Fighter - Surge Knight
Surge Knights are able to listen to the tempo of the world around them, and wait for the opportune time to act, releasing carnage in the blink of an eye.
Fighter Level | Feature |
---|---|
3rd | Rhythm of War, Swift |
7th | Stored Speed |
10th | Improved Action Surge |
15th | Improved Stored Speed |
18th | Building Tempo |
Rhythm of War
Beginning when you take this archetype at 3rd level, you are able to slowly accelerate your own tempo. As an action, you can listen to the music of combat around you and prepare to play your part in it. On your next turn, the number of attacks you can make per action increases by 1. At the beginning of each of your subsequent turns, this bonus increases by 1 again, up to a total bonus equal to your proficiency bonus.
You do not add your Strength or Dexterity Modifier to the damage of these bonus attacks.
This bonus is wiped away at the end of combat.
Swift
Also at 3rd level, your walk speed increases by 10 feet.
Stored Speed
Starting at 7th level, you are able to save your energy and release it all at once. At the end of each of your turns, if you did not move that turn, your speed is doubled until the end of your next turn.
Starting at 15th level, your speed is tripled instead of doubled.
Improved Action Surge
At 10th level, your swiftness grows. Whenever you expend a use of your Action Surge, you can also take an additional bonus action that turn.
Improved Stored Speed
At 15th level, you are able to save your energy even more. If you don't take a bonus action on your turn, you are able to take two bonus actions on your next turn.
Building Tempo
Starting at 18th level, you are able to translate your momentum into destructive force. Any time you succeed on a Strength or Dexterity Saving throw, or an Acrobatics or Athletics check, you gain 1 Momentum Point. When you hit with a weapon attack, you can expend all of your Momentum Points and add to the damage of the attack. Each expended Momentum Point adds 1d4 force damage to the total.