Walls of Elisia: Quick (5e Class)
Quick Character[edit]
A half-elf draws his machete, moving slowly into the reach of a raider guarding the hostages
An aasimar reloads her sniper rifle and takes aim at a zombie shepherd launching an assault on her settlement. She pulls the trigger and sees the head of the zombie master blow clean off
A gnome draws a revolver, cocks the hammer back, and sends a bullet flying into the head of a spitter zombie. He cocks it back again and takes aim at the runner attacking his friend.
You're quick, you're fast, and that has been very helpful before the virus. But it is key to your survival after the virus happened. You found that your quick draw with a gun, your abilities with finesse, or maybe just your fast getaways has been integral to your survival.
Spry, Nimble, and Fast[edit]
Maybe you were a street kid who needed to be quick, maybe you were an athlete who required speed, maybe you worked in illegal industries where a quick getaway can be helpful. Whatever the case may be, you are faster than fast, quicker than quick, and you are lightning. (Ka-chow)
Creating a Quick Character[edit]
How did you attain these skills. Were you the aforementioned kid who grew up on the streets, or did you attain these for an industry you worked in
- Quick Build
You can make a Quick Character quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Constitution. Second, choose the Urchin background.
Class Features
As a Quick you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Quick level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Quick level after 1st
- Proficiencies
Armor: light armor
Weapons: simple melee weapons
Tools: one instrument or thieves' tools
Saving Throws: Dexterity and one other of your choice
Skills: choose 3 from Acrobatics, Sleight of Hand, Stealth, Insight, Perception, and Performance
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
Level | Proficiency Bonus |
Features | Unarmored Movement |
---|---|---|---|
1st | +2 | Striking Blow | +10 ft |
2nd | +2 | Cunning Action | +10 ft |
3rd | +2 | Finding a Path | +10 ft |
4th | +2 | Ability Score Improvement | +10 ft |
5th | +3 | Extra Attack | +10 ft |
6th | +3 | — | +15 ft |
7th | +3 | Path Feature | +15 ft |
8th | +3 | Ability Score Improvement | +15 ft |
9th | +4 | — | +15 ft |
10th | +4 | Battle Scarred | +15 ft |
11th | +4 | Path Feature | +20 ft |
12th | +4 | Ability Score Improvement | +20 ft |
13th | +5 | — | +20 ft |
14th | +5 | — | +25 ft |
15th | +5 | Path Feature | +25 ft |
16th | +5 | Ability Score Improvement | +25 ft |
17th | +6 | — | +25 ft |
18th | +6 | — | +30 ft |
19th | +6 | Ability Score Improvement | +30 ft |
20th | +6 | Sidestep | +30 ft |
Striking Blow[edit]
You're ability to attack your enemies has been improved. Once per turn, you can deal an extra 1d6 damage of your weapon's damage type. this increases to 2d6 at level 5, 3d6 at level 10, 4d6 at level 15, and 5d6 at level 20.
Cunning Action[edit]
Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
Finding a Path[edit]
At 3rd level, you chose a path. Choose between Path of the Acrobat, Path of the Thief, or Path of the Assassin, all of which are detailed at the end of the class description. Your choice grants you features at 7th and again at 11th and 15th
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.
Extra Attack[edit]
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Battle Scarred[edit]
At 10th level, your experience in combat with the undead has given you an insight into their combat patterns. You gain resistance to necrotic damage and proficiency in saving throws against the Zombie Virus
Sidestep[edit]
At level 20, you have mastered your speed and can truly use it to your advantage. If you are attacked, you can use your reaction to move 5 feet away and half the damage. You can use this a number of times equal to half your Dexterity modifier rounded down. When you run out of uses, you must take a long rest to regain them.
Path of the Acrobat[edit]
Nimble and flexible, followers of the Acrobat are known for their abilities to get in and out of situations with just their physical capabilities
- Swift and Spry
At 3rd level, you have trained yourself in the art of acrobatics. You gain expertise with Dexterity (Acrobatics) checks. Also, when an attack requires a Dexterity Saving Throw, you take half damage on a failed save and no damage on a successful save.
- Nimble yet Sturdy
At 7th level, you've trained further in your acrobatic abilities. You take half falling damage and gain a climbing speed equal to your walking speed
- Master of Speed
At 11th level, you've learn how to be sturdy while retaining your abilities. You have advantage on Dexterity Saving Throws when you are wearing no armor or light armor
- Snap Back
At 15th level, you have truly mastered your acrobatic abilities. Whenever you dodge an attack, you can use your reaction to make a single attack
Path of the Thief[edit]
These masters of misdirection will pick your pockets faster than you can blink, so be careful when you're around them
- Sticky Fingers
At 3rd level, you have trained hard in your thief abilities. You have advantage on all Dexterity (Sleight of Hand) checks. You also have expertise with all checks that use thieves' tools
- Shadow Master
At 7th level, you have trained further in your infiltration abilities. You can take the Hide action while in plain sight on your turn as long as you are within 5 feet of a tile with dim or dark lighting. You also gain advantage on Dexterity (Stealth) Checks made in dim or dark lighting
- Nerves of Steel
At level 11, you learn how to calm your mind while engaging in dangerous activities. You gain resistance to physic damage, as well as being immune to being frightened.
At 15th level, you've mastered your thief abilities, but have also gained the ability to disappear in a crowd of faces. You can cast alter self at will. You now have expertise with all thieves' tools checks, along with expertise in all Dexterity (Sleight of Hand) checks
Path of the Assassin[edit]
Stealthy and silent, these are people of the sniper and dagger
- By Swords or Snipers
At 3rd level, you have trained in your abilities as an Assassin. You gain the ability to double your Striking Blow's damage. You can do this an amount of times equal to your Dexterity Modifier. You must complete a long rest to regain your uses of this ability
- Toxic Tonics
At 7th level, you learn of the miracles of less observable weapons. You gain proficiency with the poisoners kit. You also gain advantage with any checks made to poison somebody
- Slipping through Security
At 11th level, you gain abilities that allow you to hide weapons much easier. You have advantage in Charisma checks made against guards, security, or other similar workers. You also gain the ability to hide weapons on your person, the amount being equal to your half your proficiency bonus rounded down.
- Assassin's Touch
At 15th level, you truly embrace your Assassin abilities. When you make an attack with any finesse or ranged weapon, you can add your Dexterity modifier to the damage.
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