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.