Rapid Current

Embracing rapid blows and agility, warriors of the Rapid Current tradition know how to use speed to its utmost to defeat a foe.

1st Degree

Charge

1st degree rapid current maneuver

Exertion Cost: 1 exertion point

Casting Time: 1 action

Range: Self

Target: Self

Duration: Instantaneous

Classes: Fighters, Monks, Rangers, and Rogues 

As an action, you can move up to your speed and make one melee weapon attack.

Rapid Drink

1st degree rapid current maneuver

Exertion Cost: 2 exertion points

Casting Time: Free action

Range: 5 feet

Target: 1 creature

Duration: Instantaneous

Classes: Fighters, Monks, Rangers, and Rogues 

As a free action, you can administer one potion to either yourself or an ally. This can only be used once per round.

Speed Over Strength

1st degree rapid current maneuver

Exertion Cost: 1 exertion point

Casting Time: 1 reaction

Range: Your melee weapons range

Target: 1 creature

Duration: Instantaneous

Classes: Fighters, Monks, Rangers, and Rogues 

When you are wielding a weapon that uses dexterity or has the light property, you can use your reaction to make an attack against a creature that attacks you if that creature attacks you with a weapon that uses strength.

Swift Stance

1st degree rapid current maneuver

Exertion Cost: 1 exertion point

Casting Time: 1 bonus action

Range: Self

Target: Self

Duration: Stance, until the end of your next turn

Classes: Fighters, Monks, Rangers, and Rogues 

As a bonus action, you enter a swift stance, increasing your speed by 10 feet until the end of your next turn.

When this maneuver ends, you can spend 1 exertion point as a free action to keep the effects of the maneuver until the end of your next turn.

2nd Degree

Drive By

2nd degree rapid current maneuver

Exertion Cost: 2 exertion points

Casting Time: 1 action

Range: Your melee weapon's range

Target: Up to 2 creatures

Duration: Instantaneous

Classes: Fighters, Monks, Rangers, and Rogues 

When you use the dash action, you can make two melee weapon attacks as a bonus action. The attacks deal an extra 2d6 damage, but a single creature can only take the extra damage from you once per round.

Rolling Dodge

2nd degree rapid current maneuver

Exertion Cost: 1 exertion points

Casting Time: 1 reaction

Range: Self

Target: Self

Duration: Instantaneous

Classes: Fighters, Monks, Rangers, and Rogues 

When you are hit by a ranged attack, you can move up to your speed without provoking attacks of opportunity. If you end this movement behind cover, the ranged attack misses.

Parrying Counter

2nd degree rapid current maneuver

Exertion Cost: 2 exertion points

Casting Time: 1 reaction

Range: Your melee weapon's range

Target: 1 creature

Duration: Instantaneous

Classes: Fighters, Monks, Rangers, and Rogues 

When you are hit with a melee attack, you can use your reaction to roll a d6, potentially turning a hit into a miss.

3rd Degree

Rapid Strikes

3rd degree rapid current maneuver

Exertion Cost: Variable, 3 exertion points

Casting Time: 1 bonus action

Range: Your melee weapon's range

Target: 1 creature

Duration: Instantaneous

Classes: Fighters, Monks, Rangers, and Rogues 

If you use your attack action to make all of your attacks against the same creature, you can use your bonus action to make another strike with the same melee weapon against the same creature.

If you spend 2 more exertion points, you can make a second attack with your bonus action against the same creature with the same weapon.

Whirlwind Strike

3rd degree rapid current maneuver

Exertion Cost: 2 exertion points

Casting Time: 1 action

Range: Your melee weapon's range

Target: All creatures within 5 feet of you

Duration: Instantaneous

Classes: Fighters, Monks, Rangers, and Rogues 

You spin your weapon around you in a large, sweeping motion. As an action, you make one melee weapon attack against all creatures within 5 feet of you.

Disarming Counter

3rd degree rapid current maneuver

Exertion Cost: 2 exertion points

Casting Time: 1 reaction

Range: 5 feet

Target: 1 creature

Duration: Instantaneous

Classes: Fighters, Monks, Rangers, and Rogues 

With expert timing, you apply just the right amount of force to send an opponents weapon flying. When a creature makes a melee weapon attack against you and misses, you can use your reaction to force the opponent to make dexterity saving throw versus your maneuver save DC. On a failure, the weapon it is wielding flies from it's grip and lands 10 feet away from you in a random direction.

4th Degree

Disarming Counter

4th degree rapid current maneuver

Exertion Cost: 3 exertion points

Casting Time: 1 reaction

Range: Self

Target: Self

Duration: Instantaneous

Classes: Fighters, Monks, Rangers, and Rogues 

When combat starts, you can use your reaction to add +5 to your initiative roll.

Flowing Steps

4th degree rapid current maneuver

Exertion Cost: 3 exertion points

Casting Time: 1 bonus action

Range: Self

Target: Self

Duration: Instantaneous

Classes: Fighters, Monks, Rangers, and Rogues 

You focus on moving swiftly and gracefully, like water. You can use a bonus action to escape a grapple or restraint.

Whirlpool Strike

4th degree rapid current maneuver

Exertion Cost: 3 exertion points

Casting Time: 1 action

Range: Your melee weapon's range

Target: 3 creatures

Duration: Instantaneous

Classes: Fighters, Monks, Rangers, and Rogues 

You choose three creatures within your range, and slash through all of them. You make a separate melee attack against each of them. Your first attack deals an extra 2d6 damage, your second attack deals an extra 3d6 damage, and your third attack deals an extra 4d6 damage. 

If you miss an attack, the maneuver ends early.

5th Degree

Tidal Parry

5th degree rapid current maneuver

Exertion Cost: 3 exertion points

Casting Time: 1 action

Range: Your melee weapon's range

Target: 3 creatures

Duration: Instantaneous

Classes: Fighters, Monks, Rangers, and Rogues 

When a creature hits you with a melee attack, you can use your reaction to evade the attack. You make a dexterity save with the DC being equal to the attack roll, maximum of a 20 DC. If the attack was a critical hit, you have disadvantage on the save.

On a success, you take no damage from the attack. On a failure, you suffer half damage, unless the attack was from a critical hit.

Tsunami Dash

5th degree rapid current maneuver

Exertion Cost: 3 exertion points

Casting Time: 1 action

Range: Self

Target: Self

Duration: Instantaneous

Classes: Fighters, Monks, Rangers, and Rogues 

You take the dash action, and during your movement, you can make a melee weapon attack against a creature you move within 5 feet of. You can make a maximum number of attacks this way equal to 3 + your proficiency bonus, and can attack a single creature no more than 3 times.