Speedster (5e Class)
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- 1 Speedster
- 1.1 The Dynamagic
- 1.2 Creating a Speedster
- 1.3 Class Features
- 1.3.1 Table: The Speedster
- 1.3.2 Dynamagic
- 1.3.3 Momentum Strike
- 1.3.4 Evasive Step
- 1.3.5 Extra Movement
- 1.3.6 Kinetic Resistance
- 1.3.7 Quickness
- 1.3.8 Ability Score Improvement
- 1.3.9 Extra Attack
- 1.3.10 Longstrider
- 1.3.11 Dynamic Rend
- 1.3.12 Long Jumps
- 1.3.13 Nimbleness
- 1.3.14 Dynamagic Haste
- 1.3.15 Escapist
- 1.3.16 Heightened Awareness
- 1.3.17 Combo Strikes
- 1.3.18 Archetype 1:Fast Warrior
- 1.3.19 Archetype 2: Momentum Warrior
- 1.4 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||Extra Movement||Unarmed Strike Damage|
|1st||+2||Kinetic Conduction, Metabolism||10ft||1d4|
|2nd||+2||Bonus Dash, Surges||10ft||1d4|
|4th||+2||Ability Score Improvement||10ft||1d4|
|5th||+3||Heightened Mind, Quick Reflexes||15ft||1d4|
|8th||+3||Ability Score Improvement||15ft||1d6|
|12th||+4||Ability Score Improvement, Extra Attack 2||20ft||1d8|
|16th||+5||Ability Score Improvement||40ft||1d10|
|19th||+6||Ability Score Improvement||55ft||1d10|
At 1st-level, you become a conduit to the mysterious power of dynamagic. Constitution is your ability modifier for specific class abilities. You use this ability score whenever a feature gained through this class refers to your Dynamagic. In addition, you use this ability score when setting the saving throw DC for such an effect and when making an attack roll with one.
Dynamagic save DC = 8 + your proficiency bonus + your Constitution modifier
Dynamagic attack modifier = your proficiency bonus + your Constitution modifier
At 1st-level and you can move at an incredible speed, hitting all targets on your path. When first gaining this feature, you can se your action to cause all targets in a 5 by 30-foot line to make a a Dexterity saving throw against your Dynamagic save DC. A creature takes bludgeoning damage equal to your unarmed strike damage x your proficiency bonus on a failed save, or half as much on a successful one, and you can choose to appear in any point within 5 feet of the line of attack.
The damage and range of this ability increases as you gain speedster levels, as shown in the Speedster Momentum Damage and Range columns of the Speedster table.
You can use this feature twice. You regain all uses of it after finishing a short or long rest. Starting at 13th level, you can use it three times before a rest.
Starting at 1st level, you can use your movement to avoid attacks and harmful effects. When you are hit by an attack or by an harmful effect, such as a spell that requires a Dexterity save to avoid damage, you can use your reaction to move up to 90 feet to any direction, possibly avoiding the attack or damage.
You can also choose to also pick one friendly creature on your path, at a cost of 30 feet of movement each. This movement doesn't trigger opportunity attacks, and you can walk through vertical surfaces and water while moving.
You can use this feature once, and must finish a long rest before you can use it again. Starting at 5th level, the range increases to 60 ft. At 18th level, you can use it twice before a long rest.
Starting at 2nd level, even without using your dynamagic, this supernatural energy boosts your mobility. Your movement speed increases in 10 feet, and grows as you gain levels in this class, as shown in the Fast Movement column on the class table.
Starting at 2nd level, you can roll with attacks, reducing the impact of physical attacks on you. You gain resistance to bludgeoning damage from nonmagical attacks and to ranged non-magical piercing and slashing damage.
Starting at 3rd level, you can make one additional object interaction in each of your turns. You can take the dasgm disengage and also make object interactions as a bonus action on your turn.
Ability Score Improvement
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.
At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
At 5th level, your walking speed increases by 10 feet while you aren't wearing heavy armor.
Additionally, your movement is doubled when traveling at fast pace.
Starting at 6th level, all of your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
At 7th level, you can perform incredibly long jumps. You gain a fly speed equal to your movement speed, but you must end your movement on the ground. You may only use this flying speed if you are not wearing heavy armor and are not encumbered.
The distance of the jump increases as you gain speedster levels, as shown in the Long Jump column on the speedster table.
Starting at 9th level, you gain proficiency in your choice of the Stealth or the Acrobatics skill. If you already have proficiency in the chosen skill, your proficiency bonus is doubled for that skill.
You can use this feature once, and must then wait 1 minute before doing so again.
At 17th level, when you hit an opponent with two unarmed strikes on the same turn, you can make two additional attacks and move 10 feet to any direction, without taking opportunity attacks from your target.
Archetype 1:Fast Warrior
- Starting at 3rd level
...when you take the Attack action to attack with a unarmed strike, you can use your bonus action to make an additional unarmed strike.
- At 3rd level
...and you learn special maneuvers, which are fueled by a resource called surge.
Maneuvers. You learn three maneuvers of your choice, which are listed under "Maneuvers" below. Many maneuvers require you to make an attack. Resolve the attack as you normally would and then apply the effects of the maneuver, unless otherwise described. You learn two additional maneuvers of your choice at 6th, 10th, and 17th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
Surge. You have 4 surge points. You regain all of your expended surge points after finishing a short or long rest. Your maximum number of surge points increases by 2 at 6th, 10th, and 17th level.
Using a Maneuver. On your turn, you can spend surge points to perform a maneuver. You can do this at any point during your turn, splitting up your other actions in whatever order you like.
Different maneuvers have different surge costs associated with them. You must be able to pay the surge cost in order to use the maneuver.
Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your Dexterity modifier
- At 6th level
...any attack made as part of a surge maneuver is made at advantage.
- At 10th level
...when you use a maneuver, you gain temporary hit points equal to twice the amount of surge points you spent. These temporary hit points last for 1 minute.
- At 17th level
...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.
Distracting Strike. As a bonus action, you can spend 1 surge point make a unarmed strike against a target. The target is unable to take reactions after this attack.
Windfield. As a bonus action, you can spend 1 surge point spin in place, creating strong winds around you. The area within 30 feet of you is considered difficult terrain for creatures Large or smaller until the start of your next turn.
Fast Stealing. As a bonus action, you can spend 1 surge point to make a unarmed strike against an opponent. On a hit, you deal the normal damage and the target must succeed on a Dexterity or Strength saving throw (his choice). On a failed save, you pick the object from the opponent. You must have at least one free hand to use this feature.
Heroic Dash. As a bonus action, you can spend 1 surge point to run towards your allies, saving them for area effects. Each creature of your choice within 30 feet of you can reroll a Dexterity saving throw against an effect that allows a saving throw to take half damage with advantage. You must be able to move to use this feature and each target must be moved 5 feet from its original position.
Avoidance. As a bonus action, you can spend 2 surge points to dodge attacks, gaining resistance to all forms of damage except psychic until the start of your next turn.
Counter. When a creature misses you with a melee attack against you, you can use your reaction spend 2 surge points to make a unarmed strike against the creature. On a hit, the creature takes damage and you can shove the creature as part of the same action.
Sweeping Strike. As a bonus action, you can spend 2 surge points and make a unarmed strike against the target. On a hit, the target takes the normal damage and must succeed on a Strength saving throw. On a failed save, a target Large or smaller is knocked prone.
Expeditious Sacrifice. When a creature within 30 feet of you is targeted by an attack, you can use your reaction and spend 3 surge points to jump in front on it, becoming the target of the attack. You gain +5 to the AC against this attack and, on a hit, you reduce the damage by an amount equal to your unarmed strike die + your proficiency bonus + your Dexterity modifier.
Cyclone. As an action, you can spend 4 surge points to move your arms in a circular fashion, creating a gust of wind in a line equal to your momentum strike movement long, but with a width of 10 feet. All creatures in the area must succeed on a Constitution saving throw, or take your unarmed strike damage. Any creature that fails that saving throw must make a Strength saving throw if they are Large or smaller. On a failure, the target is pushed away from you, up to a distance equal to the range of the gust of wind.
Quick Strikes. You can use an action and spend 4 surge points to make one unarmed strike against each opponent within 10 feet of you. After resolving the attacks, you can choose to move to any position within 10 feet of where you are, without provoking opportunity attacks.
Archetype 2: Momentum Warrior
- At 3rd level
...you can use this momentum strike once, and regain the ability to do so once you finish a short or long rest. At 6th level, you can use this feature twice.
- Starting at 6th level
...you are resistant to bludgeoning damage from any source.
- At 10th level
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