The Quick

[If you've found yourself here, these are class feats I've created for when the feat update drops. I'm placing them here temporarily for anyone who is nosy and wants to look at them ahead of time.]


Class Name: The Quick

Core Fantasy: The Quick are hyper-mobile frontliners who turn speed into a weapon, carving through Gate swarms before they can react. In the Dungeon Break era, they are precision strike assets—specialists at getting in, hitting hard, and getting out alive.

Level 1 Features

Breaker Velocity (Level 1)
Your body runs at a constant low-level overclock.
Rules: While you aren’t wearing heavy armor, your walking speed increases by 10 feet. Additionally, you can stand up from prone by spending only 5 feet of movement, instead of half your speed.

Surgical Footwork (Level 1)
You’ve been drilled to move through a kill-zone without wasting a step.
Rules: You gain proficiency in the Acrobatics skill. If you are already proficient, your proficiency bonus is doubled for any ability check you make that uses Acrobatics. In addition, you can move through the space of any creature that is at least one size larger than you; that space is difficult terrain for you.

Level 3 Feature

E-Rank: Hit-and-Fade Skirmisher (Level 3)
Even at E-rank, you’ve learned never to stay where the enemy last saw you.
Rules: While you aren’t wearing heavy armor, your walking speed increases by 5 feet.
Whenever you take the Attack action or cast a spell that targets at least one hostile creature on your turn, you can move up to 10 feet as part of the same action. This movement:

  • Is part of your normal movement and counts against your speed.

  • Occurs after resolving one of the attacks or the spell, your choice.

  • Does not provoke opportunity attacks from the first hostile creature targeted by that action or spell.

Level 7 Feature

D-Rank: Momentum Crash (Level 7)
You turn raw speed into a controlled collision that drops targets fast.
Rules: You ignore extra movement costs from difficult terrain created by rubble, loose debris, or other nonmagical ground clutter no taller than you.

In addition, when you move at least 20 feet straight toward a creature and then hit it with a melee weapon attack on the same turn, you can force the target to make a Strength saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier). On a failed save, the target is knocked prone. You can use this knockdown rider only once per turn.

Level 10 Feature

C-Rank: Combat Flow (Level 10)
You weave your movement and strikes into one continuous pattern across the battlefield.
Rules: On your turn, you can take the Dash action as a bonus action.

When you use Dash on your turn, you can move through the space of hostile creatures during that movement. Those creatures can’t make opportunity attacks against you for that movement, but you can’t end your movement in another creature’s space.

Level 13 Feature

B-Rank: Gatefield Blitz (Level 13)
You break the fight into frozen moments, cutting through multiple targets in a single blur.
Rules: As an action, you can move and strike in a high-speed assault:

  • Choose up to three creatures you can see that are each within your walking speed of you.

  • You then move up to your speed. During this movement, when you move within reach of a chosen creature, you can make one melee weapon attack against that creature as part of this action (no more than one attack per chosen creature).

  • This movement does not provoke opportunity attacks.

  • You can’t be grappled or restrained during this movement, though such conditions affecting you resume normally once the movement ends. The feature ends early if you become incapacitated.

You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

Level 16 Feature

A-Rank: Relentless Pace (Level 16)
Your body refuses to slow down, even under crushing pressure.
Rules: Your walking speed increases by 10 feet.

Your speed can’t be reduced by difficult terrain or by effects that reduce your speed.

In addition, you have advantage on ability checks and saving throws made to avoid or end the grappled or restrained conditions.

Level 20 Feature

S-Rank: Horizon Fracture (Level 20)
You move so fast that the battlefield collapses into a series of isolated, perfect strikes.
Rules: As a bonus action, you enter a state of extreme acceleration for 1 minute. For the duration:

  • Your walking speed is tripled.

  • You ignore difficult terrain, can move across vertical surfaces and liquids without falling or sinking during your movement, and you have advantage on Dexterity checks and Dexterity saving throws.

  • Opportunity attacks against you are made with disadvantage.

  • Once on each of your turns, when you hit a creature with an attack roll that uses Dexterity (such as a weapon attack using Dexterity or a spell attack), you can cause the attack to deal an extra 3d10 force damage to that creature. After that attack resolves, you can immediately move up to 10 feet. This movement doesn’t provoke opportunity attacks from that creature.

You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.