Speedster (5e Class)
From D&D Wiki
- 1 Speedster
- 1.1 The Dynamagic
- 1.2 Creating a Speedster
- 1.3 Class Features
- 1.4 Metabolism
- 1.5 Multiclassing
"Life is locomotion... if you're not moving, you're not living. But there comes a time when you've got to stop running away from things... and you've got to start running towards something, you've got to forge ahead. Keep moving. Even if your path isn't lit... trust that you'll find your way."- The Flash
A speedster is a hero whose powers primarily relate to super speed. Primary abilities shared by all speedsters include running at speeds far in excess of human capability (to varying degrees) and resistance to the side effects (air resistance, inability to breath, dynamic shock resulting from contact with objects at high speed, etc.) that result from such velocity. In almost all cases, speedsters are able to physically attack opponents by striking them while at high speed to impart huge amounts of kinetic energy without suffering harm. A Speedster draws his power from the Dynamagic, a strange sentient source of magical energy existent across all realities. The Dynamagic is what ties all planes of existence together.
The Dynamagic is a plane of existence that pushes time and space forward. In order to let off excess energy, which is Kinemagic, the Dynamagic grants certain beings the ability to be its conduit. Which allows them to run at super fast speeds, travel through it, and become part of it when they die. The Dynamagic is a storm made of lightning that stretches every direction infinitely.
Creating a Speedster
When creating a speedster one should consider how the character became connected to the Dynamagic- Was he involved in an accident that connected him to it unwillingly? Did he go seeking the power of the Dynamagic through science or magic? Was he the victim of an experiment or dark ritual? Secondly how has having the Dynamagic running through his system effected his life?- Has he used his new power to help those around him? Or to further his own agenda?
As a Speedster you gain the following class features.
- Hit Points
Armor: Light Armour
Weapons: Light, Finesse, Unarmed Strikes
Tools: Navigator's Tools
Saving Throws: Dexterity, Intelligence
Skills: Choose two of these stats: Acrobatics, Athletics, Sleight of Hand, Stealth, Insight, Perception or Deception
You start with the following equipment, in addition to the equipment granted by your background:
- (a) One Light Weapon or (b) Finesse Weapon
- Two Daggers
- Leather Armour
- Navigator's Tools
|Features||Surge Points||Extra Movement||Unarmed Damage|
|1st||+2||Kinetic Conduction, Metabolism||-||10ft||1d4|
|2nd||+2||Bonus Dash, Surges||4||10ft||1d4|
|4th||+2||Ability Score Improvement||8||10ft||1d4|
|5th||+3||Heightened Mind, Quick Reflexes||10||15ft||1d4|
|8th||+3||Ability Score Improvement||16||15ft||1d6|
|12th||+4||Ability Score Improvement, Extra Attack 2||24||20ft||1d8|
|16th||+5||Ability Score Improvement||32||40ft||1d10|
|19th||+6||Ability Score Improvement||38||55ft||1d10|
A speedsters metabolism is several times faster than any other creatures metabolism, this feature can effect or be affected by other abilities of the speedster such as Surge Points. When a speedster expends half or more of their total Surge Points they MUST consume twice their weight in food before attempting a long rest. If they do take a long rest without doing so speedsters are subject to 5th level exhaustion, and can no longer use any Special Actions or extra attacks until they have consumed the specified amount.
When you become a Speedster at first level, your reaction speed is increased to super speeds. Your unarmored defense equals 11 + Your Dexterity modifier. Also, you gain an increase to your speed that increases as you level up. The speed increase is shown on the table. Some features require a save, which equals 8 + Your Proficiency Bonus + Your Charisma Modifier Your unarmed strike becomes the damage listed on the table.
The Dynamagic energy prevents all forms of harm that would occur from moving at such speeds: tearing your body apart, inability to breath, breaking bones from a strong hit to a creature or inanimate object, inability to hear, inability to see faster than the speed of light.
Speedsters often inflict damage to others through kinetic force, therefore a speedster suffers no such damage.
A speedster's connection to The Dynamagic prevents the creation of unintended vacuums when running at superhuman speeds.
At 2nd level, you begin to harness energy from the Dynamagic which is called a Surge Point. Surge Points can be spent to complete feats of great speed and power. Surge Points are regained after a long rest. The first ability you unlock is speed surge.
- Speed Surge- For 1 Surge Point you may double your extra movement bonus until the end of your next turn.
At Level 2, you may use Dash or Disengage as a bonus action during combat.
Beginning at Level 3 you gain 2 of the following special abilities. You gain 1 additional Special Action every other level. Each of these are actions, unless otherwise noted.
- Multi Attack- For 3 Surge Points, you roll a d4, and you may hit one enemy this number of times as a single attack, you retain your extra attacks.
- Speed Mirage- For 3 Surge Points, you move so fast that there appears to be two of you. For two turns, any strikes made against you are made at a disadvantage. If you are hit, roll a concentration roll. If you fail, the duplicate disappears.
- Gang Buster- For 3 Surge Points, provided you still movement speed and the space to move, you may attack every enemy within a cone one time, or knock them prone. The diameter equals your remaining speed rounded down. You can still be hit by opportunity attacks, and if so, your movement stops and you may not make any more attacks.
- Supersonic Strike- For 5 Surge Points, you charge at your opponent and channel kinetic energy into one strike. Your next hit gains a +5 to the attack roll and the enemy has to make a Strength save or be knocked prone. For every ten feet moved, add a 1d4 to the damage. This changes to 1d6 at level 10.
- Deflect Missiles- For one Surge Point you can react to a visible ranged attack made against you and reduce the damage by 1d10 + Your Dexterity modifier + Your proficiency bonus. If the damage is reduced to 0 you may catch the projectile and expend another Surge Point to redirect the attack back at the attacker.
- Throw Lightning (Prerequisite 6th level)- You can spend 4 Surge Points to cast Lightning Bolt as a 3rd level spell (You increase the level by 1 for every 2 Surge Points spent after 4).
- Kinemagic (Prerequisite 6th level)- For 6 Surge Points you cast Haste or Slow on one person, affecting the amount of Kinemagic the person has.
- Speed Boost- For 3 Surge Points, you can double your speed. You must not move on one of your turns before you can use this Special Action again.
- Increased Perception- You perform search actions super fast (Searching a room for a hidden door would take seconds instead of minutes). You now add your proficiency bonus to passive perception, and when rolling above a 12 on any perception check, the check may be treated as a bonus action.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you 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.
At Level 5, your mind has increased in mental processing. You gain proficiency in 2 skills and you choose 2 skills, that you previously possessed, to gain double proficiency bonus to their checks.
At Level 5, your body has increased its reaction time to ludicrous levels. You now have 1 extra bonus action and reaction each turn. You may not use your extra bonus action for an additional attack.
At Level 6, when you take the Attack action, you may attack twice instead of once. At level 12 you may make 3 attacks instead of 2.
At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a Fireball 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.
At 9th level, you may use one Surge Point to run up a vertical surface, across water or other similar liquids. Should you not end your move on a solid/horizontal surface you must succeed on a Dexterity saving throw (DC 15) or fall. If you fail the saving throw, you have enough time to complete one action, such as an attack or catching an item, before you fall.
At 11th level, you learn to phase through an object's particles by vibrating at their frequency. You may spend 4 Surge points to move through any solid object as if it were not there, providing that your remaining movement distance is sufficient enough for you to reach the other side- Speedsters who attempt to phase through an object and not make it out the other side are considered dead.
At 14th level, you gain immunity to all diseases, learn 2 languages, and you may spend half your total amount of Surge Points to use your superhuman speed to become a master of any one subject or skill for an hour.
At level 20, you can take one turn right after your first during your first round in combat. This feature is regained after a long rest.
Prerequisites. To qualify for multiclassing into the Speedster class, you must meet these prerequisites: Dexterity 15
Proficiencies. When you multiclass into the class, you gain the following proficiencies: Athletics