Velociter (5e Class)

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Velociter[edit]

Faster, Faster, Faster! The need for speed has consumed you, and you need to go faster!

Devotion to Speed[edit]

Creating a Velociter[edit]


Quick Build

You can make a velociter quickly by following these suggestions. First, <!-Ability score-> 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 Velociter you gain the following class features.

Hit Points

Hit Dice: 1d6 per Velociter level
Hit Points at 1st Level: 1d6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Velociter level after 1st

Proficiencies

Armor:
Weapons: Simple weapons, hand crossbow, improvised weapons, shortswords
Tools: None
Saving Throws: Dexterity, Strength
Skills: Choose two from Acrobatics, Athletics, Insight, Perception, Sleight of Hand, or Investigation.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a shortsword, or (b) 3 daggers
  • (a) a light crossbow, 1 crossbow bolt case and 20 crossbow bolts, or (b) 5 darts
  • padded armor
  • (a) explorer's pack, or (b) burglar's pack
  • If you are using starting wealth, you have If you are using starting wealth, you have 3d6 gp in funds. in funds.

Table: The Velociter

Level Proficiency
Bonus
Features Swiftness
1st +2 Inertia, Swiftness 15ft
2nd +2 Rapid Reactions 15ft
3rd +2 Approach 20ft
4th +2 Ability Score Improvement, Additional-Attack, Additional-Dodge 20ft
5th +3 Savant of Speed 25ft
6th +3 Tactful Tackle 25ft
7th +3 Faster Learning 30ft
8th +3 Ability Score Improvement, Errand Run 30ft
9th +4 Afterimage 35ft
10th +4 35ft
11th +4 40ft
12th +4 Ability Score Improvement 40ft
13th +5 45ft
14th +5 45ft
15th +5 50ft
16th +5 Ability Score Improvement 50ft
17th +6 55ft
18th +6 55ft
19th +6 Ability Score Improvement 60ft
20th +6 70ft


Inertia[edit]

At the 1st level and beyond, you move incredibly swiftly, allowing you to attack with more speed and power. Furthermore, by running into your enemies with your attacks, you can do additional damage.

  • Your unarmed strikes deal 1d4 damage.
  • You may also use your Dexterity for unarmed strikes instead of your Strength for attack and damage rolls.
  • The first time you make an attack after moving, you may add 1/10th of the amount you've movedthat turn to your damage, with a minimum of 1.

Swiftness[edit]

Your training in speed has made you, obviously, move faster. Also at the 1st level, you gain an additional 15 feet of movement, that increases as you acquire levels in this class, as shown on the table above. You can also use the dash interaction as a bonus action.

Rapid Reactions[edit]

To keep up with your speed, your reaction times have grown alongside it. Beginning at the 2nd level, you can add your proficiency bonus to initiative rolls.

Additionally, as a reaction, whenever you or a party member you can see is in danger (Being attacked, in a precarious position, ect), you may move up to your swiftness movement and make an interaction. For example, if an arrow was just shot at an ally, you may use this ability to run up to them and pull them out of the arrow's path, or push the arrow out of the way. You can only use this level once per long rest at the 2nd level, twice per long rest at the 11th level, and thrice per long rest at the 20th level.


Approach[edit]

At the 3rd level, choose your approach to your goal of maximum speed, of the approaches listed below.

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.

Additional-Attack[edit]

Your speed at running has affected your attack speed as well. Starting at the 4th level, On your turn, you may expend 25 movement to take an additional action. The cost decreases to 20 at the 8th level in this class, 15 at the 13th level, and 10 at the 18th level. Additionally, you can now use unarmed strike as a bonus action if you have just made an attack action.

Additional-Dodge[edit]

Also starting at the 4th level, your AC increases by half your dexterity modifier rounded down. Furthermore, you can use the dodge action as a bonus action.

Savant of Speed[edit]

Starting at the 5th level, if you have moved more than 50 feet in your turn or before doing something out of combat, you gain advantage on any acrobatics or athletics checks, as well as any dexterity saving throw.

Tactful Tackle[edit]

Beginning at the 6th level, as an action costing 40 movement on your turn, you run directly at and into an opponent you have a straight line of travel to within 40 feet. Upon impact, you deal 2d6 bludgeoning to the target, and they must make a dexterity saving throw. If they fail, they are knocked prone. Upon hitting a target that weighs more than 300 pounds with this move, you take 1d4 bludgeoning damage. At the 10th level, the target must also make a constitution saving throw or be incapacitated for one turn.


Super Dash[edit]

Also at the 6th level, when dash is used an action (but not a bonus action), it triples your movement.

Faster Learning[edit]

Your speed has allowed you to learn faster. At the 7th level, become proficient in one skill or language of your choice, and one weapon (Not weapon type) or tool of your choice.

Errand Run[edit]

Starting at the 9th level, any time your party makes a short or long rest, you may run into any town 20 miles (105,000 ft) away and restock for any supplies your party may need. You can either purchase said items or steal them. Using this feature on a short rest will prevent you from healing. Using the feature during a long rest, you will expend hit dice as in a short rest.


Afterimage[edit]

You move fast enough to leave behind a light afterimage. Starting at the 10th level, whenever an opportunity attack is made against you, your opponent has disadvantage on the attack roll. When an opponent fails an opportunity attack on you, they lose a bonus action on their next turn. At the 15th level, attacks of opportunity made on you always fail.


Hold that Thought[edit]

Starting at the 12th level, at the beginning of your turn you may run away from the battlefield until you decide to return. Each round out of combat, you may use a hit dice to heal, as well as any action or item you have available. You may bring any entity you can carry that you can run to with you. This entity does not get to heal unless they use an item, spell, or action that allows them to do so. You can take this entity back with you when you return or leave them behind, in which case they will have to run 200ft back to combat, or elsewise be transported back. You can use this feature once per long rest.

Approach[edit]

Shocking Approach[edit]

Gets faster the more they're damaged. <!-For subclasses introduce this class option here->

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Sluggish Approach[edit]

Makes others slower. <!-Introduce this subclass here->

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Steady Approach[edit]

Gradually gets faster. The fastest limit of any subclass, but takes time to get there. <!-For subclasses introduce this class option here->

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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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