A current is not merely water: it is the changing space between one intent and the next. Flowstriders study that space, answering threats with footwork, deflections, and sudden reversals. They are martial skirmishers who spend Flow to act between enemy attacks, protecting allies or turning a foe's commitment into an opening.
You gain proficiency with light armor, medium armor, shields, simple weapons, and martial weapons. Choose two skills from Acrobatics, Athletics, Insight, Perception, Performance, and Stealth.
Flow Points and Flow Responses
You have a pool of Flow Points equal to your proficiency bonus + your Wisdom modifier (minimum 2). You regain all spent points when you finish a Short or Long Rest, and regain 1 point when you roll Initiative with none remaining. You learn two options from the Flow Responses list; whenever you spend a Flow Point to take an additional reaction, choose one learned response whose trigger is met. You can take only one reaction per triggering event, and no more than one reaction can be taken in response to the same creature's turn.
Current-Footed
While you aren't wearing Heavy armor, your speed increases by 10 feet. When you take the Disengage action, you can also move through the space of one creature no more than one size larger than you this turn; that space is difficult terrain.
2Level 2
Passing Step
Once on each of your turns when you hit a creature with a weapon attack, you can move 5 feet without provoking Opportunity Attacks from that creature.
3Level 3
Flowstrider Subclass
Choose a Flowstrider subclass. Your subclass grants features at levels 3, 6, 10, and 14.
Widening Current
Your Flow Point maximum increases by 1. You learn one additional option from the Flow Responses list.
4Level 4
Ability Score Improvement
5Level 5
Extra Attack
When you take the Attack action on your turn, you can attack twice instead of once.
6Level 6
Subclass Feature
You gain a subclass feature. In addition, your Flow Point maximum increases by 1.
7Level 7
Slip the Blow
When a creature you can see misses you with an attack, you can move up to 10 feet without provoking Opportunity Attacks from that creature. This movement requires no action.
8Level 8
Ability Score Improvement
9Level 9
Deep Deflection
When you use a Flow Response that reduces damage to you or an ally, reduce the damage by an additional 1d10 + your Wisdom modifier (minimum 1).
10Level 10
Subclass Feature
You gain a subclass feature. You also learn one additional option from the Flow Responses list.
11Level 11
Surging Current
Your Flow Point maximum increases by 1. Also, when you roll Initiative and have at least 1 Flow Point, you can move up to half your speed without provoking Opportunity Attacks.
12Level 12
Ability Score Improvement
13Level 13
Unbroken Motion
Once per turn when you spend a Flow Point, you can move up to 10 feet immediately before or after the response without provoking Opportunity Attacks.
14Level 14
Subclass Feature
You gain a subclass feature. Your Flow Point maximum increases by 1.
15Level 15
Open the Line
Once per turn when you hit a creature with a weapon attack, you can deal extra damage equal to your Wisdom modifier (minimum 1) and move up to 10 feet without provoking Opportunity Attacks from that creature.
16Level 16
Ability Score Improvement
17Level 17
Many Currents
When you roll Initiative and have no Flow Points remaining, you regain 2 points instead of 1. You can also take up to two additional reactions per round by spending Flow Points, rather than one; each additional reaction still requires a valid Flow Response trigger.
18Level 18
Uncatchable
Your Flow Point maximum increases by 1. When you use a Flow Response, you can move up to 10 feet as part of that response without provoking Opportunity Attacks.
19Level 19
Ability Score Improvement
20Level 20
The Living Current
Once on each of your turns, you can use a Flow Response without spending a Flow Point. You can still use this benefit only when its trigger occurs, and it does not grant a reaction beyond the normal reaction limits of Many Currents.
Core traits
Hit die
d10
Primary
DexterityWisdom
Saves
DexterityWisdom
Hit points per Flowstrider level; Hit Points at 1st Level: 10 + your Constitution modifier. Hit Points at Higher Levels: (or 6) + your Constitution modifier per Flowstrider level after 1st.
DefensesArmor Class: Use armor, shields, and Dexterity as normal; Current-Footed requires no Heavy armor.
ArmorLight armor, medium armor, shields.
WeaponsSimple and martial weapons.
ToolsNone.
SkillsChoose two from Acrobatics, Athletics, Insight, Perception, Performance, and Stealth.
ResourceFlow Points: a short-rest-recharging pool equal to your proficiency bonus + Wisdom modifier (minimum 2), increased by class features. Spend 1 point to use a Flow Response as an additional reaction; you retain the normal one-reaction limit unless a feature explicitly increases it.
MulticlassingPrerequisite: Dexterity 13 and Wisdom 13. When you multiclass into Flowstrider, you gain proficiency with light armor, medium armor, shields, and simple weapons. Flow Points are tracked separately from other class resources; only Flowstrider levels determine your Flow Point maximum and Flowstrider features.
Spells and options
Flow Responses
Flowstrider reactions. Each option requires its listed trigger; taking one costs 1 Flow Point unless a feature says otherwise.
Slip Aside
Trigger: A creature you can see hits you with an attack. Reduce the damage by + your Dexterity modifier, then move up to 5 feet without provoking Opportunity Attacks from that creature.
Interpose
Trigger: A creature you can see hits an ally within 5 feet of you with an attack. Reduce the damage the ally takes by + your Dexterity modifier, and you can switch places with that ally if both spaces are available.
Returning Current
Trigger: A creature you can see misses you with a melee attack. Make one melee weapon attack against that creature; on a hit, the attack deals normal damage and the target's speed is reduced by 10 feet until the end of its current turn.
Yielding Step
Trigger: A creature you can see enters your reach. Move up to 10 feet without provoking Opportunity Attacks from that creature; if you end within your weapon's reach, the creature's speed is reduced by 10 feet until the end of its turn.
Spoil the Line
Trigger: A creature you can see makes an attack roll against you or an ally within 5 feet of you. Impose a -2 penalty on the roll, potentially causing it to miss.
Crossing Cut
Trigger: A creature you can see within 5 feet of you is hit by an attack from another creature. Move up to 10 feet, then make one melee weapon attack against the attacker if it is within your reach.
Subclasses
3
Turnblade
Meet force with a sharper answer.
A counter-focused response that punishes committed attacks
Improved defenses when engaging a single foe
A decisive close-range reversal
Sheltering Wake
Let danger break upon your passage.
Reactions that protect nearby allies
Enhanced repositioning for companions
A team-wide defensive surge
Far Current
Be where the threat is not.
Longer bursts of tactical movement
Responses that disrupt enemy positioning
A fleeting, difficult-to-pin-down fighting style
Playing one
What it is
A current is not merely water: it is the changing space between one intent and the next.
Flowstriders study that space, answering threats with footwork, deflections, and sudden reversals. They are martial skirmishers who spend Flow to act between enemy attacks, protecting allies or turning a foe's commitment into an opening.
How to play one
You play at the edges of danger, spending Flow when an enemy commits to an attack or threatens an ally.
Save points for reactions that change a consequential hit, and position yourself where multiple allies can benefit from your responses. Your strongest turns come from using your normal action to attack or reposition while reserving reactions for the moments between turns.
Make one
Personality
I notice exits, loose footing, and who is watching whom before I notice the decor.
Ideal
Readiness. A danger anticipated is a danger already weakened.
Bond
I owe my life to the rival who taught me to turn a killing blow aside.
Flaw
You find it difficult to stay still, even when patience would be wiser.
Quirk
You shift your weight whenever someone raises their voice.
Personality
I notice exits, loose footing, and who is watching whom before I notice the decor.
I speak softly until someone makes the first move.
I enjoy turning a tense moment into a demonstration of elegant footwork.
I check whether everyone has a way out before agreeing to a plan.
Ideals
Readiness. A danger anticipated is a danger already weakened.
Mercy. A victory that leaves room for an enemy to change is the greater victory.
Freedom. No one should be trapped by another creature's strength.
Bonds
I owe my life to the rival who taught me to turn a killing blow aside.
I carry a keepsake from someone whose final escape I could not secure.
My old school expects me to return and teach what I have learned.
Flaws
You find it difficult to stay still, even when patience would be wiser.
You treat every disagreement like a contest of timing and openings.
You often take responsibility for protecting people who have not asked for it.
Quirks
You shift your weight whenever someone raises their voice.
You test floors and stairs with a light tap before trusting them.
You instinctively move to the outside of a group, keeping everyone's path clear.
You finish conversations with a small bow or a sidestep, as if yielding the floor.
In the world
Training
Most Flowstriders begin as dancers, guards, couriers, or survivors who discover that instinct can be made deliberate.
A mentor teaches them to observe a threat without flinching, then practice measured steps and controlled responses until each movement creates another choice. Initiation is usually a practical trial: protect someone through a dangerous place without defeating every opponent.
How others see them
Ordinary people often see Flowstriders as reassuring bodyguards or uncanny duelists who are always standing in exactly the right place.
In places where political violence is common, their ability to interrupt attacks can make them seem threatening even when they are acting as protectors.
Famous practitioners
FlowstriderIlyra VennA former bridge-guard who became famous for escorting an entire caravan through a narrow pass without letting its pursuers land a clean strike.
FlowstriderTomas ReedstepA theatrical duelist whose seemingly effortless retreats have ended more feuds than victories ever could.
Factions
The Open-Hand Circuit
A loose network of escorts and mediators who train to keep civilians safe in crowded streets and narrow passages.
The Turning Reed Hall
A competitive school whose members study the instant an opponent commits to a strike, then answer with precise counters.
The Blue Thread
A covert fellowship that teaches couriers, scouts, and rescuers to cross dangerous ground without being pinned down.
Regions
The Tide-Laced Cities
Crowded canal towns prize Flowstriders who can keep their footing on slick bridges and protect people in tight quarters.
The Switchback Marches
Mountain passes produce practical practitioners trained to evade ambushes and shepherd travelers through bottlenecks.
The Lantern Exchange
In the great market corridors, their skills are valued by guards and feared by pickpockets who rely on a blocked escape route.
Character hooks
You were a courier who learned to survive by reading crowds and turning every collision into an opening.
You deserted a dueling academy after its masters ordered you to kill a defeated opponent.
A bodyguard you protected died in your place; you now train to ensure no one else pays that price.
You were the only survivor of a collapsing bridge, carried to safety by an instinctive burst of impossible movement.
You have been hired to escort a diplomat whose enemies seem to know exactly where you will be.
Your village's traditional dance is secretly a system of evasive combat passed down through generations.
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