Trueblade (5e Subclass)

Trueblade

Fighter Subclass

A trueblade is, as it name suggests, a master of the blade, a dashing fighter who can't be stopped, moving faster than wwhat the untrained eyes can see. They are quick-footed, not having much use for heavy armors. A trueblade is skilled, precise and, most remarkably, fast. A trueblade is a swordmaster, using swords to the fullest.

Remarkable Swordmanship

Starting at 3rd level, you use blades precisely and dexterously. longswords, greatswords and glaives are considered finesse weapons for you.

Dashing Blade

Also at 3rd level, while using a finesse weapons and while not wearing heavy armor, you can take the dash action action as a bonus action. Additionally, you gain a special movement called dashing movement equal to your Dexterity ability score. You can use this dashing movement(In multiples of 5) as part of making a melee weapon attack, it doesn't cost your regular movement speed to use it, you can move with this dashing movement before or after making a melee weapon attack. This dashing movement don't provoke opportunity attacks.

Evasion

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a dex 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.

Storming Gale

Starting at 10th level, when you take the dash action, you can make a weapon attack as part of the same action.

Unreleanting Sprint

At 15th level, when you take the dash action, you don't provoke opportunity attacks. Additionally, you can pass through spaces occupied by other creatures as long as you stop in free space.

Tempest Strike

When you reach 18th level, you add +1 to a damage roll you make for a melee attack for every 5 feet you have moved in this turn before making an attack, and +1 to the attack roll for every 20 feet you moved before making the attack(Maximum of +3). You can use this feature multiple times per turn, however, you always consider that you moved 0 feet this turn after you make an attack with this feature.



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