature again.
Whirlwind Strike (2 points)
3rd degree Rapid Current action
Shouldering into a hard spin you lash out at opponents that have surrounded you, striking at each of them in rapid succession. Make a melee weapon attack against any number of creatures within 5 feet of you, making a separate attack roll for each target. You may only target a number of creatures equal to or less than your proficiency bonus
First Blood (3 points)
4th degree Rapid Current reaction
You react and attack quicker than the eye can see. After rolling initiative, you can use your reaction to treat your initiative as if you had rolled a critical success.
Flowing Steps Stance (3 points)
4th degree Rapid Current bonus action (stance)
You focus on moving so swiftly and with such subtlety that nothing can stop you. You allow your movements to adapt to all conditions. You have advantage on saving throws made to resist being grappled, paralyzed, petrified, restrained, slowed, or stunned. In addition, you ignore difficult terrain.
Whirlpool Strike (3 points)
4th degree Rapid Current action
You spin around, gathering momentum as you strike your foes harder and harder. Make a melee weapon attack against any number of creatures within 5 feet of you, making a separate attack roll for each target. For each subsequent hit after the first, you deal an additional 1d6 damage.
Tidal Parry (2 points)
5th degree Rapid Current reaction
An expert parry turns a hit into a miss. When a creature hits you with a melee attack, you can use your reaction to evade the attack. The creature makes a Reflex saving throw, and on a failure its attack becomes a miss. A creature that scored a critical hit has advantage on its save.
Tsunami Dash (3 points)
5th degree Rapid Current action
You sprint through your enemies, striking at every one you pass. You take the Dash action. During your turn, any time you become adjacent to a creature, you can make a melee attack against it using a weapon that has the dual-wielding or finesse properties. You cannot attack the same creature twice in a row in this manner or make more attacks than your proficiency bonus.