Velociter (5e Class)

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Velociter[edit]

Faster, Faster, Faster! The need for speed has consumed you, and you need to go faster!

Devotion to Speed[edit]

Creating a Velociter[edit]


Quick Build

You can make a velociter quickly by following these suggestions. First, <!-Ability score-> should be your highest ability score, followed by <!-Ability score->. Second, choose the <!-background name-> background. Third, choose <!-elaborate on equipment choices->

Class Features

As a Velociter you gain the following class features.

Hit Points

Hit Dice: 1d6 per Velociter level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Velociter level after 1st

Proficiencies

Armor:
Weapons: Simple weapons, hand crossbow, improvised weapons, shortswords
Tools: None
Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Athletics, Insight, Perception, Sleight of Hand, or Investigation.

Equipment

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

  • (a) a shortsword, or (b) 3 daggers
  • (a) a light crossbow, 1 crossbow bolt case and 20 crossbow bolts, or (b) 5 darts
  • padded armor
  • (a) explorer's pack, or (b) burglar's pack
  • If you are using starting wealth, you have If you are using starting wealth, you have 3d6 gp in funds. in funds.

Table: The Velociter

Level Proficiency
Bonus
Features Swiftness
1st +2 Inertia, Swiftness 15ft
2nd +2 Rapid Reactions 15ft
3rd +2 Approach, Super Dash 20ft
4th +2 Ability Score Improvement 20ft
5th +3 Fast-Attack (60 ft.) 25ft
6th +3 Approach Feature 25ft
7th +3 Faster Learning, Savant of Speed 30ft
8th +3 Ability Score Improvement 30ft
9th +4 Errand Run 35ft
10th +4 Afterimage, Tactful Tackle Improvement 35ft
11th +4 Fast-Attack (50 ft.), Rapid Reactions (2) 40ft
12th +4 Ability Score Improvement 40ft
13th +5 Hold that Thought 45ft
14th +5 Approach Feature 45ft
15th +5 Afterimage Improvement 50ft
16th +5 Ability Score Improvement 50ft
17th +6 Additional-Dodge 55ft
18th +6 Approach Feature 55ft
19th +6 Ability Score Improvement 60ft
20th +6 Fast-Attack (40 ft.), Rapid Reactions (3) 70ft

Inertia[edit]

At the 1st level and beyond, you move incredibly swiftly, allowing you to attack with more speed and power. Furthermore, by running into your enemies with your attacks, you can do additional damage.

  • Your unarmed strikes deal 1d4 damage.
  • You may also use your Dexterity for unarmed strikes instead of your Strength for attack and damage rolls.
  • The first time you make an attack after moving, you cause +1 additional damage for each 10 feet you have moved before making the attack.

Swiftness[edit]

Your training in speed has made you, obviously, move faster. Also at the 1st level, you gain an additional 15 feet of movement, that increases as you acquire levels in this class, as shown on the table above. You can also use the dash action as a bonus action.

Rapid Reactions[edit]

To keep up with your speed, your reaction times have grown alongside it. Beginning at the 2nd level, you can add your proficiency bonus to initiative rolls.

Additionally, as a reaction, whenever you or a party member you can see is in danger (Being attacked, in a precarious position, ect), you may move up to your swiftness movement and make an interaction. For example, if an arrow was just shot at an ally, you may use this ability to run up to them and pull them out of the arrow's path, or push the arrow out of the way.

You can only use this level once per long rest at the 2nd level, twice per long rest at the 11th level, and thrice per long rest at the 20th level.

Approach[edit]

At the 3rd level, choose your approach to your goal of maximum speed, of the approaches listed below.

Super Dash[edit]

Also at the 3rd level, when dash is used an Action (but not a bonus action), it triples your movement.

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.

Fast-Attack[edit]

Your speed at running has affected your attack speed as well. Starting at the 5th level, On your turn, you may expend 60 feet of movement to make an additional as part of the Attack Action on that turn. Alternatively, you can instead take one or more of the following additional actions for free: Disengage, Use an Object, Search or Help.

The cost decreases to 50 feet at the 11th level, and 40 feet at the 20th level.

Tactful Tackle[edit]

Beginning at the 6th level, as an Action costing 40 movement on your turn, you run directly at and into an opponent you have a straight line of travel to within 40 feet. Upon impact, you deal 2d6 bludgeoning to the target, and they must make a dexterity saving throw. If they fail, they are knocked prone. Upon hitting a target that weighs more than 300 pounds with this move, you take 1d4 bludgeoning damage. At the 10th level, the target must also make a constitution saving throw or be incapacitated for one turn.

Savant of Speed[edit]

Starting at the 7th level, if you have moved more than 50 feet in your turn or before doing something out of combat, you gain advantage on any acrobatics or athletics checks, as well as any dexterity saving throw.

Faster Learning[edit]

Your speed has allowed you to learn faster. At the 7th level, become proficient in one skill or language of your choice, and one weapon (Not weapon type) or tool of your choice.

Errand Run[edit]

Starting at the 9th level, any time your party makes a short or long rest, you may run into any town 20 miles (105,000 ft) away and restock for any supplies your party may need. You can either purchase said items or steal them. Using this feature on a short rest will prevent you from healing. Using the feature during a long rest, you will expend hit dice as in a short rest.

Afterimage[edit]

You move fast enough to leave behind a light afterimage. Starting at the 10th level, whenever an opportunity attack is made against you, your opponent has disadvantage on the attack roll. When an opponent fails an opportunity attack on you, they lose a bonus action on their next turn. At the 15th level, attacks of opportunity made on you always fail.

Hold that Thought[edit]

Starting at the 13th level, at the beginning of your turn you may run away from the battlefield until you decide to return. Each round out of combat, you may use a hit dice to heal, as well as any action or item you have available. You may bring any entity you can carry that you can run to with you. This entity does not get to heal unless they use an item, spell, or action that allows them to do so. You can take this entity back with you when you return or leave them behind, in which case they will have to run 200 ft back to combat, or elsewise be transported back. You can use this feature once per long rest.

Additional-Dodge[edit]

Also starting at the 17th level, your AC increases by half your dexterity modifier rounded down. Furthermore, you can use the dodge action as a bonus action.

Approach[edit]

Shocking Approach[edit]

Gets faster the more they're damaged. <!-For subclasses introduce this class option here->

Painful Surge

Starting at 3rd level, adrenaline course through your veins when you are wounded, making you faster. For each hit point below your maximum number of hit points you have, you gain 1 surge stack. For each 5 surge stacks you have, you gain 5 feet of additional movement speed.

Shocking Speed

At 6th level, your speed causes you to move as fast as a bolt of lightning. As an Action, you can spend any amount of surge stacks you have to become a bolt of lightning.

Doing so allows you to move in 5 feet line with a length equal to 1 feet per surge stack, as long as you end your movement on an empty space. All creatures in the area must succeed on a Dexterity saving throw, taking 1 lightning damage per stack spent, or half as much on a success.

This movement is not hindered by spaces occupied by creatures, difficult terrain and don't provoke opportunity attacks (effectively working as teleportation).

<!-Class Feature->

<!-Class feature game rule information->

Sluggish Approach[edit]

Makes others slower. <!-Introduce this subclass here->

Touch of Lethargy

At 3rd level, you can convert your momentum in a lethargic energy that hinders your target's movement. When you hit a creature with an unarmed strike, you can choose to reduce your movement speed in this turn, reducing your target's movement speed by the same amount. Your target can make a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier) to halve the reduction.

Paralyzing Wave

At 6th level, when you hit a humanoid target with an unarmed strike, you can spend 60 feet of movement to impose the paralyzed condition until the end of your next turn. At 18th level, you can target non-humanoids with it.

<!-Class Feature->

<!-Class feature game rule information->

Steady Approach[edit]

Gradually gets faster. The fastest limit of any subclass, but takes time to get there. <!-For subclasses introduce this class option here->

Gathering Momentum

At 3rd level, you can build up momentum as you run. Whenever you use the Dash action, you gain 1 momentum stack. Your movement speed increases by 10 feet for each momentum stack you have. You lose all your stacks if you haven't use Dash, if you roll initiative, or if your movement speed is reduced to 0 (for some condition like paralyzation or being reduced to 0 hit points). The maximum amount of stacks you can gather equals your Velociter level.

Terminal Velocity

At 6th level, when you reach the maximum amount of stacks you can have, you reach terminal velocity. While in terminal velocity, you can walk over any surface unhindered (including vertically on walls), and gain resistance to damage from nonmagical weapons. The only actions you can take in this terminal velocity is the Dash action. In addition, you gain special benefits at certain momentum stack thresholds:

6-10 stacks. You can end your movement within 5-feet of a creature and make a special unarmed strike. Doing so ends the Terminal Velocity, and your target is pushed 10 feet back for each stack you had. Reduce by 10 feet for each size the creature is taller than Large.

11-16 stacks. You can spend all your Stacks as an Action to teleport in a similar manner as the one allowed by Dimension Door. The distance teleported is 50 feet per stack.

17-20 stacks. You can spend all stacks to cast planeshift targeting only yourself. You can add one creature for each stack spent above 17.

<!-Class Feature->

<!-Class feature game rule information->

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Velociter class, you must meet these prerequisites:

Proficiencies. When you multiclass into the Velociter class, you gain the following proficiencies:

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