Walker (5e Class)
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The Walker[edit]
<!-Introduction Leader->[edit]
Creating a Walker[edit]
- Quick Build
You can make a Walker quickly by following these suggestions. First, Dexterity 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 Walker you gain the following class features.
- Hit Points
Hit Dice: 1d6 per Walker level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Walker level after 1st
- Proficiencies
Armor: light armor
Weapons: All finesse weapons
Tools: Forger’s kit, Disguise kit, and Thieves tools
Saving Throws: Intelligence, Charisma, and Dexterity
Skills: Choose four from Deception, Insight, investigation, perception, performance, persuasion, sleight of hand, stealth, and acrobatics
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Two shortswords or (b) Six daggers
- (a) a shortbow and quiver of 20 arrows or (b) a rapier
- (a) a burglar's pack or (b) a dungeoneer's pack or (c) an explorer's pack
- studded leather armor, Forger’s kit, Disguise kit, and Thieves tools
Level | Proficiency Bonus |
Features | Trance |
---|---|---|---|
1st | +2 | Blink, Trace, Rune | 1d6 |
2nd | +2 | Marksmen | 1d6 |
3rd | +2 | Walker Archetype | 1d6 |
4th | +2 | Ability Score Improvement | 2d6 |
5th | +3 | Flurry | 2d6 |
6th | +3 | Blink 45ft | 2d6 |
7th | +3 | Thousand Cuts | 3d6 |
8th | +3 | Ability Score Improvement | 3d6 |
9th | +4 | Walker Archetype Feature | 3d6 |
10th | +4 | Blink 60ft | 4d6 |
11th | +4 | Splice | 4d6 |
12th | +4 | Ability Score Improvement | 4d6 |
13th | +5 | Walker Archetype Feature | 5d6 |
14th | +5 | Flicker | 5d6 |
15th | +5 | Flash, Blink 75ft | 5d6 |
16th | +5 | Ability Score Improvement | 6d6 |
17th | +6 | Walker Archetype Feature | 6d6 |
18th | +6 | Warp | 7d6 |
19th | +6 | Ability Score Improvement | 7d6 |
20th | +6 | Fracture | 8d6 |
Blink[edit]
At level 1, you can teleport anywhere within 30 feet of you as a bonus action giving you advantage on attack rolls after teleporting. You may also use this ability as a reaction teleporting up to twice your normal teleport distance away before an attack hits, taking no damage; you may use this ability once every short or long rest. The distance increases to 45 feet at level 6, 60 feet at level 10, and 75 feet at level 15.
Trace[edit]
At level 1, you have 10 marks you may place these marks on target creature or object these marks last indefinitely. You may create a mark when you hit a creature with a weapon attack after the damage roll or with a bonus action while touching target creature. You may teleport to a target mark as a bonus action if within twice your blink distance, or after a five minute ritual if within one mile. When target creature dies you regain a mark. When you create a new mark that exceeds the limit, the oldest mark fades away. Target creatures that are marked take an extra 1d6 damage by you; this damage increases as your level increases. As seen on the (Walker) table.
Rune[edit]
At level 1, you may place a rune on weapons you control giving them an extra 1d6 of damage and giving the throwing property for up to 120 feet when thrown you automatically teleport to where the thrown weapon lands. Runed weapons are treated as magical by nature.
Marksmen[edit]
At level 2, all range and thrown weapons double in range and your vision distance increases from 2 miles to 4 miles in any direction. once per short rest you can retake an attack that you’ve missed.
You can also draw a weapon that has the thrown property as part of the attack you make with the weapon.
Walker Archetype[edit]
At 3rd level, you choose an archetype that you emulate in the exercise choose between Void, Mist, and Shadow all detailed at the end of the class description. Your archetype choice grants you features at 3rd level then again at 9th, 13th, and 17th levels.
Ability Score Improvement[edit]
When you reach 4th level, and again at 8th, 10th, 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.
Flurry[edit]
At level 5, as an action, for every enemy in sight you gain an additional attack though you may only attack each enemy once. Every enemy you hit may be automatically marked by the trace feature before the damage roll unless you otherwise say so. You gain an extra 10 feet of movement speed for each enemy hit. You may use this feature once per long rest.
Thousand Cuts[edit]
At level 7, you teleport over and over again dealing a flurry of blows as an action you may make a number of weapon attacks equal to your proficiency bonus this attacks may only be used with weapons of with both the light and thrown qualities.
Splice[edit]
At level 11, you may link weapon’s of the same kind together increasing there damage by 1d2 you may due this twice over (example splice two daggers together twice over would make it so you deal 1d4 to 1d8 damage)
Flicker[edit]
At level 14, three times a day you can make a miss into a hit by teleporting your weapon mid air into your target. You may also flicker an attack that you rolled an 18 or higher into a critical hit.
Flash[edit]
At level 15, you react faster than those around you gaining a + 5 to initiative and your movement speed is increased by 15 feet and you gain an extra 5 points of damage on every attack on your first turn of combat.
Warp[edit]
At level 18, you create 2 portals as a bonus action in target locations you choose within sight; you or your party may use these portals to teleport to any of the set locations. Creatures other than your party can not use these portals. These portals last for 1 minute and you can have up to 6 portals active at once.
Fracture[edit]
At level 20, you hit each enemy creature for 6d12 within 120 feet of you and teleport each creature damaged to a target location you choose within 120 feet of where it was previously you may use this ability once every long rest.
Void[edit]
Most Walkers move around through the Ethereal Planes, moving aimlessly through the void between worlds. They have not only learned how to navigate the swirling mists, but also how to live there and have made it as close to a home as they have, and they can tap into the power of the void if needed.
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Mist[edit]
Some Walkers have found their wanderings had lead them to the Feywild, and the magic of that land has rubbed off on them. These Walkers can utilize the power of this mysterious realm, and the illusions that come with it.
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Shadow[edit]
Some Walkers have found their wanderings had lead them to Shadowfell, and have become touched by the shadows of that place. These Walkers can become one with shadows, able to move around without leaving a trace.
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Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:
Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:
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