3rd Level — Quick Draw
You’ve trained yourself to always be one step ahead in combat. Starting at 3rd level, you can add your Dexterity modifier to initiative checks in addition to your Wisdom modifier, as well when you enter initiative, you gain a number of focus points equal to your dexterity modifier. You also gain the ability to manipulate your position in combat: after initiative is rolled, you may spend 1 Focus Point as a free action to move yourself up by one place in the initiative order. This change in order lasts for the entire combat, letting you act before your foes.
At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action with a ranged weapon on that turn, you can make one additional weapon with a ranged weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type.
Additionally, you gain Focus Points equal to your proficiency bonus, which reset to zero when you enter or exit initiative. You gain 1 Focus Point when you hit with a weapon attack, but no more than once per turn.
6th Level — Fastest Hands on the Sea
Your reaction time is second to none. Starting at 6th level, you can’t be surprised while conscious, always prepared for any confrontation. Additionally, when you roll initiative, you gain 1 Focus Point for every enemy you beat in initiative order.
10th Level — Reflexive Strike
Your speed allows you to exploit any opening. Beginning at 10th level, when a creature lower than you in the initiative order misses you with a melee or ranged attack, you can use your reaction to make one weapon attack against that creature. This attack can generate a Focus Point if it hits, even if you’ve already gained one Focus Point that turn.
13th Level — Too Slow
Your ability to read an opponent’s movements makes your strikes more lethal. Starting at 13th level, when you attack a creature that is lower than you in the initiative order, you deal an additional damage die with your weapon attack.
17th Level — Duel Master
Your mastery of one-on-one combat is unparalleled. At 17th level, if you are the only creature within 10 feet of an enemy, you gain advantage on attack rolls against them. Additionally, you can spend 3 Focus Points to immediately take a bonus action after you hit with an attack, even if you’ve already used your bonus action that turn.
20th Level — Blinding Speed
You move faster than anyone can react, seizing the advantage before the fight even begins. Starting at 20th level, immediately after initiative is rolled, you can take both an action and a bonus action. This happens before anyone else takes their turn, allowing you to strike or reposition yourself before the combat truly begins.