The Speed Force (5e Subclass)

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The Speed Force[edit]

Warlock Subclass

Your Patron is a field of pure energy from time immemorial known as the Speed Force. One of the Seven Forces of the Universe, it governs all aspects of kinetic energy and velocity. The Speed Force chooses avatars, known as "speedsters", to wield its power, often bestowing it through flashes of lightning. Speedsters can use their speed to manifest potent lightning strikes themselves, and the most skilled of them can phase through solid material and even slow down time.

Expanded Spell List[edit]

The Speed Force lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Spell Level Spells
1st longstrider, zephyr strike
2nd blur, gust of wind
3rd haste, lightning bolt
4th freedom of movement, storm sphere
5th steel wind strike, temporal shunt
9th time stop

Speedster[edit]

At 1st level, the Speed Force has already started to amplify your movements. You gain the following benefits:

  • Your walking speed increases by 10 ft. It increases by another 5 ft whenever you gain a level in this subclass.
  • You can Dash or Disengage as a bonus action.
  • If you are not wearing armor, your Armor Class is equal to 10 + your Dexterity modifier + your Charisma modifier.
  • When you cast the eldritch blast cantrip, each bolt does additional lightning damage equal to your proficiency bonus.

Fast Learner[edit]

Also at 1st level, your connection to the Speed Force allows you to acquire and apply knowledge in a flash. You can use your bonus action to gain proficiency in a skill in which you do not already have it. You have proficiency in the skill for 1 hour or if you are rendered unconscious or die. You can only have proficiency in this way in one skill at a time. You can use this feature a number of times equal to your Charisma modifier and you regain all uses on a long rest.

Speed Healing[edit]

At 6th level, your body gains an accelerated healing factor. If you end your turn with less than half your maximum hit points, you regain hit points equal to half your warlock level + your Charisma modifier.

Speedster’s Evasion[edit]

At 10th level, you’ve become more adept at avoiding danger thanks to your speed. 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.

Also, once per long rest, when a creature hits you with an attack roll, you can instead force them to miss the attack completely.

Speedrunner[edit]

Also at 10th level, you can move across liquids as well as vertical and upside-down surfaces on your turn without falling during the move. You can also move through solid objects on your turn. It counts as difficult terrain, and if you end your turn inside an object, you are shunted to the nearest unoccupied space, taking 1d10 force damage every 10 ft.

Fastest Hero Alive[edit]

At 14th level, your speed reaches its peak, allowing you to push past your limits. As a bonus action, you can activate the following benefits:

  • Your walking speed is tripled. Your movement does not provoke opportunity attacks, and you ignore difficult terrain.
  • You have advantage on saving throws against effects that would reduce your movement speed in any way.
  • Once per round, you can take an Action at the end of another creature’s turn. You can use this Action to make a weapon attack, cast a cantrip, or move up to half your movement speed. After you use this Action, you cannot use it again unless you roll a 6 on a d6, which you roll at the end of your subsequent turns.

You gain these benefits for 1 minute or until you die or are incapacitated. You regain this feature when you complete a long rest.

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