Speedster (5e Class)
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"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 super speed. 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 Dynamagic, a strange sentient source of magical energy existent across all realities. The Dynamagic is what ties all planes of existence together.
The Dynamagic is a plane of existence that pushes time and space forward. In order to let off excess energy, which is Kinemagic, the Dynamagic grants certain beings the ability to be its conduit. Which allows them to run at super fast speeds, travel through it, and become part of it when they die. The Dynamagic is a storm made of lightning that stretches every direction infinitely.
Creating a Speedster
When creating a speedster one should consider how the character became connected to the Dynamagic- Was he involved in an accident that connected him to it unwillingly? Did he go seeking the power of the Dynamagic through science or magic? Was he the victim of an experiment or dark ritual? Secondly how has having the Dynamagic running through his system effected his life?- Has he used his new power to help those around him? Or to further his own agenda?
- Quick Build
First, Dexterity should be your highest ability score, followed by Constitution, used to control your Dynamagic. Second, choose the Folk Hero or the Urchin as your background. Third, choose a Shortsword, a light crossbow, the leather armor and the explorer's pack as initial gear.
As a Speedster you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Speedster level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Speedster level after 1st
Armor: Light armor
Weapons: Simple weapons, shortsword, scimitar, hand crossbow
Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Athletics, Insight, Perception, Sleight of Hand or Stealth.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a shortsword or (b) a scimitar
- (a) a light crossbow or (b) any simple weapon
- leather armor
- (a) explorer's pack or (b) burglar's pack
|Features||Extra Movement||Unarmed Combat Damage|
|1st||+2||Unarmed Combat, Dynamagic, Extra Movement||10ft||1d4|
|2nd||+2||Evasive Step, Quickness||10ft||1d4|
|3rd||+2||Kinetic Resistance, Speedster Archetype Feature||10ft||1d4|
|4th||+2||Ability Score Improvement||10ft||1d4|
|5th||+3||Extra Attack, Longstrider||15ft||1d4|
|6th||+3||Speedster Archetype Feature, Dynamic Rend||15ft||1d6|
|7th||+3||Evasion, Long Jumps||15ft||1d6|
|8th||+3||Ability Score Improvement||15ft||1d6|
|10th||+4||Speedster Archetype Feature||20ft||1d6|
|12th||+4||Ability Score Improvement||20ft||1d8|
|13th||+5||Momentum Strike (3)||30ft||1d8|
|16th||+5||Ability Score Improvement||40ft||1d10|
|17th||+6||Speedster Archetype Feature, Combo Strikes||45ft||1d10|
|18th||+6||Evasive Step (2)||50ft||1d10|
|19th||+6||Ability Score Improvement||55ft||1d10|
At 1st-level and you can move at an incredible speed, hitting all targets on your path. When first gaining this feature, you impart your unarmed strikes with momentum, gaining the following benefits:
- Your unarmed strikes deal 1d4 bludgeoning damage, instead of the normal damage for unarmed strikes. This damage increases as you gain levels in this class, as shown on the Unarmed Strikes column on the Speedster table.
- You also can choose to use your Dexterity, instead of Strength, for your attacks and damage rolls with unarmed strikes.
- Whenever you make an attack with a weapon that has either the light or finesse property, you can roll your Unarmed Strike die, instead of the weapon die.
- When you move at least 30 feet before making an attack with a melee weapon or a unarmed strike, you can add your Constitution modifier to the damage of that attack.
At 1st-level, you become a conduit to the mysterious power of dynamagic. Constitution is your ability modifier for specific class abilities. You use this ability score whenever a feature gained through this class refers to your Dynamagic. In addition, you use this ability score when setting the saving throw DC for such an effect and when making an attack roll with one.
Dynamagic save DC = 8 + your proficiency bonus + your Constitution modifier
Dynamagic attack modifier = your proficiency bonus + your Constitution modifier
You start by knowing one of these Dynamagic Powers: the Momentum Strike
- Momentum Strike
You can use your action to cause all targets in a 5 by 30-foot line to make a a Dexterity saving throw against your Dynamagic save DC. A creature takes bludgeoning damage equal to your unarmed strike damage die x your proficiency bonus on a failed save, or half as much on a successful one, and you can choose to appear in any point within 5 feet of the line of attack.
The damage and range of this ability increases as you gain speedster levels, as shown in the Speedster Momentum Damage and Extra Movement columns of the Speedster table.
You can use this feature twice. You regain all uses of it after finishing a short or long rest. Starting at 13th level, you can use it three times before a rest.
Starting at 1st level, even without using your dynamagic, this supernatural energy boosts your mobility. Your movement speed increases in 10 feet, and grows as you gain levels in this class, as shown in the Fast Movement column on the class table.
Starting at 2nd level, you can use your movement to avoid attacks and harmful effects. When you are hit by an attack or by a harmful effect, such as a spell that requires a Dexterity save to avoid damage, you can use your reaction to move up to your movement speed to any direction, possibly avoiding the attack or damage. If you have taken the Dash action on the previous turn, you can move twice your movement speed with the Evasive Step.
You can also choose to pick up one friendly creature on your path, at a cost of 30 feet of movement. This movement doesn't trigger opportunity attacks, and you can walk through vertical surfaces and water while moving.
You can use this feature once, and must finish a long rest before you can use it again. Starting at 5th level, the range increases in 30 feet. At 18th level, you can use it twice before a long rest.
Starting at 2nd level, you can make one additional object interaction in each of your turns. You can take the Dash, Disengage and also make object interactions as a bonus action on your turn.
Starting at 3rd level, you can roll with attacks, reducing the impact of physical attacks on you. You gain resistance to bludgeoning damage from nonmagical attacks and to ranged non-magical piercing and slashing damage.
Starting at 3rd level, you choose one archetype that defines how you use your dynamagic. Choose between the Martial Speedster, the Momentum Warrior and the Protector. Your choice grants you features at 3rd level, and again at 6th, 10th and 17th levels.
Ability Score Improvement
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.
At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
At 5th level, your walking speed increases by 10 feet while you aren't wearing heavy armor.
Also, whenever you take the Dash action on your turn, you can use a bonus action to move one creature of medium size or lower with you. You can pick the creature at any point of your movement.
Additionally, your movement is doubled when traveling at fast pace.
Starting at 6th level, all of your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
At 7th level, you can perform incredibly long jumps. You gain a fly speed equal to your movement speed, but you must end your movement on the ground. You may only use this flying speed if you are not wearing heavy armor and are not encumbered.
The distance of the jump increases as you gain speedster levels, as shown in the Long Jump column on the speedster table.
At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball 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.
Starting at 9th level, you gain proficiency in your choice of the Stealth or the Acrobatics skill. If you already have proficiency in the chosen skill, your proficiency bonus is doubled for that skill.
At 11th level, your Dexterity increase by 2, up to a maximum of 22. In addition, whenever you fail a Dexterity check, you can reroll the result. You must accept the new result.
Starting at 14th level, nothing can stop you. You can use your action to end the grappled, stunned, restrained, stunned, petrified, and paralyzed conditions.
You can use this feature once, and must then wait 1 minute before doing so again.
Starting at 15th level, your senses are in sync to the movement of your body. You gain proficiency in Wisdom saving throws.
At 17th level, once in each of your turns when you hit an opponent with two melee weapon attacks on the same turn, you can make one unarmed strike and move 10 feet to any direction, without taking opportunity attacks from your target.
When you reach the 20th level, you move so fast that the time seems to stop to you. At the start of your turn without spending an action, you can choose to move at this incredible speed, which have the same benefits of the time stop spell, lasting for the maximum duration. In addition, the spell doesn't end if you move to a place more than 1000 feet from the location you have cast it.
Once you use this feature, you can't use it again until you finish a long rest.
Specialized in combat, the Martial Speedster is a versatile combatant who uses the Dynamagic to enhance their combat prowess, developing techniques centered in using movement and speed to control the battlefield and defeat your foes.
- Quick Strikes
Starting at 3rd level, you have learned how to combine your supernatural speed with combat tactics, creating a powerful martial style. When you take the Attack action to attack with a unarmed strike, you can use your bonus action to make an additional unarmed strike.
- Dynamic Maneuvers
At 3rd level, you can use the dynamagic to enhance your combat ability. You learn special fast maneuvers, which are fueled by a resource called surge.
Maneuvers. You learn three maneuvers of your choice, which are listed under "Maneuvers" below. Many maneuvers require you to make an attack. Resolve the attack as you normally would and then apply the effects of the maneuver, unless otherwise described.
You learn two additional maneuvers of your choice at 6th, 10th, and 17th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
Surge. You have 4 surge points. You regain all of your expended surge points after finishing a short or long rest. Your maximum number of surge points increases by 2 at 6th, 10th, and 17th level.
Using a Maneuver. On your turn, you can spend surge points to perform a maneuver. You can do this at any point during your turn, splitting up your other actions in whatever order you like.
Different maneuvers have different surge costs associated with them. You must be able to pay the surge cost in order to use the maneuver.
Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your Dexterity modifier
- Quick Precision
At 6th level, using your surge in combat allow you to use your quickness to bypass the defenses of your enemies. Any attack made as part of a surge maneuver is made at advantage.
- Residual Energy
At 10th level, whenever you surge with the dynamagic power, the kinetic energy lingers on your body, absorbing incoming strikes. When you use a maneuver, you gain temporary hit points equal to twice the amount of surge points you spent. These temporary hit points last for 1 minute.
- Rushing Trough Defenses
At 17th level, you are so fast that your maneuvers become almost unavoidable. When an enemy succeeds on a saving throw you imposed on it from one of your speedster class features, you can force it to reroll. It must use the new roll. You can use this feature once, and regain the ability to do so after finishing a long rest.
- Distracting Strike. As a bonus action, you can spend 1 surge point make a unarmed strike against a target. The target is unable to take reactions after this attack.
- Windfield. As a bonus action, you can spend 1 surge point spin in place, creating strong winds around you. The area within 30 feet of you is considered difficult terrain for creatures Large or smaller until the start of your next turn.
- Fast Stealing. As a bonus action, you can spend 1 surge point to make a unarmed strike against an opponent. On a hit, you deal the normal damage and the target must succeed on a Dexterity or Strength saving throw (his choice). On a failed save, you pick the object from the opponent. You must have at least one free hand to use this feature.
- Heroic Dash. As a bonus action, you can spend 1 surge point to run towards your allies, saving them for area effects. Each creature of your choice within 30 feet of you can reroll a Dexterity saving throw against an effect that allows a saving throw to take half damage with advantage. You must be able to move to use this feature and each target must be moved 5 feet from its original position.
- Avoidance. As a bonus action, you can spend 2 surge points to dodge attacks, gaining resistance to all forms of damage except psychic until the start of your next turn.
- Counter. When a creature misses you with a melee attack against you, you can use your reaction spend 2 surge points to make a unarmed strike against the creature. On a hit, the creature takes damage and you can shove the creature as part of the same action.
- Sweeping Strike. As a bonus action, you can spend 2 surge points and make a unarmed strike against the target. On a hit, the target takes the normal damage and must succeed on a Strength saving throw. On a failed save, a target Large or smaller is knocked prone.
- Expeditious Sacrifice. When a creature within 30 feet of you is targeted by an attack, you can use your reaction and spend 3 surge points to jump in front on it, becoming the target of the attack. You gain +5 to the AC against this attack and, on a hit, you reduce the damage by an amount equal to your unarmed strike die + your proficiency bonus + your Dexterity modifier.
- Cyclone. As an action, you can spend 4 surge points to move your arms in a circular fashion, creating a gust of wind in a line equal to your momentum strike movement long, but with a width of 10 feet. All creatures in the area must succeed on a Constitution saving throw, or take your unarmed strike damage. Any creature that fails that saving throw must make a Strength saving throw if they are Large or smaller. On a failure, the target is pushed away from you, up to a distance equal to the range of the gust of wind.
- Quick Strikes. You can use an action and spend 4 surge points to make one unarmed strike against each opponent within 10 feet of you. After resolving the attacks, you can choose to move to any position within 10 feet of where you are, without provoking opportunity attacks.
Juggernauts in battle, the Momentum Warrior uses their own body as a weapon, throwing themselves onto the enemy, leaving behind a path of destruction.
- Unstoppable Runner
Starting when you choose this archetype at 3rd level, nothing can stop your movement. While you are Dashing, you can run over water as if it were solid ground, and up walls at the same speed you move normally.
In addition, when dashing, you can burrow through loose dirt, gravel, and similar materials (but not through solid materials) as if it were difficult terrain.
- Supernatural Dash
Starting at 3rd level, when you use your Momentum Strike, you add a special effect to it. You can choose one of the effects below when you finish a long rest, and you can't change the effect until your next rest.
Once you use your mystical breath, you can't do it again until you finish a short or a long rest. You gain one additional use of this feature at 5th level.
- Momentum Flurry: As an action, you charge the energy of your momentum and concentrate it on only a few targets. You roll a d6. You unleash a volley of punches and kicks at a number of targets equal to the number rolled, that you can see within your Momentum Strike range. Make a melee weapon attack against each target. On a hit, the target takes bludgeoning damage equal to your Momentum Strike Damage.
- Dazing Movement: As an action, you move towards one creature within your momentum strike range, stopping within 5 feet of it, hitting the creature with a powerful gust of wind. The creature must succeed on a Constitution saving throw against your Dynamagic save DC or take damage equal to your unarmed combat die and is stunned for 1 minute. The stunned creature can repeat the saving throw each time it takes damage, ending the effect on a success. In addition, the target also needs to succeed on a Strength saving throw or be pushed 10 feet back and knocked prone.
- Momentum Wave: As an action, you run to a point within your momentum strike range and release the momentum in a powerful ground punch, that releases a sound wave on a 10-foot sphere around you. Each creature in the area must make a Dexterity saving throw against your Dynamagic save DC or take thunder damage equal to twice your Momentum Strike damage on a failed save, or half as much of the total damage on a successful one.
- Keep Moving
Starting at 6th level, whenever you use either your momentum strike or your supernatural dash feature, you can use your bonus action to move 30 feet to any direction. This movement doesn't provoke opportunity attacks and ignore difficult terrain.
In addition, whenever you can benefit from this feature or take the Dash action, you can move through spaces occupied by hostile creatures.
- Impact Resistance
Starting at 10th level, you gain resistance to bludgeoning damage. In addition, whenever you use your momentum strike or supernatural dash, you become immune to bludgeoning damage until the start of your next turn.
Starting at 17th level, whenever you use your momentum strike or supernatural dash features, you gain the benefits of the Freedom of Movement spell for the next 1 minute.
The protector uses its velocity to protect others, moving them away from harm and deflecting attacks targeted to them, usually putting themselves into harms way, as living shields for those they protect.
- Warden Run
You can maintain the momentum from your strikes and use it to deflect and intercept attacks directed towards your allies, protecting them from harm. As a bonus action when you use your Momentum Strike, you can activate the Warden Run. For 1 minute, whenever a creature within your Momentum Strike range takes damage, you can use your reaction to move towards a position within 5 feet of that creature reduce that damage by an amount equal to your martial arts die. This movement doesn't provoke opportunity attacks.
- Absorb Impact
Starting at 3rd level, you gain a pool of d6 equal to your Dexterity modifier. Whenever you or a creature within 30 feet takes damage from an attack, you can use your reaction to move towards a unoccupied space within 5 feet of it and roll the d6, adding it to the creature's AC, potentially causing the attack to miss.
At 10th level, you can also add this reaction to spend one of these dice on a failed Dexterity saving throw.
Once you spend your uses of this feature, you can't use it again until you finish a short or a long rest.
- Running Protection
Beginning at 6th level, you can use your bonus action to quickly move inside an area, protecting nearby creatures from harm whenever a creature within 10 feet of you takes damage, the damage is reduced by an amount equal to your Dexterity modifier. In each of your turns, you can reduce the damage of a number of attacks or effects equal to half your level in this class.
Once you use this feature, you can't use it again until you finish a short or a long rest.
- Moving Out
At 10th level, whenever you use your Warden Run feature, you can use your bonus action on your turn to move one ally within 5 feet with you. You must choose an empty place within 5 feet of the space you ended your movement.
When carrying an ally, you can move at half your movement speed. You can't move creatures with size large or higher.
- Dash of Salvation
At 17th level, when a creature within 30 feet of you takes damage, you can throw yourself into harms way to shield that creature. The damage of that effect is halved, and both you and the creature take the halved damage. This damage can't be reduced by you in any way.
Prerequisites. To qualify for multiclassing into the Speedster class, you must meet these prerequisites: Dexterity 13 or Constitution 13
Proficiencies. When you multiclass into the Speedster class, you gain the following proficiencies: Light armor, simple weapons
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