Skateboarder (5e Class)

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Skateboarder[edit]

Made by cheems because he REALLY wanted to play a skateboarder class but none existed. So he's making one! totally tubular.

The Next Coming of Tony Hawk.[edit]

Creating a Skateboarder[edit]

Skateboarding is an action sport that involves riding and performing tricks using a skateboard, as well as a recreational activity, an art form, an entertainment industry job, a method of transportation, and for very few, their way of life. As Skateboarding was their body's purpose, their soulmate, and their entirety. As you. Will be one of those very few!

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[1]Skateboard Gesture Sketches, Aida Fernández Ortega

When creating a skateboarder, think how they came to love skateboarding: Were they an ex-soldier that used skateboards during urban combat military exercises? Did you get "board" of walking all the time and picked up skateboarding? How does their board look like? Did you skate with friends or alone? Has anyone in their family skate before?

Quick Build

You can make a Skateboarder quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Charisma. Second, choose the Athlete background or the Entertainer background.

Class Features

As a Skateboarder you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light
Weapons: Skateboard
Tools: Choose one type of artisan's tools or one musical instrument
Saving Throws: Dexterity, Charisma
Skills: Choose two from Athletics, Acrobatics, Performance, Stealth, Survival, Intimidation, Deception, Persuasion

Equipment

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

  • (a) or (b) Skateboard
  • (a) Dungeoneer's Pack or (b) Explorer's Pack

Table: The Skateboarder

Level Proficiency
Bonus
Features Trick Points Techniques
1st +2 Tubular Defence! , Trusty Skateboard! - -
2nd +2 Trick Points , Skateboard's Movement! , Tricks! 3 2
3rd +2 Skateboarding Style, Style Multiplier 6 2
4th +2 Ability Score Improvement, Ability Score Improvement. 8 4
5th +3 "Don't try this at Home!" 10 4
6th +3 Skateboarding Style Feature 12 6
7th +3 "Radical Board, Dude!" 14 6
8th +3 Ability Score Improvement, Ability Score Improvement. 16 8
9th +4 One with the Board , Skateboarding Style Feature 18 8
10th +4 "Check this out!" 20 10
11th +4 Chaotic Skating, Skateboarding Style Feature 22 10
12th +4 Ability Score Improvement, Ability Score Improvement. 24 12
13th +5 Gnarly Trick Blitz! 26 12
14th +5 Skateboard's True Voice. 28 14
15th +5 "Grip it n' Rip it!" 30 14
16th +5 Ability Score Improvement, Ability Score Improvement. 32 16
17th +6 Skateboarding Style Feature 34 16
18th +6 Skater's True Aura 36 18
19th +6 Ability Score Improvement 38 18
20th +6 The Legendary Trick! 40 20

Tubular Defence![edit]

Beginning at 1st level, while you are wearing no Armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier.

Trusty Skateboard![edit]

The power of the Skateboarder comes from their technique on the court. When making a normal attack with a Skateboard, you can choose to add your Dexterity modifier to your to hit roll, and choose to add your Charisma modifier to your damage roll. When you throw a skateboard to a range from 20 to 60 ft, add you Dexterity modifier to the to hit roll. On hit, the damage of the skateboard is 1d4 (or if you hold it right, deal a d6) + your Dexterity modifier. Additionally, if you successfully hit a creature, the skateboard will become a stage hazard as if someone runs over the skateboard they must roll a Dexterity Save and fall prone upon failure as they stumble because of it.

  • When you use the Attack action with your skateboard on your turn, you can make one skateboard strike as a bonus action. For example, if you take the Attack action and attack with a trick, you can also make a skateboard strike as a bonus action, assuming you haven't already taken a bonus action this turn.
  • The skateboard gains the following weapon traits, (Versatile, Throwable (20/60)

Trick Points![edit]

Starting at 2nd level, you gain access to Trick Points. Trick Points are necessary to perform certain radical tricks or use certain features. You have a number of Trick Points equal to the number demonstrated in the Trick points column of the Skateboarder table. You regain all Trick Points after a short or long rest. All abilities that use Trick Points share the same Save DC.

Save DC= 8 + your proficiency bonus + your Charisma modifier

Tricks![edit]

Starting at 2nd level, you begin to try out new tricks a freestyle style based on tricks you seen online or from other skaters! Whether this style is purely original, or acts as a memento from an ex-skater down to you. It is a combination of Practical Skating and Freestyling Skating in order to look as cool as possible! As you gain access to the You gain two new tricks every two levels. When you level up you can swap out one known trick for a new one!

Skateboard's Movement![edit]

Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. As a bonus action, you can increase your movement speed by 10 until the start of your next turn. Or additionally as when you use the dash, you can add an additional 30 foot of movement. Until the end of your next turn, you can maintain the movement increase. However for 1 trick points and an action, you can also crash into an enemy to deal On a hit the target takes weapon damage + xd4. With x being your current total movement speed divided by 20.

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

Style Multiplier[edit]

Starting at 3rd level, you have a counter referred to as your style meter. Whenever you do a trick, you add that amount to your style meter as well. Whenever you are hit, you subtract the damage you took from said attack equal to how high your trick counter is, however it reverts back to 0. As soon as you reach one of the thresholds listed below, you gain the following benefits. However, you can roll an acrobatics check against your Trick Save DC before attacking with a skateboard, to make a special attack. Allowing your skateboard attack to count as a trick, even without using trick points. You revert back to 0 upon a failure of the acrobatics check.

When you roll initiative, you start at rank E and gain ranks during combat. You can do stalling ollies as a full action by expending 2 trick points to gain half of the tricks needed for the next rank, however, you are vulnerable to all damage until the start of your next turn.

Rank Trick Requirement Bonus
Eh... 0 +0
Dismal 1 +d4
Crazy! 3 +2d4 damage dealt.
Badass! 6 +3d4 damage dealt.
Apocalyptic! 10 +4d4 damage dealt.
Savage! 13 +5d4 damage dealt.
Sick Skills!! 16 +6d4 damage dealt.
Smokin’ Sexy Style!!! 20 +8d4 damage dealt.

Skateboarding Style[edit]

At 3rd level, you are slowly learning to harness your inner Skateboarder prowess into a set path of your own Skateboarding Style. Your Skating Style grants you features at 3rd level and again at 6th, 9th, 11th, and 17th level.


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.

"Don't try this at home"[edit]

At 5th level, you can enter the "Impressive Trick" Category, gaining one new trick from it. As with these tricks, upon failing the required check. You deal double your skateboard's damage die (2d6) to yourself, as you fall prone momentarily but can get back up using your reaction. As with that, you also gain entry to the "Co-op Trick" Category, allowing the user to team up with other players to help tricks go good! Requiring an acrobatics or athletics check against the user's trick DC score usually. The effects of these Co-op tricks often being up to the DM and Player Discretion

"Radical Board dude!"[edit]

At 7th level, you decided you've been skateboarding for a long time and you need a fresh repair and possibly an upgrade! As your skateboard gains a hard wood board, high-friction grip tape, fresh set of risers, and really lubricated bearings in the wheels so you go faster! As the board's damage die increases to a d8 (d10 if using it versatilely), your speed increases to 15 per push off, as the 50 movement when action dashing using the skateboard, and you can now bonus action disengage essentially by pushing off as a bonus action.

One with the Board[edit]

At 9th level, you and your skateboard are truly linked, and you put your soul into every attack. Your B-Balls are now considered magical in combat, and cannot be destroyed by any means besides magic.


"Check this Out!"[edit]

At 10th level, you can access the "Dangerous Trick" Category, gaining one new trick from it. As with these newer tricks, upon failing the required check. You deal triple your skateboard's damage die (3d8) to yourself, as you become prone for one round.


Chaotic Skating[edit]

At 11th Level, after dealing 50 or more damage in a round, getting a critical hit on an enemy, or reducing at least 3 hostile creatures to 0 hit points (The creature takedowns do not have to happen all within a single round), you may choose to activate your "Chaotic" causing your body to heat up and emit a blazing malicious aura within 5ft of you until the end of your next turn. While in this mode, you are considered "Empowered," all of your attacks or damaging class features add an additional 2d8 force damage, you gain resistance to all damage and are under the effects of the Freedom of Movement spell. You may extend this mode by 1 additional turn if you get another critical strike, deal 50 or more damage, or reduce 1 hostile creature to 0 hit points while "Empowered". "Empowered" will end if you are knocked unconscious, stunned, incapacitated, or do not meet the requirements to extend the effect. You may only enter Chaotic Skating 3 times per long rest.

Gnarly Trick Blitz![edit]

At 13th level, at the start of your turn, you may declare that you are entering "The Zone". When you do so, you gain the benefits of A Fighter's Action Surge, allowing you to take one additional action and bonus action on your turns and A Rogue's Uncanny Dodge features. In addition to this, you also gain advantage on all saving throws, ignore any levels of exhaustion you may have, and additional reactions equal to half of your proficiency bonus (rounded down). The pupils within your eyes will also glow a low color of your choosing for the duration. However, due to the strain of pushing your body to its physical limits like this, at the start of every turn following the first, you must make a Constitution Saving throw against your Dunk DC (you do not gain the advantage granted from this feature while doing so). With each consecutive success increasing the DC by an additional +1 to maintain being in "The Zone". Once you exit "The Zone" you gain three levels of exhaustion. You may only use this feature once per short rest.

Skateboard's True Voice.[edit]

At 14th level, Whenever coming into contact with a skateboard. Old, broken, or brand new, the user can talk to the skateboard as they can speak to the skateboard as if it were sentient. As when with a skateboard, the user can attune to it. Which after attuning to the skateboard, the user can passively gain one trick toward their style multiplier.

"Grip it n' Rip it!"[edit]

At 15th level,you can access the "Absolutely Wicked Trick" Category, gaining one new trick from it. As with these newer tricks, upon failing the required check. You deal quintuple your skateboard's damage die (5d10) to yourself, as you become stunned for one round.

Legend of Skateboarding.[edit]

By becoming a renown skater , this feature slows your aging down once you hit 18th level, allowing you to live for twice your normal lifespan. Additionally, you no longer need food or water, as the pure energy that comes from your skating power sustains you. Additionally If you are slain you can be brought back to life by a ritual, which requires 5 Skateboards placed in a star shape in the middle of a circle of holy water, and the following incantation to be read: "By the power of the Hall of Fame of legendary skateboarders, I command this superstar to return to the world of the living to grind the rails of life once more!" When this ritual is performed, you are brought back to life as per the resurrection spell.


The Legendary Trick![edit]

At 20th level, you can access the "Legendary Tricks" Category, gaining one new trick from it. As with these newer tricks, upon failing the required check. You deal ten times your skateboard's damage die (10d10) to yourself, as you become unconscious for 1d4 rounds as they land horribly. However if you try a legendary trick and roll a nat 1 on the save, you take 30d10 damage as you die instantly upon hitting 0 or reverting back 5 levels if you survive as you land on your head almost dying and lose experience gained on your skating adventure thus far.


Free Spirit[edit]

This Skateboarding Style utilizes the hidden potential in every skateboard, allowing for a connection between you and your skateboard. As you skate unshackled by the basic laws of skating, skating however you like.

Spirit's Inner-Board

At 3th level, you have an inner knowledge of the creation of Skateboards, and can utilize this knowledge for yourself. You can magically create a Skateboard with a magical look to it and if you lose your Skateboard or it is destroyed, you can create a new one by transforming any long, flat wooden boards into a skateboard. Or alternatively by expending 3 spirit points

Gnarly Determination!

Starting at 6th level, your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier.

You also gain an additional way to use your tricks, allowing you to do two tricks at the same time. However they must be different tricks as to gain style points.

At 9th level, your Determination flares up once again! Allowing you to do three tricks instead of two, as you gain double style points toward your style multiplier

"Ay, He's glowing!"

At 11th level, when performing a trick action, you can choose to expend 4 trick points to burst into a random element (Air, Water, Earth, Fire, or ect). When doing so, your target has disadvantage on Constitution saves when you use tricks that require them. As well as this, you can choose to convert one of your damage dice to deal damage corresponding to that element instead of bludgeoning damage.

Essence of Skating Itself.

Starting at 17th level, your connection to your skateboard is complete, allowing you to unleash its full potential. As a bonus action, you can spend 10 trick points to summon an elemental monster with a size of Large or bigger, with a CR up to your level, as it would seem to be connected to your body and awaken it for 10 minutes. As this summoned elemental monster will have HP equal to you, as their kept abilities can be decided between you and the DM. This awakening ends early if you are incapacitated or die.

While your inner skating self is awakened, you gain the following benefits.

Armor of the Spirit. - You gain a +2 bonus to Armor Class.

Spirit's Assistance - The summoned elemental monster helps assist you.

Tactical Skater[edit]

Once in a prime year for skateboards all around, the military once tested the usefulness of commercial off-the-shelf skateboards during urban combat military exercises in the late 1990s in a program called Urban Warrior '99. Their special purpose was "for maneuvering inside buildings in order to detect tripwires and sniper fire" as now. Copying that style, or having previously learnt it from your military days, you can help scout for your party members tactically while simultaneously hitting radical kick flips


Ex-Soldier's Prowess

At 3rd level when you take this archtype, you can choose one melee weapon and one ranged weapon of your choice and become proficient with said item, these weapons however must be a light weapon.


Master Tactician

At 3rd level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you, if the target can see or hear you.


Skirmishing!

Beginning at 6rd level, you rely on your mobility to take advantage of gaps in an enemy's defenses while keeping them from responding in kind. As once per turn, you can deal an extra 1d6 damage to a creature you hit with an attack after having moved at least 15ft in one round. The attack must use a finesse or a ranged weapon, and the target must be within 30 feet of you.

You may not Skirmish while wearing heavy or medium armor or when carrying a heavy weapon.

At 9th level your Skirmishing improves, allowing you to apply it twice per turn on separate attacks. The amount of the extra damage on the second attack is 2d6 less than your normal Skirmish damage, and may only be applied after having moved at least 30ft in one round.


"You got that, right?"

Beginning on 11th level, you can sometimes cause another creature to suffer an attack meant for you. When you are targeted by an attack while a creature within 5 feet of you is granting you cover against that attack, you can use your reaction to have the attack target that creature instead of you.


Top Speed Tactics! T.S.T

When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can't use this feature when you are surprised. As on your second turn, you gain an additional 45 movement and don't gain opportunity but upon ending your turn you fall off your skateboard and it rolls away 1d25 feet away or until it hits a wall if the roll is too high.

Long Board[edit]

Longboarding is a variation of skateboarding typified by the use of longer boards ("decks") with longer wheelbases and softer wheels. While longboards vary widely in shape and size, compared to street skateboards longboards are designed to be more stable at speed and to have more traction! Designed for bailing it down toward the enemy!


Longer Board

Upon reaching 3rd level and choosing this archetype, as with a longer board comes different heavier parts built for going downhill faster! As Your skateboard's damage die extends to a d8 (d10 if used versatilely) and loses the "Throwable" trait on it and instead is replaces with a 10ft Range!

At 7th level, upon getting the "Radical Board Dude!" feature, increase damage die to d10 (d12 if use versatilely) and your speed increases to 15 per push off, along with an additional 60ft movement when action dashing using the skateboard

High Speed Carve.

At 6th level as an action and expending 7 Trick points, you move towards one creature exerting your inner spirit as you hit a heavy carve last minute as you speed past them. Hitting the creature with a powerful gust of wind as you blitz past. The creature must succeed on a Constitution saving throw against your Trick save DC or take damage equal to your skateboard die and gains the suffocation effect. The suffocating creature can repeat the saving throw each time it takes damage, ending the effect on a success. In addition, the target also needs to succeed on a Strength saving throw or be pushed 15 feet back and knocked prone.

Starting at 9th level, you can send them 30 feet back as they take an additional d10 bludgeoning damage when hitting the floor.

Trained Longboarder

Through diligent skating, you have managed to strengthen yourself physically from all the falls you've taken after skating at top speed. At 11th level you gain resistance to bludgeoning, and have advantage on saving throws for when an attack is coming at you due to your trained reflexes. Additionally, your movement speed increases by 10ft.

Last Minute Scare!

At 17th level, you are so much faster that your tricks become almost unavoidable. When an enemy succeeds on a saving throw you imposed on it from one of your speedster class features, you can force it to reroll. It must use the new roll. You can use this feature once, and regain the ability to do so after finishing a long rest.

Tricks![edit]

Flashy Kickflip!
  • 1 Trick Point

You pop a flashy kickflip, catching the attention of most! Each creature of your choice that you can see within 30 feet of you must succeed on a Wisdom saving throw or be distracted until the end of their turn or if they're attacked. While distracted, a creature has disadvantage on attacks and their attention is diverted towards you!

Tripping Pivot!
  • 1 Skill Point

As your attack hits, you pivot your board to hit the target's back of the leg making them fall prone.

Fake Kickflip!
  • 2 Skill Point

You make one extra attack with your knee on the target as you pop an ollie in close combat! Popping your knee up with it as if going for a kick flip!

Kickfliping Dropkick!
  • 2 Skill Points

You jump and aim one of your attacks at the targets face, making the attack do x2 damage. As you pop a kickflip upward, before spinning the board up to drop kick it into the target's face! While you must roll an acrobatics check against your Trick Save DC!

Fakie Sweep!
  • 2 SKill Points

You drop low to the ground before popping a high speed fakie to ride backwards and make a quick pivot sweeping attack at the targets ankle using the skateboard. The user makes a skateboard strike against the target. If the attack hits, the target must make a dexterity saving throw in contest to your Trick Save DC or be knocked prone. This attack works on creatures of all sizes.

Airwalk Burst!
  • 3 SKill Points + Must have moved 30 ft prior

You skate quickly toward one target, before hitting them in the face with a skateboard attack as you leap off as hard as you can! Holding the nose of your board as you backflip off as it shoots off a shockwave from all the style you racked up from that move! All creatures in a 20 foot cone must make a Dexterity saving throw. On a failed save, they take 3d6 force damage, or half as much on a successful one, while dealing an additional skateboard attack against the main target. While you must roll an acrobatics check against your Trick Save DC.

Pop-shuvit Smash!
  • 3 Skill Points

You skate before hitting a high vertical ollie before doing a Pop-Shuvitthat bashes the opponent's face with the user's skateboard doing a quick 180, combined with the user's weight as they push heavily using some experience trying out the Casper Trick. You do this by making an attack roll, if this hit the target takes 2d6 Bludgeoning damage, and must make a Constitution saving throw against your Skill Point Save DC, if the target fails, they are stunned until the end of your next turn. While you must roll an acrobatics check against your Trick Save DC.


Impressive Tricks![edit]

Twin-Dragon's Gazelle!
  • 5 Skill Points

Twin-Dragon's Gazelle is a trick that gathers its power from the board as it rotates rapidly while You turn quickly in the opposite direction above it and sending the resulting force up to the knee, pelvis, waist and then to the tip of the foot as toward the end of the spin they connect the tip of their foot to the truck of the board which executes the Twin-Dragon's Gazelle. It manifests itself as wind that surrounds the user's board that is used for the technique. On a hit the user takes the typical skateboard damage, as a whirlwind builds up around the target within a 20ft sphere. Any hostile creature within the whirlwind takes 2d4 Slashing damage for every 5ft they attempt to move within the whirlwind's range. Additionally, the original target must make a strength saving throw against the users Skill Points DC or be knocked prone. The whirlwind lasts until the start of the users next turn before disappearing. While you must roll an acrobatics check against your Trick Save DC + 2 (Ex. Trick Save DC = 16 + 2 = 18)

Reversal Leonidas Scarewalk
* 5 Skill Points

This is performed by raising the board up by their crotch (hence the name, Scarewalk) and bringing it down upon an opponent like a javelin , in another words, you are full on kratos jumping at the target to hit them with the tip of your board. You make an extra attack, if this hits the target they are knocked prone, and must make a Constitution saving throw. On a failed save, they are stunned until the end of your turn. While you must roll an acrobatics check against your Trick Save DC + 2

Ultra Mongopush!
  • 6 Skill Points

You raise your front foot's leg high up to your head, before bringing it down at top speed as you bend your other leg's knee to brace for impact. As you push yourself and the skateboard at top speed for a manual ride as you essentially teleport up to 30 feet to an unoccupied space that you can see. Bringing yourself to a stop as you do a foot brake. While you must roll a Dex save against your Trick Save DC so you don't fall off doing this.

True Nullifying Spin
  • 6 Skill Points

This can be used as a reaction to "Twin-Dragon's Gazelle" and will counter it, making them miss you, and making you perform perform "Twin Dragon's Gazelle" instead.

Top Speed 1080
  • 8 Skill Points

You do a quick jump as you flick your board hard enough to do a 1080 to hit them on the way up. Make three skateboard attacks against one target, hitting their head, chest, and neck if applicable. They then must make a Constitution saving throw. On a failed save, they are stunned until the end of your turn. You cannot use this technique again until the end of a short or long rest. This can only be chosen after level 5

This can be used as a reaction to counter "Fakie's Sweep", you then get to make the 3 attacks against the target, as they automatically miss you.

Dangerous Tricks[edit]

Go-Go Godzilla Drop Kick!
  • 8 Skill Points +

You do a Godzilla kickflip, however. Mess it up! As you somehow send yourself flying forward like a Skate 3 character at a comically slow speed akin to Godzilla's slide kick! As if you would connect with the attack, it would hit the target's solar plexus if applicable. The targeted person must roll a Dexterity save to evade the attack or take 3d8 bludgeoning damage on impact, then a Constitution save as upon failure they become stunned for 1d4 rounds and suffer from the suffocation effect.

Ssam-Su Secret Technique - Inferno Kick
  • 8 Skill Points

You make a unarmoed strike at a target. That target must make a dexterity saving throw or take 3d10 Fire damage on a failure and half as much on a success, this extends for 30 feet and is 5 feet wide

Inferno Kick Stage Two - Twin Oblate Spheroid
  • 10 Skill Points

You make two Inferno kicks in a row upwards, making a unarmoed strike for both, as a whirlwind of fire builds up around the target within a 20ft sphere. Any hostile creature within the whirlwind takes 2d10 Fire damage for every 5ft they attempt to move within the whirlwind's range. Additionally, the original target must make a strength saving throw against the users Skill Points DC or be knocked prone. The whirlwind lasts until the start of the users next turn before disappearing.

Inferno Kick Stage Three - Ssam-Su Taekkyeon Ultimate Secret Arts - Inferno Nirvana Kick
  • 12 Skill Points

This is the third and final stage of Inferno Kick. The user concentrates the fire and raises their legs, creating a giant blade of fire that travels for 60 feet and is 15 feet wide, if anyone is hit by this they must make a dexterity saving throw or take 4d10 Fire damage on a failure and half as much on a success



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Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Skateboarder class, you must meet these prerequisites: 16 Dexterity and 14 Charisma.

Proficiencies. When you multiclass into the Skateboarder class, you gain the following proficiencies: Skateboards, Light Armor, shields, and one skill from the class's skill list!

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