Way of the Speedster (5e Subclass)
Way of the Speedster[edit]
Monk Subclass
"Life is locomotion... if you're not moving, you're not living. But there comes a time when you've got to stop running away from things... and you've got to start running towards something, you've got to forge ahead. Keep moving. Even if your path isn't lit... trust that you'll find your way."- The Flash
A speedster is a hero whose powers primarily relate to superspeed. Primary abilities shared by all speedsters include running at speeds far in excess of human capability (to varying degrees) and resistance to the side effects (air resistance, inability to breath, dynamic shock resulting from contact with objects at high speed, etc.) that result from such velocity. In almost all cases, speedsters are able to physically attack opponents by striking them while at high speed to impart huge amounts of kinetic energy without suffering harm. A Speedster draws his power from the Speedforce, a strange sentient source of magical energy existent across all realities.
When creating a speedster one should consider how the character became connected to the Speedforce- Was he involved in an accident that connected him to it unwillingly? Did he go seeking the power of the Speedforce through science or magic? Was he the victim of an experiment or dark ritual? Secondly how has having the Speedforce running through his system effected his life?- Has he used his new power to help those around him? Or to further his own agenda?
- Fast Metabolism
Starting at 3rd level, you can accelerate your natural regenerative properties. You can spend 1 ki point as a bonus action to spend hit dice and regain hit points as if you had completed a short rest. You can also spend 1 ki point to end a single poison, the poisoned condition or disease currently active on you.
When you take the Dash action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1).
- Lightning Strikes
Also at 3rd level, the friction of your fists with the air and great speeds cause your attacks to be charged with lighting. You can spend 1 ki point when you take the Attack action to cause additional lighting damage equal to your martial arts die with each successful unarmed strike you make, until the end of the turn.
Alternatively, you can charge this lighting by spending 1 ki point as a Bonus Action, and release it using your Action, in a 30-foot by 5-feet line, causing lightning damage equal to two rolls of martial arts die against creatures in that line. You roll one additional die of damage at 11th level, and an additional one at 17th level.
- Blinding Speed
At 6th level, you can spend 1 ki point as a bonus action to teleport to an unoccupied space you can see within a distance equal twice your movement speed.
In addition, you can teleport up to 10 feet after or before each attack made as part of a flurry of blows.
- Stop Time
At 11th level, you can move with such incredible speed that causes the time to stop briefly from your perspective. At the end of your turn, you can use your reaction to take one additional turn. During this extra turn, you can use any of your ki features without spending ki.
Once you use this ability, you can't do it again until you finish a long rest.
In addition, whenever you use your Action to Dash, you can teleport for the same distance you would be able to walk.
- Create Vortex
At 17th level, you can move in place on a circular pattern in order to create a vortex of air. As an action, you create a 30-foot tall vortex in a 10-foot radius around you. This vortex has the properties of a whirlwind spell, but causes 2d6 bludgeoning damage, and it lasts until the start of your next turn. You can increase the Strength of the winds, by increasing the damage dealt by the vortex in 2d6 for each ki point spent (up to 10d6). This damage increase lasts until the start of your next turn.
At the start of each turn, you can choose to maintain the vortex using your action, or stop it (not requiring an action). If you choose to maintain it, you can also move it 30 feet to a direction of your choice, as a bonus action.
In addition, you can use your action to cast gust of wind, at will. When you do so, it doesn't require concentration, but you can't take an Action while the gust is active.
Optional Class Features[edit]
Below are presented some thematic features that replace the regular monk features, to make the core class more adequate to the speedster character concept:
- Fast Reaction
Replaces Tongue of Sun and Moon
Starting at 13th level, you have Advantage on initiative rolls. In addition, you can move up to your movement speed on your fist turn of combat, without spending any movement.
- Blink
Replaces Timeless Body
Starting at 15th level, you can quickly teleport to avoid threats to your safety. You can spend 1 ki point as a reaction when you take damage from an attack or failed Dexterity saving throw to teleport to a unoccupied space within 30 feet of you. Doing so reduces that damage to half.
- Speed of Light
Replaces Empty Body
At 18th level, you can cast Far Step, without spending spell slots or any components. In addition, while concentrating on this spell, once per turn you can forgo one unarmed strike you make as part of the Attack action or Flurry of Blows to teleport using that spell, instead of using a bonus action.
Once you use this feature, you can't use it again until you finish a long rest, unless you spend 4 ki points to do so again.
In addition, you can spend 6 ki points to cast Wind Walk, targeting only yourself. When you do so, you don't use any components. Also, instead of a flying speed, you move by teleporting 300 feet in each of your turns, or 600 feet if you use your action. When you use your Stop Time feature you can cast and stop this spell as an action, instead of requiring 1 minute.
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