Talk:Speedster, Variant (5e Class)

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Umm, the table got moved into text format, I don' know how to undo this so if someone could do this that would be cool.

Maybe people shouldn't mess with a class that was already really good and balanced in the first place.

You could always ask an admin to lock it, instead of blanking the page. (It's pretty easy to undo a page-blanking, anyway). - Guy (talk) 14:41, 19 April 2017 (UTC)

Just curious, but isn't "Proficiency times 15" a bit... much? That's automatically 30 movement right out of the gate, 45 at L5, and so on. That seems it would get a little silly with the classes with higher base like Wood Elf (or in my case, the Lapine homebrew race with a base of 40) being able to move a million miles right from the get-go, and probably able to run laps around the planet at the highest levels. Witht his version of Speedster having Supersonic Punch up damage every 20 feet instead of 10 helps counter that, but natural 60-70 movement at L1 just seems off. Also, the Innate Quickness "ability to make 1 melee weapon attack as a Bonus Action" seems a bit redundant when equipping two 1H weapons (or going unarmed) already grants that ability by default by means of main hand > off hand. Unless it's specifically for getting three attacks with a 2H weapon at L5 (since they also get Extra Attack as well).

Speed Boost[edit]

Proficency bonus times 50 is absolutely insane! Almost everything else in this class works hard to fit the flavor of a speedser with the flavor of a fantasy world while staying in similar balance of 5e, but this version of Speed Boost is absolutely stupid. There is no need for a 2nd level character to be able to break the sound barrier.

That was definitely not there when I made the last post in here (was x15 back then, which I still think is much.) Trying to figure out a good value for it. Also still trying to find out what to do about "Innate Quickness" as well. I really like the class idea, but still needs that last minute polish. Dunno what happened to the author.

Lightning Resistance[edit]

I feel that the class needs lightning resistance. I feel that if the class is allowing you to deal lightning damage with your fists, then you should be resistant to the damage.

Fast Metabolism[edit]

I feel that having a passive healing ability (almost identical to the UA Revenant subrace) is more fitting for the flavor of a speedster, plus this version means that there are less resources to keep up with, which is always a plus.—The preceding unsigned comment was added by 161.45.8.245 (talkcontribs) . Please sign your posts.

In certain circumstances classes can have regeneration, but it should be only be given at very high levels (typically 18+ maybe a tad lower since this is a less powerful than most) as it is very powerful to ignore the limited amount of healing PC's have through access to through spells, effects, and hit dice.--Blobby383b (talk) 23:03, 30 March 2018 (MDT)

Not Enough Damage[edit]

Gonna be honest...unless you multi class into fighter for two-weapon fighting or into a monk for bonus attack unarmed...not as good for damage, sure at level 6 you deal bonus lightning damage but still this is supposed to be basically a hit/run class or at least a speedier monk...either up the damage or give them a bonus action unarmed attack...that is not the zephyr strike technique. Pls consider this, I realize you are stepping dangerously on the monk but seriously it needs that damage...or at least extend the magical effect at level 6 to your weapons as well

Better spacing for levels[edit]

As far as I can tell the techniques are basically how you set speedsters apart similar to subclasses, so why not have the techniques at levels where you get subclass features, 3,6,11,17 these should be where the technique levels should be

Crazy Damage[edit]

I did the math and this class has the ability to do crazy damage. At ninth level, you get the phasing ability. You use your bonus action to phase with two kinetic points. You have a base movement speed of 115 at level 9, assuming you're using a race that has a base starting speed of 30, you then use your reaction to dash making your speed 230. Run in a large circle and phase through anything in your way, then hit an enemy using sonic punch at the end of using all your movement which would cause 15d8 or half if they succeed. You could do this every turn at ninth level. If you use extreme acceleration with this you would have a base of 690 if you dash along with it. That would cause 46d8! That is nineth level. Even half that amount would kill most things at ninth level. I would suggest putting a damage cap on that ability or something because it could do crazy amounts of damage. GuyWhoHasn'tMadeAWikiAccount 2/5/2020

Super Sonic Punch Cap[edit]

After looking at other spells from official 5e and comparing it to the supersonic punch I found the best solution was a cap on it. I made it a cap of 1/2 speedster level rounded up. If you compare it to spells you would be able to cast at that level it is a little lower in damage. This is on purpose because you still get to add your unarmed strike damage on top of this ability. I also put a cap on the amount of knockback on the super sonic punch because if you didn't you would easily be able to knock them back 65ft or at a higher level over 100ft which could effectively knock them out of combat for at least a turn or more. assuming the dm wouldn't give them extra damage for flying back 100ft in 6 seconds. GuyWhoHasn'tMadeAWikiAccount 2/18/2020

Ó

Kinetic Manipulation and Kinetic Techniques Changes[edit]

So I changed the Kinetic Manipulation from being able to add your charisma modifier to your ac if you aren't wearing medium or heavy armor to wearing no armor or having a shield. This is because if you are allowed to wear light armor with it you can have an unarmoured defense of 12+dex+con which is better then any armor or unarmoured defense. If you maxed both out which is easy if you want to, you could have an ac of 22 which is better then plate armor, the best armor in the game, with a shield. There is no reason it should be this high. I added having no shield requirement because this class is all about speed and quick hits. A shield didn't seem to fit with that theme. Another minor thing is I changed the proficiencies to not include unarmed strikes because you are naturally proficient.

I changed a few things with Kinetic Techniques. First was Skirmisher, I changed it to be 1/4 your speed and made it so dashing and speed boasts didn't increase it because even without that at 1/2 your speed you could get a cone of 95 feet! even with the no dashing, no speed boast and at 1/4 your speed you can get it to be 45ft which is still pretty large. I also increase the points it costs to use it by one because at 13th level you could just make this ability free which is really good at 13th level. I also changed Flash Time to only work once per combat because without that at 17th level you could just have infinite combat turns. As it is I think the 13th level of reducing the cost by one is really good. You could use it to do the flurry of blows(Zephyr Strikes) every turn or always cast blur or always use the supersonic punch feature. The techniques are pretty similar to the way of the open hand's monks techniques except there is just more of them because the class doesn't have a subclass which is fine but those techniques always cost something so being able to do them for free pretty much makes it pointless to use your regular unarmed strike or weapons. I would suggest changing the ability to not allow it to reduce anything to a cost of zero but I didn't want to make an important change like that with permission. Sorry if I changed anything you liked. Everything I did was purely for the sake of balancing this awesome class. Please comment on anything you have questions about or if I did something you didn't like. GuyWhoHasn'tMadeAWikiAccount 3/3/2020

Counter argument to the above, barbarians can get 22 ac no armour, and can wield shields.

Noticed the Kinetic Technique DC was changed to add your Dexterity mod instead of Charisma mod and I'm wondering why they changed that when it was fine before. TheBiggestChonk 11/6/23

Why not just play monk?[edit]

After recent updates the class has become just another monk clone. Not sure why you would play this now when it can easily be out classed by a tabaxi anything. It seems the general census is that a class built around going fast shouldnt be aloud to go fast? Oldman 6/9/22

This class was a monk clone from the get go, i only nerfed it, reworded and added space for a subclass. Anastacio (talk) 07:54, 9 June 2022 (MDT)
While yes it always have flavor of monk it never felt exactly like a monk and now it seems to be more subclass to a monk. I have no valueble input more searching for potential solutions so I'll shut up and move on. Oldman 6/9/2022 (mdy) 1245.

Past Level 20 Section[edit]

Hey I'm adding a section for levels 21-30 and I'm out of ideas for what I should add to make it more balanced. Any suggestions? TheBiggestChonk 9/17/23

Difference[edit]

What’s the difference between the Speedster class and this one (Speedster, Variant)?--Vexxity (talk) 12:10, 12 January 2024 (MST)

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