Zoomer (5e Class)
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Zoomer
You are a super speed fighter, with your abilities primarily focusing around speed. Zoomers consistently have perfect bodily functions even when running at max speed, while also being able to withstand and have resistance against all super speed collisions that may occur. Zoomers have the ability to launch super powered attacks by attacking with massive amounts of built up kinetic energy without any negative effects from the collision.
Creating a Zoomer
First consider how did you gain your speed, was it from an accident or on purpose? Then consider what they have done since obtaining this speed? Have they used their powers for their own agenda? Or for the good of the people around them?
- Quick Build
You can make a zoomer quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Intelligence. Constitution is a good score as well. Second, choose the urchin or sage background.
Class Features
As a Zoomer you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Zoomer level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Zoomer level after 1st
- Proficiencies
Armor: Light armor
Weapons: Simple weapons
Tools: one type of artisan's tools
Saving Throws: Dexterity, Intelligence
Skills: Acrobatics and pick 2 from History, Investigation, Persuasion, Sleight of Hand, Survival, and Stealth.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- Leather armor
- two simple melee weapons
- an artisan's tool
- (a) an entertainer's pack or (b) an explorer's pack
Level | Proficiency Bonus |
Features | Quick Strike Damage |
---|---|---|---|
1st | +2 | Agile, Quick Strike | +1 |
2nd | +2 | Surge, Shortened Attack, Quickened Movement | +2 |
3rd | +2 | Speedy Learner, Battle Ready | 1d4 |
4th | +2 | Ability Score Improvement | 1d4 |
5th | +3 | Extra Attack | 1d4 |
6th | +3 | Fleet Footed | 1d4 |
7th | +3 | Evasion | 1d4 |
8th | +3 | Ability Score Improvement | 1d4 |
9th | +4 | Uncanny Dodge | 2d4 |
10th | +4 | Unnatural Reactions | 2d4 |
11th | +4 | Fleet of Step | 2d4 |
12th | +4 | Ability Score Improvement | 2d4 |
13th | +5 | Enhanced Metabolism | 3d4 |
14th | +5 | Whirlwind Attack | 3d4 |
15th | +5 | Speed Surge | 3d4 |
16th | +5 | Ability Score Improvement | 3d4 |
17th | +6 | Elusiveness | 4d4 |
18th | +6 | Supreme Speed | 4d4 |
19th | +6 | Ability Score Improvement | 4d4 |
20th | +6 | Quicken | 4d4 |
Agile
At 1st level, you gain proficiency in a Dexterity based skill, and if you already have proficiency in it, you can double your proficiency bonus. In addition, you can add half your proficiency bonus, rounded down, to any Dexterity based ability check you make that doesn't already include your proficiency bonus.
Quick Strike
Beginning at 1st level, if you move at least 15 ft. straight toward a target and then hit it with a finesse weapon on the same turn, the target takes 1 extra damage from your attacks.
Quick Strike may not activate more than once from any attack you make.
The amount of the extra damage increases as you gain levels in this class, as shown in the Quick Strike Damage column of the Zoomer table.
Surge
Beginning at 2nd level, you receive surges of power you may use to enhance your speed among other things. You have an amount of surge points equal to your zoomer level + your Intelligence modifier. You regain a number of surge points equal to your Intelligence modifier(minimum 1) after you finish a short rest and you regain all your surge points when you finish a long rest.
Shortened Attack
Beginning at 2nd level, when you hit a creature with a finesse weapon and don't add damage from Quick Strike to the attack, you may spend 1 surge point to Quick Strike damage to the attack.
Quickened Movement
Beginning at 2nd level, you may temporarily increase you movement speed by spending surge points. You may spend 1 surge point to take the Dash action or the Disengage action as a bonus action.
Speedy Learner
Beginning at 3rd level, your speed has allowed you to learn things quicker than most. You learn a language of your choice and you gain proficiency in an artisan's tool of your choice.
Battle Ready
At 3rd level, when you enter combat your body instantly responds to your battle urges releasing a heavy dose of adrenaline into your system. After rolling your Initiative roll, you gain temporary hit points equal to your zoomer level.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Fleet Footed
Beginning at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical terrain without being slowed by it and without taking damage from it if they have thorns, spines, or a similar hazard.
Evasion
Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Uncanny Dodge
Starting at 9th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
Unnatural Reactions
Beginning at 10th level, your instincts are so honed that you have advantage on initiative rolls. Additionally, you can not be surprised.
Fleet of Step
Starting at 11th level, your walking speed increases by 10 feet while you aren't wearing medium or heavy armor.
Enhanced Metabolism
Beginning at 13th level, you are immune to the effects of hot and cold weather, but must eat double the amount of food you regularly need.
Whirlwind Attack
Beginning at 14th level, you may spend 1 surge point as an action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.
Speed Surge
Starting at 15th level, you can cause your allies to become cloaked in whirling winds that give them a boost to their speed. As an action, you can spend 3 surge points to give up to 4 other allies within 30 feet of you have their movement speed increased by 10 feet for 1 hour. You regain use of this feature after you finish a short or long rest.
Elusiveness
Starting at 17th level, you have advantage on Dexterity saving throws from magic and from any effect that occurs on your turn.
Supreme Speed
Starting at 18th level, your base movement speed increases by 10 feet and your movement doesn’t provoke opportunity attacks.
Quicken
Starting at 20th level, you may spend 15 surge points to take another turn after your current one. After you have taken your second turn, you gain one level of exhaustion, which can not be mitigated in any way even if you are immune to gaining exhaustion.
Multiclassing
Prerequisites. To qualify for multiclassing into the zoomer class, you must meet these prerequisites: Dexterity 15.
Proficiencies. When you multiclass into the zoomer class, you gain the following proficiencies: light armor.
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