User:Bruno Elvenson

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Marathoner[edit]

A crafty Halfing snags precious jewelry off a noble and jolts successfully through alleys. That is until he hears the repetitious footsteps of a speedy vigilante who outpaces even the quickest of thieves to set this crime right. As a goblin hoard closes in on a group of adventurers, the Tiefling races a circle around the heroes creating a luminant ring that wards off the would be attackers. Inside an ancient temple as traps are being set off, a quick Tabaxi dodges and weaves past poisonous darts, falling boulders, and pit traps. She narrowly escapes with her life and a priceless artifact. A wizards conjuration goes rogue and runs off. The wizards expeditious apprentice swoops into action, makes up lost ground, and expels the rampant arcane creation saving the day.

Endurance Expert[edit]

Tapping out and taking breaks aren’t a worry to the marathoner. No race too long, no opponent too fast, these quicksters are versatile individuals that never worry about foes escaping. While their shoes may wear out, their heart never fails them in a challenge of will or

Faster Than Life[edit]

Marathoners make great entertainers and curriers, speedy law enforcers, and sometimes maybe. Most people feel like they can’t keep up with life, marathoners can’t stand that life moves so slowly. From sluggish combat, the maids slow trot to bring over the ale, or that damn bard with his run on sentences, life can feel frustratingly frozen, however this annoyance can work to their advantage. Whether you’re hopping from cover to cover in the pouring rain, slipping in an extra card into your hand at the table, or outrunning the bullies that have you outnumbered, speed is on your side.

Creating a Marathoner[edit]

As you create your marathoner character, consider the nature of why and how they utilize their speed. Are you running from your past, a crime you committed or a tragedy in the family? Are you running towards something, a loved one that awaits in a nearby kingdom, the thrill of adventure and all the bounty it provides? Did you naturally gain these incredible feats, or were you infused with magic from the great winds of the world? In what ways does your speed manifest itself, is it a reactionary instinct, an astounding top speed, or the way your brain processes the world faster than those around you.

Quick Build

You can make a Marathoner quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom. Choose Constitution instead if you learn the Form of the Stuntman. Second, choose the Athlete background.

Class Features

As a Marathoner you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light armor
Weapons: None
Tools: Cobbler's Tools
Saving Throws: Dexterity, Constitution
Skills: Choose two from Acrobatics, Arcana, Athletics, Performance, Sleight of Hand, Stealth, and Survival.

Equipment

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

  • (a) A shortsword or (b) A scimitar or (c) Any simple weapon
  • Leather armor, and a dagger
  • An explorer's pack

Table: The Marathoner

Level Proficiency
Bonus
Speedom Features
1st +2 +10 ft. Speedom
2nd +2 +10 ft. Sprint, Long Haul
3rd +2 +10 ft. Running Form
4th +2 +10 ft. Ability Score Improvement
5th +3 +15 ft. Evasion
6th +3 +15 ft. Running Form Feature
7th +3 +15 ft.
8th +3 +15 ft. Ability Score Improvement
9th +4 +20 ft. Run By
10th +4 +20 ft. Running Form Feature
11th +4 +20 ft.
12th +4 +20 ft. Ability Score Improvement
13th +5 +25 ft. All Terrain
14th +5 +25 ft. Untraceable
15th +5 +25 ft. Relentless Stamina
16th +5 +25 ft. Ability Score Improvement
17th +6 +30 ft. Running Form Feature
18th +6 +30 ft. Bypass
19th +6 +35 ft. Ability Score Improvement
20th +6 +40 ft. Chrono-Fracture


Speedom[edit]

Beginning at 1st level, you begin to outpace those around you and leave them in the dust. You gain the following benefits:

  • Your initiative increases by an amount equal to your proficiency bonus.
  • Your speed increases by 10 feet. This bonus increases when you reach certain marathoner levels, as shown in the Marathoner table.
  • You can take a Bonus Action on each of your turns in Combat. This action can be used only to take the Dash or Disengage.

Sprint[edit]

At 2nd level, your speed manifests itself into coordinated bursts of energy. You gain a number of Sprints equal to your proficiency modifier + 1 which replenishes on a long rest. You can’t use a sprint if you are wearing medium armor, heavy armor, or wielding a shield.

Long Haul[edit]

Additionally at 2nd level, when you move on your turn, you can expend a Sprint to double your speed until the end of your turn. You can only use this sprint once per turn.

Running Form[edit]

When you reach 3rd level, you craft a running form to fit the needs of marathons to come: the Form of the Wisping Draft, the Form of the Stuntman, or the Form of the Everlancer, all detailed at the end of class description. The form you choose grants you features at 3rd level and again at 6th, 10th, 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.

Evasion[edit]

Welcome to 5th level. You can nimbly dodge out of the way of certain area Effects, such as a red dragon's fiery breath or an Ice Storm 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.

Run By[edit]

Starting at 9th level, you’re gone before your enemies notice. Your movement no longer provokes opportunity, and you gain advantage on initiative rolls.

All Terrain[edit]

At 13th level, gravity fails to confine you. You gain the ability to move along vertical surfaces, upside down, and across liquids on Your Turn without Falling during the move.

Untraceable[edit]

At 14th level, you’ve become impossible to pin down from afar. Ranged attack rolls against you have disadvantage if you moved at least 30ft on your previous turn.

Relentless Stamina[edit]

At 15th level, where others give up, you find motivation. All acrobatics skill checks and Dexterity saving throws are made with advantage. Your sprints now replenish on a short rest.

Bypass[edit]

By 18th level, being in the face of danger has become merely an option. When you take damage, as a reaction, you can expend a Sprint to instead choose to take no damage.

Chrono-Fracture[edit]

When you reach 20th level, tomorrow’s finish line is today's victory. If you move at least 150 feet on your turn, you can use your action to mimic the effect of the spell “time stop” without needing the verbal components. You regain the ability to use this feature once you finish a long rest.

Running Forms =[edit]

All the running forms are unique ways of expressing your speed. Marathoners use it to reflect and adapt to their situation. Their adventures are filled with excitement using their gift to explore the lands beyond and the caves below.

Form of the Wisping Draft[edit]

Lightning dances between your toes. Embers burn in your footprints. A chilling breeze follows your every move. Gusting steps guide your path. Your training grants your acceptance into the art of leaving danger behind as you move forward, but where will you go?

Quick Wall



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