Basic Class - Fast Hero
Enter the Fast Hero; agile, graceful, and athletic. They are often stunt workers, pilots, law enforcement, or professional athletes. They are evasive, cunning, and above all: fast. In a fight, they often strike fast and hard, and are unlikely to be struck in return. They can get up into places one shouldn't expect to be possible, and avoid harm and danger instinctively. With uncanny coordination and jaw dropping reflexes, combined with their superior speed, Fast Heroes can complete an objective without being noticed; and even if they are, they can often escape without being caught.
As the Fast Hero, you're often also the scout, the flank, and the victor of first and last hit. You are faster than most allowing you to close the gap between enemies, but also your evasion and reflexes will keep you safe from area attacks. Failed attacks against you, and there will be many of those, can be redirected to nearby enemies, forcing the enemy to engage in friendly fire.
Table: Fast Hero
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: an additional 1d8 (or 5) + Constitution modifier per Fast Hero level after 1st
Vitality Points at 1st Level: Constitution score + 2
Vitality Points at Higher Levels: an additional 2 per Fast Hero level after 1st
Weapons: Civilian weapons
Saving Throws: Dexterity and one other of your choice
Skills: Choose three from Acrobatics, Animal Handling, Athletics, History, Perception, Sleight of Hand, Society, Stealth, and Survival
Systems: None
Tools: None
At 1st level, you gain a feat.
Level | Proficiency Bonus | Features |
---|---|---|
1st | +2 | Fast Movement (5 ft.), Evasive Footwork, Advanced Class |
2nd | +2 | Cunning Action, Redirect Attack |
3rd | +2 | Advanced Feature |
4th | +2 | Ability Score Improvement |
5th | +3 | Extra Attack, Uncanny Dodge |
6th | +3 | Dodge Roll, Fast Movement (10 ft.) |
7th | +3 | Advanced Feature |
8th | +3 | Ability Score Improvement |
9th | +4 | Instinctive Reaction, Elegant Maneuver |
10th | +4 | Advanced Feature |
11th | +4 | Evasion |
12th | +4 | Ability Score Improvement |
13th | +5 | Rapid Strike, Fast Movement (15 ft.) |
14th | +5 | Opportunist |
15th | +5 | Advanced Feature |
16th | +5 | Ability Score Improvement |
17th | +6 | Elusive, Redirect Attack Improvement |
18th | +6 | Advanced Feature |
19th | +6 | Ability Score Improvement |
20th | +6 | Incredible Reflexes |
Class Features
As a Fast Hero, you gain the following class features.Hit Points and Vitality Points
Hit Dice: 1d8 per Fast Hero levelHit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: an additional 1d8 (or 5) + Constitution modifier per Fast Hero level after 1st
Vitality Points at 1st Level: Constitution score + 2
Vitality Points at Higher Levels: an additional 2 per Fast Hero level after 1st
Proficiencies
Armor: Civilian armorWeapons: Civilian weapons
Saving Throws: Dexterity and one other of your choice
Skills: Choose three from Acrobatics, Animal Handling, Athletics, History, Perception, Sleight of Hand, Society, Stealth, and Survival
Systems: None
Tools: None
Fast Movement
Choose an innate mode of movement, this speed increases by 5 feet. At 6th level, this speed bonus increases to 10 feet. At 13th level, this speed bonus increases to 15th feet.Evasive Footwork
Opportunity attacks against you are made with disadvantage.Advanced Class
You must choose an advance class when you take your first level in this basic class. Your advance class represents varied and nuanced expertise, augmented by your chosen basic class. Your choice of advance class grants you features at 1st level, and again at 3rd, 7th, 10th, 15th, and 18th level. At levels 3rd, 7th, 10th, 15th, and 18th you gain hit dice, hit points, and vitality points as dictated by your advance class, not your basic class.Cunning Action
Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take the Dash, Disengage, Hide, or Ready action as a bonus action on each of your turns.Redirect Attack
At 2nd level, when a creature misses you with an attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice within 5 feet of you. The creature has disadvantage on the attack roll, and does not expend additional ammunition on this attack. You may not use this feature if the attack targeted an area. Starting at 17th level, the attacking creature no longer has disadvantage on their attack when you use this feature.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. Alternatively, you can select a feat instead of increasing your ability scores.Extra Attack
Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.Uncanny Dodge
Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.Dodge Roll
Beginning at 6th level, when a creature attempts an attack against you and the attack misses, or you succeed on a Dexterity saving throw, you can move up to half your speed as a reaction. This movement doesn't provoke opportunity attacks.Instinctive Reaction
Beginning at 9th, your reflexes are honed to a fine edge. You have advantage on initative rolls. In addition, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn. Additionally, you can use your bonus action to focus on reacting to changes on the battlefield, allowing you to take two reactions before the start of your next turn, instead of one. When you do so, you may immediately take the Ready action as part of the same bonus action.Elegant Maneuver
Starting at 9th level, you can complete difficult maneuvers with practiced ease. You can use a bonus action to gain advantage on the next ability check you make involving Acrobatics or Athletics before the end of your current turn.Evasion
Beginning at 11th level, 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.Rapid Strike
Starting at 13th level, you learn to trade accuracy for swift strikes. If you have advantage on a weapon attack against a target on your turn, you can forgoe that advantage to immediately make an additional weapon attack against the same target as a bonus action.Opportunist
Starting at 14th level, when an ally is within 5 feet of an opponent, and the ally hits the target with an attack, you can make an attack against that opponent as a reaction.Elusive
Beginning at 17th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.Incredible Reflexes
When you reach 20th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initative and your second turn at your initiative minus 10. You can't use this feature when you are surprised.Alternative Features
At the DM's discretion, these alternative features may be used in place of, or in addition too, the ones listed above.Feat At 1st Level
This feature is standard in all my games, but other DM's may not feel the same and may choose to not use it.At 1st level, you gain a feat.
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