Master of Celerity (3.5e Class)

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Author: Cwind (talk)
Date Created: 1/24/2012
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The Master of Celerity is trained to fight effectively with two weapons. They use there superior speed to out maneuver their opponents. 20 1 Moderate Poor Good Good Other Full

Lawful Good Lawful Neutral Lawful Evil Neutral Good Neutral Neutral Evil Chaotic Good Chaotic Neutral Chaotic Evil

Master of Celerity[edit]

The Master of Celerity is a type of fighter or rogue that fights with two weapons and is very fast. They gain speed bonuses as they level and will lose all penalties to two weapon fighting.

Making a Master of Celerity[edit]

A Master of Celerity is fast and can attack multiple time a round. They use dexterity rather than strength to fight and are strong willed. Their dexterity also gives them a good foundation for ranged weaponry. Though effective at attacking at close range Masters of Celerity are rather squishy in terms of health, so constitution is a fairly important stat. In a group, Masters of Celerity are good for more than running away from the minotaur that you find when your low level. They can run circles around enemies and set up many opportunities for flanking. They also deal good damage and can provide excellent ranged support.

Abilities: Dexterity and Constitution are important to the classes capability to fight.

Races: Races that are naturally fast tend to be Masters of Celerity though any race may yield one.

Alignment: Any

Starting Gold: 4d4×10gp.

Starting Age simple.

Table: The Master of Celerity

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Compliancy
Attack Bonus
Fort Ref Will
1st +0 +0 +2 +2 Compliancy, Speed Increase, Trapfinding -2/-2
2nd +1 +0 +3 +3 Advanced Initiative, Weapon Finesse -1/-1
3rd +2 +1 +3 +3 Trackless Step, Uncanny Dodge +0/+0
4th +3 +1 +4 +4 Howling Gale, Water Stride +1/+1
5th +3 +1 +4 +4 Stable Footing +2/+2
6th +4 +2 +5 +5 Spring Attack +3/+3
7th +5 +2 +5 +5 Two Weapon Perfection, Whirlwind +4/+4
8th +6/+1 +2 +6 +6 Rapid Redirection +5/+5/+0
9th +6/+1 +3 +6 +6 Centripetal Force, Strength of Speed +6/+6/+1
10th +7/+2 +3 +7 +7 Super Sonic +7/+7/+2
11th +8/+3 +3 +7 +7 Escalated Agility, Greater Complacency +8/+8/+8/+3
12th +9/+4 +4 +8 +8 Unstoppable Body +9/+9/+9/+4
13th +9/+4 +4 +8 +8 Even Ground +9/+9/+9/+4
14th +10/+5 +4 +9 +9 Bladestorm +10/+10/+10/+5
15th +11/+6/+1 +5 +9 +9 Instant Sprinter +11/+11/+11/+6/+1
16th +12/+7/+2 +5 +10 +10 Mortal Draw +12/+12/+12/+7/+2
17th +12/+7/+2 +5 +10 +10 +12/+12/+12/+7/+2
18th 13/+8/+3 +6 +11 +11 Impossible Descent +13/+13/+13/+8/+3
19th +14/+9/+4 +6 +11 +11 +14/+14/+14/+9/+4
20th +15/+10/+5 +6 +12 +12 Paradox of the Undying Tempest +15/+15/+15/+10/+5

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Diplomacy (Cha), Disable Device (Int), Escape Artist (Dex), Gather Information (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex).

Class Features[edit]

All of the following are class features of the Master of Celerity.

Weapon and Armor Proficiency: Masters of Celerity are proficient with Light and Medium Armor and all Simple and Martial Weapons.

Speed Increase: At level one the Master of Celerity's base land speed is increased by 10ft while wearing light or no armor. Every two levels after the Master of Celerity's base land speed in light or no armor is increased by 5ft.

Compliancy: This ability functions exactly like the monks flurry of blows except that the attack can be made with two light weapons or a light weapon and a one-handed melee weapon. The Master of Celerity also takes no penalty on two weapon fighting but can only attack as many times as her BAB would allow unless she uses compliancy.

Trapfinding: Though she is fast, the Master of Celerity has a very acute sense of sight and is able to locate traps like a rogue.

Weapon Finesse: At first level, a Master of Celerity gains Weapon Finesse as a bonus feat.

Advance Initiative: The Master of Celerity moves so incredibly fast that she almost always acts first in combat. She gains +8 to initiative checks.

Trackless Step: The Master of Celerity moves so quickly that she leaves no trace of her passing unless she chooses.

Uncanny Dodge: The Master of Celerity always retains her dexterity bonus to AC unless she is immobilized.

Water Stride: At fourth level the Master of Celerity is able to move across the surface of water. If at any time she stops while on water she sinks and cannot run on water until she is back on solid land.

Howling Gale: The Master of Celerity's speed rivals that of the wind. She can make a full round action to move up to her base land speed and make a number of attacks equal to the amount of compliancy attacks she has.

Stable Footing: The Master of Celerity is no longer affected by undergrowth and similar terrain that would hinder her movement or ability to fight except for magically altered terrain.

Spring Attack: The Master of Celerity gains spring attack as a bonus feat.

Whirlwind: The Master of Celerity gains a number of attacks of opportunity equal to her dexterity modifier.

Two Weapon Perfection: Penalties on two weapon fighting are reduced to zero.

Rapid Redirection: The Master of Celerity gains a jump speed equal to her land speed. She may always now take a 10 on jump checks.

Centripetal Force: The Master of Celerity can use their incredible speed to run on walls and ceilings.

Strength of Speed: The Master of Celerity uses dexterity instead of strength on damage rolls.

Super Sonic: As a full round action the Master of Celerity can move up to twice her land speed in one direction. This action happens so quickly that she breaks the sound barrier dealing 1d6/two class levels of sonic damage to all enemies within 15ft of her path of motion. This can be used once per day per five class levels.

Escalated Agility: The Master of Celerity's body has become more efficient at moving rapidly. Her land speed now increases by 10ft every two levels starting at level 11.

Greater Compliancy: This functions in the same way as a monks greater flurry, granting a third attack at her full base attack bonus. Greater Compliancy also grants the use of two one-handed melee weapons when using this ability. A weapon like a bastard sword may be used as well as long as the exotic weapon proficiency was taken.

Unstoppable Body: The Master of Celerity's body is in constant motion. She may use this to imitate a blur spell that lasts for 1 round per two class levels. This can be done 3/day before causing exhaustion after use.

Even Ground: The Master of Celerity is no longer hindered in any way by any form of adverse terrain. This includes being able to move over surfaces like ice and lava without trouble.

Bladestorm: The seemingly never ending gale of blades lasts longer as enemies die. Effectively the great cleave feat is gained.

Instant Sprinter: Instant Sprinter is gained as a bonus feat. This speed boost can not be used in combination with other class features such as Super Sonic.

Mortal Draw: If your weapon is sheathed you may unsheathe it to attack the opponent with compliancy. These attacks deal double damage. This can be done once per instance of combat and is a full round action.

Impossible Descent: The Master of Celerity can now survive a fall from any distance. She has learned to redirect the vast forces of her momentum and use this knowledge to turn her downward force from the fall into forward momentum. She must move after the fall or she takes regular falling damage.

Paradox of the Undying Tempest: The Master of Celerity is so fast it makes the speed of light wish that it were faster. She may lash out once per day dealing damage to all enemies within her range of movement with twice her number of compliancy attacks at her highest BAB. Damage is dealt once but the Bladestorm ability is still in affect. It is honestly a giant casserole of nonsense.

Playing a Master of Celerity[edit]

Religion: Masters of Celerity do not have a religion that they typically follow, It is purely the players decision

Combat: Masters of Celerity typically use their speed to flank opponents or to defeat multiple weaker enemies quickly.

Advancement: Masters of Celerity usually advance into a fighter based class or to a rogue class to either increase their fighting skills or to use their skills to the benefit of stealth.



Back to Main Page3.5e HomebrewClassesBase Classes

Allowed AlignmentsLawful Good +, Lawful Neutral +, Lawful Evil +, Neutral Good +, Neutral +, Neutral Evil +, Chaotic Good +, Chaotic Neutral + and Chaotic Evil +
Article BalanceModerate +
AuthorCwind +
Base Attack Bonus ProgressionModerate +
Class AbilityOther +
Class Ability ProgressionFull +
Fortitude Save ProgressionPoor +
Identifier3.5e Class +
Length20 +
Minimum Level1 +
RatingUnrated +
Reflex Save ProgressionGood +
SkillBalance +, Diplomacy +, Disable Device +, Escape Artist +, Gather Information +, Heal +, Hide +, Jump +, Knowledge +, Listen +, Move Silently +, Open Lock +, Search +, Sense Motive +, Sleight of Hand +, Spot +, Survival +, Swim + and Tumble +
Skill Points4 +
SummaryThe Master of Celerity is trained to fight effectively with two weapons. They use there superior speed to out maneuver their opponents. +
TitleMaster of Celerity +
Will Save ProgressionGood +