Mobian Speedster (5e Class)
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 and a back-and-red blur, just as 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, "I promised to an old friend that I would save humanity from any threat."
Mobian[edit]
Mobius is a separate world from ours and yet parallel to it. Every now and again, they may appear in our world for a brief period of 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, they 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 acquire 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. Click here for the Mobian 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 weapons
Tools: none
Saving Throws: Dexterity, Charisma
Skills: Choose three from Acrobatics, Athletics, Stealth, Sleight of Hand, Perception, Performance, & Survival
- 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 2d4x10 gp in funds.
Level | Proficiency Bonus |
Features | Chaos Points | High Speed |
---|---|---|---|---|
1st | +2 | Chaos Points, Speedster Style | 1 | — |
2nd | +2 | Speedy Tactics, High Speed, Rocket Accel (2d8) | 2 | +10 |
3rd | +2 | Style Feature | 3 | +10 |
4th | +2 | Ability Score Improvement, Perfect Landing | 4 | +10 |
5th | +3 | Style Feature | 5 | +10 |
6th | +3 | Rocket Accel (3d8), Action Surge | 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 | Style Feature | 11 | +20 |
12th | +4 | Ability Score Improvement | 12 | +20 |
13th | +5 | Rocket Accel (4d8) | 13 | +20 |
14th | +5 | Style Feature | 14 | +25 |
15th | +5 | Rocket Accel (5d8) | 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 all chaos points after a short rest or 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 to 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.
Rocket Accel[edit]
Starting at 2nd level, you are able to use your speed to push through in ways that cripple anyone you touch. Once per round, when you hit a creature with a melee attack, ranged attack, or spell attack. You can spend 1 chaos point to add 2d8 to the damage roll. At 6th level, the extra damage increases to 3d8, followed by 4d8 at 13th level, and 5d8 at 15th level. The damage is the same as the attack that this feature was used with.
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.
Action Surge[edit]
Starting at 6th 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 stack action surge with the extra action from your Super Form.
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.
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/and be in a certain situation in order to change into your super form.
While in your super form, you gain the following benefits.
- You do not need to spend chaos points to use any of your class features.
- 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 to survive.
- You gain immunity from non magical damage.
- You gain a +3 bonus to AC, attack rolls, you Spell Save DC, and Spell Attack Rolls.
- Any damage you inflict increases by 2d6.
- All damage you inflict becomes force Damage for the purpose of overcoming resistance and immunity.
- When you change into this form, you restore all HP to your current Maximum.
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. This attack counts as a finesse unarmed attack which you are proficient in, which does 1d6 bludgeoning damage on a hit. The damage increases to 1d8 at 5th level, 1d10 at 10th level, and finally 2d6 at 15th level.
Starting at 6th level, when you use this attack, you can spend 1 chaos point to give this attack a range of 15 feet. If you do this, you land right next to the creature in a space within 5 feet of the creature. At 17th level, the range you gain with this increases to 30 feet.
- Blitzing Defense
When you choose this subclass at level 1, your intense speed becomes a shield in of itself. While you are unarmored and not wielding a shield, your AC becomes 10 + your dexterity modifier + your charisma modifier.
- 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.
- Nimble Tactics
Starting at 3rd level, you can use your speedy tactics feature to dodge as a bonus action.
- 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.
- Improved Extra Attack
Starting at 11th level, you can attack 3 times in a single action.
- 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.
- Light Speed Dash
Starting at 18th level, you can strike at the speed of light itself. As an action, spend 4 chaos points to make a Homing Attack roll. On a hit you inflict 4 times your homing attack damage dice. After using this feature, your movement speed becomes 0 until the start of your next turn unless you are in your Super Form.
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
- 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 Charge
As an action, you can regain Chaos Points equal 1d8+your Charisma modifier. You can only do this once and must complete a long rest before you can do this again.
- 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 10d12 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 Hidden
Starting at 3rd level, you can use your Speedy Tactics feature to Hide as a bonus action.
- 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 11th 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.
- Ninjitsu Art of True sight
Starting at 14th level, you gain 30 feet of true sight.
- 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.
- 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.
- Improved Critical
Starting at 3rd level, your attacks score a critical hit on a roll of 19 or 20.
- 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.
- Improved Extra Attack
Starting at 11th level, you can attack 3 times in a single action.
- Superior Critical
Starting at 14th level, your attacks score a critical hit on a roll of 18-20.
- Survivor
At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.
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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