Mobian Speedster (5e Class)

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Mobian Speedster[edit]

A small child calls for help as the bridge he stands upon begins to collapse. The boy's mother screams for someone to help him, but the bridge is far too unstable for anyone to cross. Suddenly there is a gust of wind, just at the bridge begins to give way. A small anthropomorphic hedgehog begins jumping across one part of the falling bridge to the other. He swiftly grabs the boy, and parkours back to his mother. As the mother wraps her arms around her son and thanks the hedgehog, the hedgehog smiles and says, "Don't worry buddy."

Mobian[edit]

Mobius is a separate and world from our and yet parallel to it. Every now and again, they may appear in our world for a brief period at a time. Some may even choose to stay.

The Speedster[edit]

Mobian Speedsters are built to get to any place swiftly, and can almost always get out of a losing battle. Mostly by running away, but I think you get the point. In battle however than can easily use their own speed as a lethal weapon. Whatever the case, the main goal of any Mobian Speedster is quite simple, Go Really Fast.

Creating a Mobian Speedster[edit]

As you build your Mobian Speedster, here are questions to consider. How did you squire your speed? Were you born with it? Did you undergo some sort of mutation or life altering event? Or perhaps you trained yourself?

If you trained yourself, how so? Were you self taught, or did you have a teacher?

Quick Build

You can make a Mobian Speedster quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Constitution or Charisma. Second, choose the Athlete background. Third, choose short bow and explorer's pack. For your race, choose Mobian, with the hedgehog subrace. https://www.dandwiki.com/wiki/Mobian_2nd_Variant_(5e_Race)

Class Features

As a Mobian Speedster you gain the following class features.

Hit Points

Hit Dice: 1d8 per Mobian Speedster level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Mobian Speedster level after 1st

Proficiencies

Armor: light armor
Weapons: simple
Tools: none
Saving Throws: Dexterity, Charisma
Skills: Choose three from Acrobatics, Athletics, Stealth, Insight, Sleight of Hand, Deception, Persuasion, Performance, Survival, Nature

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) any simple weapon or (b) a short bow and a quiver with 20 arrows
  • (a) a dungeoneer's pack or (b) an Explorer's Pack
  • leather armor
  • If you are using starting wealth, you have 1d4x10 gp in funds.

Table: The Mobian Speedster

Level Proficiency
Bonus
Features Chaos Points High Speed
1st +2 Chaos Points, Speedster Style 1
2nd +2 Speedy Tactics, High Speed 2 +10
3rd +2 Style Feature 3 +10
4th +2 Ability Score Improvement, Perfect Landing 4 +10
5th +3 Style Feature 5 +15
6th +3 Rushing Defense 6 +15
7th +3 Evasion 7 +15
8th +3 Ability Score Improvement 8 +15
9th +4 High Speed Improvement 9 +15
10th +4 Style Feature 10 +20
11th +4 Action Surge 11 +20
12th +4 Ability Score Improvement 12 +20
13th +5 Rushing Save 13 +20
14th +5 Style Feature 14 +25
15th +5 Rushing Attack 15 +25
16th +5 Ability Score Improvement 16 +25
17th +6 Action Surge(2) 17 +25
18th +6 Style Feature 18 +30
19th +6 Ability Score Improvement 19 +30
20th +6 Super Form 20 +30

Chaos Points[edit]

Starting at 1st level, your body has a limited pool of chaos energy. You have a set amount of Chaos Points equal to your Mobian Speedster Level. You can expend Chaos Points to use a variety of skills within this class. You regain 1d4 chaos points after a short rest and all chaos points after a long rest.

Speedster Style[edit]

At 1st level, you must choose a subclass known as your Speedster Style. This style will give you a style feature at levels 1, 3, 5, 10, 14, and 18. The available styles are as follows.

  • Blur
  • Chaos Master
  • Ninja
  • Fanatic

Speedy Tactics[edit]

Starting at 2nd level, you can expend 1 chaos point to perform either the dash or disengage action as a bonus action.

High Speed[edit]

Starting at 2nd Level, while wearing no armor or light armor, your speed increases by 10 feet. This bonus increases 15 feet when you reach 6th level, then to 20 feet at 10th level, 25 feet at 14th level, and finally 30 feet at 18th level.

At 9th level, you gain the ability to move along vertical surfaces and across liquids on Your Turn without Falling during the move.

Ability Score Improvement[edit]

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.

Perfect Landing[edit]

Starting at 4th level, your reflexes are so sharp that you can minimize the risk of falling to nearly non existent. When you are falling, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your Mobian Speedster level.

Rushing Defense[edit]

Starting at 6th level, you move so quickly that it is difficult for your foes to strike you. When you move at least half your movement speed during your turn, you can use your reaction and spend 1 chaos point to gain a +2 bonus to your AC until the start of your next turn.

Evasion[edit]

Beginning at 7th level, you can nimbly dodge out of the way of certain area Effects, such as a red dragon's fiery breath or an Ice Storm 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.

Action Surge[edit]

Starting at 11th level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

You cannot use action surge while you are in your Super Form.

Rushing Save[edit]

Starting at 13th level, your speed makes it difficult for foes to determine where to aim when trying to target you with magic and other effects. When you use at least half of your movement speed on your turn, you can use your reaction and spend 1 chaos point to give yourself a +2 bonus to saving throws until the start of your next turn.

Rushing Attack[edit]

Starting at 15th level, your intense speed helps you pierce through your enemy's defenses. When you move at least half you movement speed during your turn, you can use your reaction and spend 1 chaos point to gain a +2 bonus to all attack rolls until the start of your next turn.

Super Form[edit]

Starting at 20th level, you have mastered the power of chaos energy and have acquired the ability to momentarily transform into a seemingly invincible being. You take on a shining, metallic, golden color, and you maintain this form for 5 minutes.

You must spend 15 Chaos Points to change into your super form, as a free action. You can only change into your super form once, and you cannot do so again until 1d4 months have passed or longer/shorter at your GM's discretion. At your GM's discretion, you can also/instead be required to have one or more legendary artifacts or be in a certain situation in order to change into your super form. (If instead, you must finish a long rest before using this feature again) While in your super form, you gain the following benefits.

  • When you spend chaos points, you may spend an effective amount up to the maximum of the class feature used without expending chaos points.
  • Your movement speed doubles.
  • You gain a flying speed equal to your movement speed.
  • You gain an additional action during each of your turns.
  • You do not need to breathe.
  • You gain immunity to non-magical damage.
  • You gain a +3 bonus to AC, attack rolls, you Spell Save DC, and Spell Attack Rolls.
  • All damage you inflict becomes force Damage for the purpose of overcoming resistance and immunity.
  • When you use this class feature, you regain all of your hit points.

Blur[edit]

This style takes the already incredible speed and improves upon it, turning the speed itself into a lethal weapon.

Homing Attack

When you choose this archetype at level 1, you gain access to your signature move, the homing attack. As an attack, you can curl yourself into a ball and launch yourself at a creature within a range equal to half of your movement speed. (Example, if your movement speed is 60, the range of the attack 30) This attack counts as a finesse unarmed attack which you are proficient in, which does 1d6 bludgeoning damage. The damage increases to 1d8 at 5th level, 1d10 at 10th level, and finally 2d6 at 15th level.

After you use this attack, you can land anywhere within 5 feet of the creature. If you use extra attack or action surge to perform another homing attack immediately after the previous one, you can either target either the same creature or another creature that is within range, either way, you do not begin to descend or land until you use an attack, action, reaction, or bonus action other than the homing attack.

Starting at 6th level, when you use this attack, you can spend 4 chaos points to give yourself advantage on the attack roll. At 17th level, the cost to do this decreases to 3 chaos points.

Enhanced Reflexes

Starting at 3rd level, you gain proficiency in Acrobatics. If you are already proficient in Acrobatics, you can choose another skill from above.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Spin Dash

Starting at 10th level, your intense speed allows you to use your very movement as a lethal weapon. When you take the dash action, you can spend 5 chaos points to gain the following benefits until the end of your turn:

  • You are able to pass through creatures. But you cannot pass through the same creature within the same movement.
  • You do not provoke opportunity attacks when you move in or out of a creature's range.
  • When you pass through a creature, that creature must succeed on a dexterity saving throw equal to 8 + your dexterity modifier + your proficiency bonus, or take 4d8 bludgeoning damage. At 17th level, this damage increases to 6d8. On a successful save, they take half as much damage.
Massive Speed

Starting at 14th level, you have become so agile that you can outrun nearly anything. When you have to make a Strength or Constitution saving throw for something with an area of effect, you can make a dexterity saving throw instead.

Ancient Light

Starting at 18th level, your homing attack can move at nearly light speed. As an action, you can spend 10 chaos points, to perform a single homing attack on any number of targets within range of your homing attack.

Chaos Master[edit]

The Chaos Master uses the chaotic energy flowing though them to perform feats that some would consider unnatural even by mobian standards.

Chaos Spear

When you choose this archetype at 1st level, you gain your signature attack, the chaos spear. As an action, A beam of crackling energy streaks toward a creature within range. Make a ranged spell Attack against the target. On a hit, the target takes 1d10 force damage. The range for this attack is 120 feet.

The spell creates more than one beam when you reach higher levels: two beams at 5th Level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate Attack roll for each beam.

Starting at 6th level, when you cast chaos spear, you can spend 5 chaos points to change the damage type to one other type of damage among the following. At 17th level, the cost to do this becomes 3 chaos points. All beams from each cast must be the same type.

  • Fire
  • Cold
  • Acid
  • Lightning
  • Radiant
  • Acid
  • Necrotic
Rampant Chaos

Starting at 3rd level, you can add your charisma modifier to your maximum chaos points and the damage rolls of your chaos spear.

Chaos Shield

Starting at 5th level, as a reaction, you can spend 2 chaos points to cast the Shield spell without components. You can use this feature without expending chaos points a number of times equal to half or your proficiency bonus (rounded up) regaining all expended uses when you complete a short or long rest.

Chaos Control

Starting at 10th level, you can use chaos energy to bend the fabric of time and space to your will. As a bonus action, you can spend 3 chaos points to teleport up to 30 feet. At 14th level, you can teleport up to 60 feet.

At 17th level, you can spend 10 Chaos Points to teleport up to 1 mile.

Chaos Healing

Starting at 14th level, you can use your chaos energy to heal yourself. As a bonus action, you can spend up to half your level in Chaos Points to heal by 1d8 for every chaos point spent.

Chaos Blast

Starting at 18th level, your body radiates with enough pure chaotic energy to create a highly destructive explosion. As an action, you can spend 15 chaos points to force all creature within 60 feet of you to make a constitution saving throw. On a failed save, the creature takes 8d8 fire damage, or half as much on a failed save.

Ninja[edit]

The Ninja uses their swift reflexes to move around undetected as well as quickly.

Ninjutsu Art Of The Shuriken

When you choose this Archetype at 1st level, you can conjure shurikens using chaos energy. You are considered proficient in these shurikens. These shurikens deal piercing damage equal to 1d4 + your dexterity modifier, on a hit and are considered finesse thrown weapons. As an action, you can conjure and throw 2 of these shurikens.

Starting at 5th level, you can spend 1 chaos point to conjure and throw 1 additional Shuriken in the in the same action, making a separate attack roll for each shuriken. At 11th level, you can conjure and throw up to 2 additional shuriken by spending 1 chaos point for each shuriken. At 20th level, you can conjure and throw up to 3 additional shurikens by spending 1 chaos point for each additional shuriken you throw.

Ninjutsu Art Of Stealth

Starting at 3rd level, you are proficient in Stealth. If you are already proficient in Stealth, you can choose one other skill from the list above.

Ninjutsu Art Of The Uncanny

Starting at 5th 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.

Ninjutsu Art Of Invisibility

Starting at 10th level, you can spend 4 chaos points to become invisible for 1 minute. This requires you to maintain concentration.

Ninjutsu Art Of Talent

Starting at 14th level, you have refined your chosen Skills until they approach perfection. Whenever you make an ability check that lets you add your Proficiency Bonus, you can treat a d20 roll of 9 or lower as a 10.

Ninjutsu Art Of The Tornado

Starting at 18th level, you can spend 10 chaos points to unleash a powerful tornado as an action. All creatures withing 60 feet of you must make a constitution saving throw. On a failed save, they take 8d10 bludgeoning damage, are knocked 30 feet away in the direction opposite of where you are from them, and are knocked prone. On a successful save, the take half as much damage and are neither knock back or knocked prone.

Fanatic[edit]

The Fanatic uses strength as well as speed in unison to hit much harder than what is reasonable.

Piko Piko Hammer

When you choose this archetype at level 1, you gain access to your Piko Piko Hammer. You are considered proficient with this hammer. This is a two-handed weapon you conjured through Chaos Energy. If you lose this hammer, you can conjure another one by either spending 5 Chaos Points or by taking a long rest. This hammer does 2d6 bludgeoning damage.

Starting at level 6, when you roll a natural 19 on your attack roll using this hammer, you can spend 3 chaos points to treat the roll as a critical hit. Starting at level 17, when you roll a natural 18 on you attack roll using this hammer, you can spend 6 chaos points to treat the roll as a critical.

Bonus Proficiency

Starting at 3rd level, you gain proficiency in Persuasion. If you are already proficient in persuasion, you can choose one other skill from the list above.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Propeller Hammer

Starting at 10th level, as an action, you can expend 4 Chaos Points to spin around rapid fast with your hammer to deal damage to anyone you pass. Until the start of your next turn, you gain the following benefits:

  • You gain a flying speed equal to your movement speed.
  • You do not provoke opportunity attacks when you move in and out of a creature's range.
  • Whenever a creature moves within 5 feet of you or vice versa, that creature must make a dexterity saving throw. The save DC equals 8 + your strength modifier + your proficiency bonus. On a failed save, that creature takes bludgeoning damage equal to your hammer's current damage.
Double Jump

Starting at 14th level, your jumping distance is doubled.

Hammer Tornado

Starting at 18th level, as a an action, you can spend 10 Chaos Points to summon a mini twister to a space you can see within 60 feet of you. All creatures within 20 Feet of the space you choose must make a Constitution saving throw. On a failed save, they take 8d10 bludgeoning damage, are knocked prone. On a successful save, they take half as much damage and are not knocked prone.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Mobian Speedster class, you must meet these prerequisites: Dexterity Score of 14 or higher.

Proficiencies. When you multiclass into the Mobian Speedster class, you gain the following proficiencies: Proficiency light armor and one of the following skills: Acrobatics, Stealth, Sleight of Hand, Athletics.

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