Runner (5e Class)
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- 1 Runner
- 1.1 Elusive Nomads
- 1.2 Creating a Runner
- 1.3 Class Features
- 1.3.1 Table: The Runner
- 1.3.2 Extra Attack
- 1.3.3 Martial Arts
- 1.3.4 Freerunning
- 1.3.5 Focus Shield
- 1.3.6 Role
- 1.3.7 Quick Dodge
- 1.3.8 Create a Course
- 1.3.9 Disarm
- 1.3.10 Gravitic Channelling
- 1.3.11 Skill Roll
- 1.3.12 Ability Score Increase
- 1.3.13 Magic Strike
- 1.3.14 Acrobatic Strikes
- 1.3.15 Extra Action
- 1.3.16 Superior Disarm
- 1.3.17 Evasion
- 1.3.18 Medium Armor Mastery
- 1.3.19 Finish
- 1.3.20 Inspiring Finish
- 1.3.21 Champion runner
- 1.4 Activist
- 1.5 Artificer
- 1.6 Enforcer
- 1.7 Herbalist
- 1.8 Kineticist
- 1.9 Mercenary
- 1.10 Mirror
- 1.11 Multiclassing
Runners are athletic, disciplined fighters who manipulate kinetic energy to perform brilliant acrobatic feats.
Runners are trained to deliver sensitive messages in secret. They are also sometimes hired to steal a particular item. Runners harness kinetic energy to crush enemies and shield themselves. They usually operate in secretive groups known as cabals, which are made up of one head runner who accepts large jobs and assigns runners to them, two or more suppliers of equipment and information, four to twenty runners, and 3 to 10 runners who defend the base and act as security. Runners are usually cut off from the rest of society, keeping above or below the main populous. The life of a Runner is dangerous, and usually only very desperate people, or people who have nowhere else to go, become one.
Creating a Runner
Think about how your character became a Runner and why; were they forced to do it because of a shortage of money, or did they do it because they enjoyed it? How does their cabal behave; are they assassins, thieves, mercenaries, deliverymen (the role Runners officially play), or information merchants? This will help you choose your Role as a runner, this class's major decision. You may even be a rogue runner, hunted by a former cabal or looking to join one.
- Quick Build
You can make a Runner quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Intelligence, Charisma, Strength or Wisdom depending on your Role. Second, choose the urchin or criminal background.
As a Runner you gain the following class features.
- Hit Points
Armor: Light and Medium.
Weapons: Darts and one simple weapon of your choice.
Tools: One tool and one gaming set of your choice, also Thieves' Tools.
Saving Throws: Dexterity and Strength.
Skills: Athletics and any other two.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Leather Armor or (b) Chain Shirt or (c) Scale Mail
- 10 darts
- A grappling hook wth 50 feet of rope
- 100 feet of rope
|1st||+2||1d4||+5 feet||Martial Arts, Freerunning, Extra Attack|
|2nd||+2||1d4||+10 feet||Focus Shield, Role, Quick Dodge, Create a Course|
|3rd||+2||1d4||+10 feet||Disarm, Gravitic Channelling, Skill Roll|
|4th||+2||1d6||+10 feet||Ability Score Improvement, Acrobatic Strikes, Focus Shield Improvement, Magic Strike|
|5th||+3||1d6||+15 feet||Extra Attack (2)Extra Action|
|6th||+3||1d6||+15 feet||Role feature, Superior Disarm|
|8th||+3||1d8||+15 feet||Ability Score Improvement|
|9th||+4||1d8||+15 feet||Medium Armour Mastery|
|10th||+4||1d8||+20 feet||Role feature|
|11th||+4||1d8||+20 feet||Extra Attack (3)|
|12th||+4||1d8||+20 feet||Ability Score Improvement|
|14th||+5||1d10||+25 feet||Ability Score Improvement|
|15th||+5||1d10||+25 feet||Role feature|
|16th||+5||1d10||+25 feet||Ability Score Improvement|
|18th||+6||1d10||+30 feet||Inspiring Finish|
|19th||+6||1d10||+30 feet||Ability Score Improvement|
|20th||+6||1d10||+30 feet||Extra Attack (4), Champion Runner|
Starting at 1st level, when you take the Attack action on your turn and attack using an unarmed strike, you can make an extra unarmed strike as part of that action. You may make two extra unarmed strikes in this way at 5th level, three extra in this way at 11th level, and four extra, for a total of five, at 20th level. You may not make additional unarmed strikes as a bonus action unless a magical effect (Ki does not count) is allowing you to do so. You may gain more versatile kinds of extra attack that effect other things, but you always have the ability to make as many unarmed strikes as the Runner class' Extra Attack allows.
Starting at 1st level, you can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes. You can roll a d4 in place of the normal damage of your unarmed strikes. This die changes as you gain Runner levels, as shown in the Martial Arts column of the Runner table. You are considered proficient with your unarmed strikes.
Starting at 1st level, your speed increases by 5 feet while you are not encumbered or wearing heavy armor. This bonus increases when you reach certain Runner levels, as shown in the Runner table. Also, your jump distance is doubled, climbing no longer costs you extra movement, and you have advantage on any Athletics check made to run, jump, slide, climb, swing or otherwise move athletically. Also, you can make any Strength (Athletics) check as a Dexterity (Athletics) check and viseversa.
Starting at 2nd level, you begin to learn to harness kinetic energy to form a shield around yourself. For every 5 feet, you move without stopping, you gain one temporary hit point. These temporary hit points stack up to an amount equal to your Dexterity score. If you do not move 10 feet or more away from the point you started at on your turn, you lose 10 of your Focus Shield temporary hit points. If you take fall damage, you lose all your Focus Shield temporary hit points. If you deal damage on your turn, you gain one temporary Focus Shield hit point per instance of damage caused. At 4th level and onwards, you only lose 5 temporary Focus Shield hit points when you don't move 10 feet or more from the point you started at on your turn.
There are many different roles a runner can play. By 2nd level, you have proved to your cabal that you are capable, and you may choose a role within it. Choose from Mercenary, Enforcer, Activist, Leader, Artificer, Herbalist, Mirror, or Kineticist. This Role grants you features at levels 2, 6, 10 and 15.
Starting at 2nd level, when you take the Dash or Dodge action on your turn, you can take the other as a bonus action.
Create a Course
Starting at 2nd level, When you spend at least a week in an area you are able to map it out for easier running. After spending a week a location you can choose to create a course in that area (ex.Forest, City, etc.) while you are in an area you've coursed out you gain the following benefits
.You can no longer get lost in that area .You have an advantage on initiative and stealth checks .You know main locations that allow you to gain supplies this includes food and water .When traveling threw out the course that allows you to get too places 2 times faster
Starting at 3rd level, when you make an unarmed strike attack against an enemy, you can choose to instead attempt to disarm them. You make a Dexterity (Athletics) check contested by a Strength or Dexterity save from the target. You have disadvantage on this check if they are of Tiny or Large size. If they are bigger than Large size, you cannot use this feature against them. If you win, you take their weapon, and for the remainder of your turn, you can use it in place of your unarmed strikes. You are considered proficient with it, during that time. It is also counted as having the Finesse property for you. If its damage would be less than your Martial Arts damage, it deals damage equal to your martial arts damage.
Starting at 3rd level, you gain the ability to channel your momentum into enemies. When you fall 50 feet or less and there is an enemy or enemies within 10 feet of where you would land, you can use your action to cause them to make a Constitution saving throw take the fall damage you would have taken if you were not resistant to it, or half as much on a successful save. If you do this, you take no fall damage. At levels 5, 7, 9, 11, 13, 15, 17 and 19, the distance you can fall and still use this effect increases by 25 feet. The save DC for the saving throw is equal to 8 + your proficiency bonus + your Dexterity modifier.
Starting at 3rd level, you gain resistance to fall damage.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 14th, 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.
Starting at 4th level, Any blow you strike in unarmed combat is considered to have been delivered by a magic weapon for purposes of penetrating resistances
Starting at 4th level, you can bounce off walls, the ground and obstacles to hit enemies harder. You may choose to take subtract your proficiency bonus to your attack roll to gain a +10 bonus to damage should you hit.
Beginning at 5th level, you gain an extra action the following things you can do with is: Interact object, Dash, Disengage, Dodge
Starting at 6th level, you can attempt to disarm an enemy once on your turn without expending any kind of action. If you fail, you can try again in the normal way. Also, you are considered proficient with the weapon for 1 minute, and can use it in place of unarmed strikes for all that time. Also, you do not gain disadvantage on attack rolls with it due to it's size, but you may not use weapons intended for creatures of a size bigger than Large.
at 7th level when you're 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, and half damage if you fail the saving throw
Medium Armor Mastery
At 9th level, your practice in free running, jumping, and attacking have finally allowed you to have an easier time with moving in medium armor, giving you the following benefits:
- Wearing medium armor doesn't impose disadvantage on your Dexterity (Stealth) checks.
- When you wear medium armor, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher.
Starting at 17th level, as an action you can perform a powerful acrobatic stunt that is impossible to dodge against an enemy within 5 feet of you. They take 10d10 bludgeoning damage, or 12d10 + 10 bludgeoning damage if you have disarmed them on the same turn. You must finish a short or long rest before you use this feature again.
Starting at 18th level, when you use Finish creatures of your choice who can see you gain temporary hit points equal to Your Dexterity Score + Your Charisma Score.
Starting at 20th level, you become constantly under the effects of the Freedom of movement spell and you have automatically succeed on any Athletics check made to run, jump, slide, climb, swing or otherwise move athletically.
As an Activist Runner, you are trying to change the world for the better (or possibly for the worse), by inspiring others. Charisma is important for you.
- Activist Proficiencies
Starting at 2nd level, you become proficient in one musical instrument of your choice.
- Activist Inspiration
At 2nd level, You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Activist Inspiration die, a d6.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Activist Inspiration die, but must decide before the GM says whether the roll succeeds or fails. Once the Activist Inspiration die is rolled, it is lost. A creature can have only one Activist Inspiration die at a time.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.
Your Activist Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 6th level, a d10 at 10th level, and a d12 at 15th level. At 6th level, you regain all uses of this feature when you finish a short or long rest.
As an Artificer Runner, you are able to create several items that can be of use to yourself and allies. Intelligence is important for you.
- Artificer Proficiencies
Starting at 2nd level, you become proficient with tinker's tools and Sleight of Hand.
Starting at 2nd level, you can make a lockpick, a grappling hook, a hunting trap, caltrops, or a dart during a short or long rest as long as there is wood, plants and stone accessible. You only need a tiny amount of the aforementioned materials to make one of the aforementioned items.
- Improved Artificing
Starting at 6th level, you can silver items if you have enough silver: 4gp worth for a piece of ammunition, 40gp worth for a normal weapon, 20gp worth for a light weapon, or 60gp worth for a two-handed weapon. You can choose to progress towards silvering an item in a 5gp increment during a short rest, or in a (your Intelligence modifier*5)gp increment (minimum 10gp) during a long rest as long as you are not artificing anything else during that rest. Also, you can create Partial Armour items. You progress towards these in the same way you do when silvering a weapon.
- Arcane Artificing
Starting at 10th level, you can create magical items during a short or long rest if you are not doing anything else. You progress towards thier cost in (your intelligence modifier*10)gp increments.
- Instant Artificing
Starting at 15th level, when you successfully Disarm an enemy, you summon a duplicate of the item you disarmed them of. You are proficient with it, and your Extra Attack affects it. This weapon lasts until you finish a short or long rest.
As an Enforcer Runner, you have superior combat abilities and are trained to take more hits than other runners. Strength is important for you.
- Enforcer Armour Training
Starting at 2nd level, your AC increases by 1 while you are wearing Armour.
- Enforcer Resilience
Starting at 2nd level, your hit point maximum increases by 2, and increases by 1 every time you level up.
- Enforcer Toughness
Starting at 5th level, you become proficient in Constitution saving throws.
- Empowered Strike
Starting at 6th level, once per turn when you make a unarmed strike, you can choose to have it deal 3d10 + your Strength modifier damage on a hit.
- Empowered Drop
Starting at 10th level, when you use Gravitic Channelling you double the fall damage.
- Empowered Strike Upgrade
Starting at 15th level, once per turn when you make a unarmed strike, you can choose to have it deal 6d10 + your Strength modifier damage on a hit.
As an Herbalist Runner, you can provide useful restorative items to your team. Intelligence is important for you.
- Herbalist Proficiencies
Starting at 2nd level, you gain proficiency with the alchemist's kit, and you become proficient in Survival.
- Healing Herbs
Starting at 2nd level, you can make any Wisdom (Survival) check as an Intelligence (Survival) check, and you can attempt to find healing herbs during a short rest. All enviroments except arctic ones have some kind of healing herbs available. You choose whether to search for a common (DC10 to find), uncommon (D15 to find) or rare (DC20 to find) herb. If you succeed on your chosen roll, you gain the herb and must apply it to an ally during a short rest before your next long rest or the herb will lose all potency. Common herbs restore 1d4 hit points, uncommon herbs restore 1d8 hit points, and rare herbs restore 1d12 hit points. By spending a long rest brewing a herb, you can increase the healing it grants by your Intelligence modifier and make the herb last until the next long rest after this one.
- Master Herbalist
Starting at 6th level, you can search for very rare (DC25 to find) and exceptional (DC30 to find) herbs. Very rare herbs restore 1d12+2 hit points, and exceptional herbs restore 1d12+4 hit points. Also, when you attempt to search for a herb and fail, you gain a common herb instead.
Starting at 10th level, you can cause magical mist to restore 1d6 + your Intelligence modifier hit points to up to 8 creatures of your choice within 30 feet of you as an action. You may use this a number of times equal to your Intelligence modifier + 1. All uses are restored when you finish a long rest.
- Sharpen Senses
Starting at 15th level, creatures who benefit from your Aromatherapy have advantage on the next saving throw they make if it is within the next hour.
As a Kineticist runner, you harness the forces of gravity with more skill and precision than other runners. You also learn to cast magic. Wisdom is important for you.
- Arcane Studies
Starting at 2nd level, you learn 3 Wizard cantrips of your choice. Wisdom is your spellcasting ability, and your spell save DC is equal to 8 + your Wisdom modifier + your proficiency bonus.
- Kinetic Shield
Starting at 2nd level, your AC increases by 1 and you have advantage on saves against effects that would move you against your will.
- Arcane Affinity
Starting at 6th level, you have unlocked the ability to cast weak spells. Choose two spells of 1st or 2nd level. You can cast them once each, but you must finish a short or long rest before casting the same one again.
- Magical Secrets
Starting at 10th level, you have unlocked the ability to cast more powerful spells. Choose two spells of 3rd or 4th level. You can cast them once each, but you must finish a short or long rest rest before casting the same one again.
- Gravitic Manipulation
Starting at 15th level, you gain a flying speed equal to your walking speed and can cast the Reverse Gravity spell once. You regain the ability to cast the spell when you finish a short or long rest.
As a Mercenary Runner, you are trained in a variety of methods and skills, so you will be an appropriate hire for more kinds of jobs. Strength is important for you.
- Diverse Training
Starting at 2nd level, you become proficient in two skills of your choice, and with one tool of your choice.
- Adaptive Mind
Starting at 2nd level, you gain the ability to meld your mind to your will while you sleep. When you finish a long rest, choose two skills or tools, or one of each. You are proficient with those skills and/or tools until you next finish a long rest.
Starting at 6th level, choose two skills you are proficient in. You double your proficiency bonus when applying it to that skill.
- Save Expertise
Starting at 10th level, choose a saving throw you are proficient in. You double your proficiency bonus when applying it to that saving throw.
Starting at 15th level, you are proficient in all saving throws.
As a Mirror Runner, you use magic to bend light to your will to buy time or help your allies escape. Wisdom is important for you.
- Light Armour Mastery
Starting at 2nd level, your AC increases by 2 while you are wearing light armour.
- Optical Manipulation
Starting at 2nd level, you can bend light to your will as an action, causing one of the following effects:
- You highlight a creature within 60 feet of you, granting yourself advantage on attack rolls against them for 1 minute.
- You bend light around yourself, giving you a +1d6 bonus to stealth rolls.
- You cause an enemy(within 60 feet of you)'s vison to be obscured, granting them disadvantage on attack rolls until the end of your next turn.
- You make yourself appear to be up to 5 feet away from where you are until start of your next turn, granting disadvantage on attack rolls against you.
- You condense some light into a ray of radiance. Make a spell attack roll against an enemy within 30 feet of you, using Wisdom as your spellcasting ability. On a hit, they take 2d8 Radiant damage.
You can use these effects a number of times equal to 1 + your Wisdom modifier (minimum 1), but after that you must finish a short or long rest to regain all expended uses.
Starting at 6th level, an enemy of your choice within 25 feet of you must make a Constitution saving throw of DC 8 + your Wisdom modifier + your proficiency bonus or be blinded until the start of your next turn whenever you use an Optical Manipulation feature.
- Radiant Flare
Starting at 10th level, when a creature fails your Flare saving throw, they take 4d8 Radiant damage.
- Mass Flare
Starting at 15th level, Flare affects all creatures you choose within 25 feet of you instead of just one.
Prerequisites. To qualify for multiclassing into the Runner class, you must meet these prerequisites: Dexterity and Constitution 13.
Proficiencies. When you multiclass into the Runner class, you gain the following proficiencies: Athletics, thieves' tools and one other skill of your choice.