Mobian (5e Subclass)

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Mobian[edit]

Fighter Subclass

Mobians are people given immense speed, power, and sometimes even intelligence. The term Mobian derives from ancient warriors from Mobius that use the same style of fighting. This means that under the right circumstances, anyone can be a Mobian, regardless of race. Sometimes it's through mutations, others through tech. Maybe even just natural talent.

A mobian fights with speed and cunning, being nigh untouchable. Their bodies are so used to the side effects that come with their speed, that they become very durable, able to withstand shock, breathe in harsh environments, and coming to a complete stop instantly at high speeds.

Why is your Mobian even here? Is there some evil scientist that destroyed your family that you must gain the power to avenge? Are you an evil scientist trying to gain the power to destroy someone's family? Were they a survivor of The Great War?

The Secret of The Rings

At the 3rd level, you gain a special connection to golden rings. You can keep a golden ring on your person, whether it be as earrings, braces, or a chain. These rings can be charged with energy, that can be exchanged for inhuman feats. You have a number of ring power equal to your Fighter level. This is completely refilled after a long rest or by half after a short rest.

Peel Out. You may spend 1 ring power to take the Disengage or Dash action as a bonus action.
Ring Strike. When you make an attack, you can spend 1 ring power. On a hit, that attack is a critical.
Ring Resistance (7th level). You may spend 3 ring power as a reaction to take half of the damage from a single source.
Power Surge (10th level). You may spend 10 ring power to use your Action Surge without spending an use.
What I'm Made Of

Also at the 3rd level, while not wearing armor, your AC is equal to 10 + your Dexterity modifier, plus your Constitution modifier.

Mobian Movement

At 7th level, your movement speed increases by 10 feet. Whenever your proficiency bonus increases in 1, your movement speed increases in additional 10 feet.

What Goes Up

Beginning at 10th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your Mobian level.

Homing Attack

Beginning at the 15th level, you can use your Action to make an aerial attack against a single target within 15 feet. You jump into the air, curl into a ball, and hurl yourself into an enemy. Make an attack roll using your Dexterity modifier and add your proficiency bonus. On a hit, the target takes 1d8 slashing damage, and must make a Dexterity saving throw against a DC of 8 + your proficiency bonus + your Constitution modifier.

On a fail, the target is set up for a combo attack, and you can make additional Homing Attacks an equal amount of times to your proficiency bonus. When the combo ends, you end your movement on your starting position, or within 5 feet of your target.

Spin Dash

Starting at 18th level, you can use an Action to perform a spin dash. You curl into a ball and start to spin yourself at high velocities, and then launch yourself forward. You can choose to launch yourself in a straight 5-foot wide line with a range equal to your movement speed, hitting everything in your path; or rebounding off a number of creatures equal to your Dexterity modifier within 10 feet.

Creatures targeted by your spin dash must make a Dexterity saving throw against a DC equals 8 + your proficiency bonus + your Constitution modifier. On a fail, the creature takes 3d6 slashing damage, and are knocked prone. On a success, they take half damage and are not knocked prone.

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