Speedster (3.5e Class)

From Dungeons and Dragons Wiki
Jump to: navigation, search


Homebrew.png
Author: Kageainoko (talk)
Date Created:
Status: how close to completion
Editing: Clarity edits only please
Scale.png Low - Moderate - High - Very High
ArticleUndiscussed.png
Rate this article
Discuss this article

A class that gives the powers of a Speedster.

{{{length}}}
"{{{length}}}" is not a number.



Other Other


The Speedster[edit]

Life moves fast. Only those who can keep up can survive.

Making a Speedster[edit]

Speedsters are known for their unmatched speed. They dominate the battlefield with their quick movements and burst strikes. Speedsters are also extremely valued party members for their abilities to assist over long distances.

Abilities: A Speedster heavily relies on his dexterity for most of his abilities as well as bonus surge points (see below). They also focus on strength as a melee combatant.

Races: Any race can become a speedster, although smaller creatures (such as halflings, gnomes, and quicklings) are more drawn to speed due to their natural hit-and-run mindset.

Alignment: Any.

Table: The Speedster

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +2 +0 Surge Points, Speed Boost, Confinement Vulnerability, +10ft Speed
2nd +2 +3 +3 +0 Dash Strike, +10ft Speed
3rd +3 +3 +3 +1 Special Attacks
4th +4 +4 +4 +1 Enhanced Reflexes, +10ft Speed
5th +5 +4 +4 +1 Speed Dodge
6th +6/+1 +5 +5 +2 Deflect Missiles, +10ft Speed
7th +7/+2 +5 +5 +2 Vertical Run
8th +8/+3 +6 +6 +2 Enhanced Reflexes, Create Vortexes, +10ft Speed
9th +9/+4 +6 +6 +3 Extra Move
10th +10/+5 +7 +7 +3 Miracle Run, +10ft Speed
11th +11/+6/+1 +7 +7 +3
12th +12/+7/+2 +8 +8 +4 Enhanced Reflexes, +10ft Speed
13th +13/+8/+3 +8 +8 +4 Static Charge
14th +14/+9/+4 +9 +9 +4 Throw Lightning, +10ft Speed
15th +15/+10/+5 +9 +9 +5 Overcharge
16th +16/+11/+6/+1 +10 +10 +5 Enhanced Reflexes, Phase, +10ft Speed
17th +17/+12/+7/+2 +10 +10 +5
18th +18/+13/+8/+3 +11 +11 +6 Rewind, +10ft Speed
19th +19/+14/+9/+4 +11 +11 +6 Enhanced Reflexes
20th +20/+15/+10/+5 +12 +12 +6 Time Remnant, +10ft Speed

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Disguise (Cha), Escape Artist (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Perform (Cha), Ride (Dex), Search (Int), Sleight of Hand (Dex), Swim (Str), Tumble (Dex), Use Rope (Dex).


Class Features[edit]

All of the following are class features of the Speedster.

Weapon and Armor Proficiency: A Speedster gains proficiency all simple weapons and all light martial weapons. Speedsters are not proficient with any armors or shields.

Surge Points(Ex): As a Speedster you receive surges of power from the Speedforce; the number of surges your body can withstand before resting increases as you gain levels and are listed below. Surge points can be spent for other Speedster abilities. The Speedster also gains bonus surge points per day equal to 2 times his dexterity modifier.

Level Surge Points per day Level Surge Points per day
1 2 11 22
2 4 12 24
3 6 13 26
4 8 14 28
5 10 15 30
6 12 16 32
7 14 17 34
8 16 18 36
9 18 19 38
10 20 20 40

Speed Increase(Ex): A speedster's niche is the ability to move extremely fast. As such, he gains a +10ft to his land speed at first and second level, and an additional 10ft every even level afterward. This bonus stacks with his base speed and becomes his new base speed for determining other effects (such as spells or abilities).

Speed Boost(Su): At first level, when rolling inititive, you may expend 2 Surge points to double your total roll. In addition, during combat, this ability can be used by spending 1 surge point to increase the Speedster's base speed by 20ft for one round. One additional point can be spent to add an additional 20ft, but a Speedster can only use this up to his Dexterity modifier per round.

Confinement Vulnerability(Su): Speedster suffer from an innate need to move. Any check penalties or loss of speed through armor or carrying capacity is doubled.

Dashstrike(Su): Beginning at 2nd Level a Speedster can spend 1 Surge point to make an attack of opportunity at a distance of 1/2 his base speed. This ability still uses his attack of opportunity for the round.

Special Attacks(Su): Beginning at Level 3 you gain the following special abilities:

Speedstrike- Your hands are a blur as you strike. when making a full-attack, you can spend 3 surge points to add one additional attack (at your highest BAB). this ability can be used up to your Dexterity mod per round, but can only be used on a single opponent.

Speed Mirage- You move so fast that there appears to be two of you. A Speedster can spend 2 Surge points and gain a +4 insight bonus to AC and Ref saves and a 25% miss chance. This ability last for 1 round per dexterity modifier, or until the Speedster willfully discharges. If you are hit while the ability is active, roll a concentration check (DC=Dmg taken), If you fail, you lose this ability.

Gang Buster- You may attack every enemy in your reach. by spending 6 surge points you can make one attack to every enemy within 1/2 of his base speed (at his highest BAB). This ability still provokes attack of opportunity, and if damage is taken, your movement stops and you may not make any more attacks that round.

Supersonic Strike- You charge at your opponent and channel kinetic energy into one strike. by spending 6 surge points, as a full round action, you can make an attack at your highest BAB and if the attack succeeds, the opponent must make Fort save (DC=10 + 1/2 Dmg taken) or get knocked back 5ft/10pts of Dmg taken, taking an additional 1D6 per 10ft traveled (opponent gains an extra 1D6 if stopped).


Enhanced Reflexes(Ex): When you reach 4th level, and again at 8th, 12th, 16th and 19th level, A speedster gains a +1 to his Dexterity score.

Speed Dodge(Su): Beginning at 5th Level, as an immediate action, a Speedster may spend 1 surge point to double his Dexterity modifier for the purpose of determining AC against one attack.

Deflect Missiles: At 6th level, a Speedster gains the "Deflect Arrow" feat and can use it even if the prerequisites are not met.

Vertical run(Ex): Starting at 7th level, a Speedster may expend one Surge point to run up a vertical surface a distance equal to his movement speed; a speedster must end his movement on a horizontal surface or will fall after he has finished moving, taking appropriate damage. In addition, a Speedster can use this ability to run down vertical surfaces and avoid damage. As long as the Speedster has a surface to run, he can ignore falling damage of up to twice his base speed.

Create Vortexes(Su): At level 8, you can spend 4 surge points to spin around in place and create a whirling vortex. The Vortex has a 5ft radius and all caught inside make a Fort save (DC=10 + Dexterity modifier + 1/2 Speedster level). On a failed save, they take 1d8 per two levels of force damage and are knocked prone. On a success, they take half damage and are not knocked prone.

Extra Move(Ex): starting at 9th level, when a Speedster uses a run action, he can increase his multiplier by +2 (x7 with the Run feat, x6 without). this ability cannot be used if the Speedster is taking any penalties to his speed.

Miracle Run(Su): At 11th level, a Speedster can run on water and other liquids as if affected by the "waterwalking" spell. this ability only works while the Speedster is moving however, so the Speedster has to end his movement on a solid surface or fall.

Static Charge(Ex): At 13th level, a Speedster can harness the excess static energy he produces. Any opponent that hits a Speedster with a melee attack takes 1D4 points of electric damage (1D8 if hit with a metal weapon). In addition, a Speedster can make a melee touch attack as a standard action at will. This touch deals 1D6 points of electric damage.

Throw lightning(Su): At 14th level a Speedster can cast "Lightning Bolt" once per day per five levels as a spell-like ability. This functions as a sorcerer spell except that half of the damage is considered force damage and using his Speedster level as his caster level and his Dexterity modifier as his casting modifier.

Over-Charge(Ex): At 15th level, a Speedster masters the control of his electrical abilities. you may expend Surge points to add electric damage to any melee attack. he gains 1D6pts/surge point spent. he can also use this ability in conjunction with his "Throw Lightning" ability to increase his caster level (+1 CL per point spent).

Phase(Su): At 16th level, a Speedster can spend 4 surge points to be affected by the "Ethereal Jaunt" spell.

Rewind(Su): At 18th level, a Speedsters speed begins to break the time barrier. 1 per week a Speedster can undo one effect that happened in the last round. This ability functions as the "Undo" spell. Each time this ability is used, the DM can roll a percentile (starting at 10% and increasing by 5% for each use). If percentage is rolled, the following round will spawn 1D4 "Time Wraiths" (as a Dread Wraith, but in addition to Con Dmg, also drains 1D8 surge points and 10ft of move speed with its touch).

Time Remnant(Su): At 20th level the Speedster's understanding of speed Transends the bond of time. By spending 25 surge points the Speedster is effected as if he cast the "Duplicate spell" (using his Speedster level as his caster level and his Dexterity modifier as his casting modifier.)


Back to Main Page3.5e HomebrewClassesBase ClassesKageainoko (talk) 13:01, 4 January 2019 (MST)Kageainoko

Article BalanceHigh +
AuthorKageainoko +
Base Attack Bonus ProgressionGood +
Class AbilityOther +
Class Ability ProgressionOther +
Fortitude Save ProgressionGood +
Identifier3.5e Class +
Length20 +
RatingUndiscussed +
Reflex Save ProgressionGood +
SkillBalance +, Climb +, Concentration +, Craft +, Disguise +, Escape Artist +, Jump +, Listen +, Move Silently +, Perform +, Ride +, Search +, Sleight of Hand +, Swim +, Tumble + and Use Rope +
Skill Points4 +
SummaryA class that gives the powers of a Speedster. +
TitleSpeedster +
Will Save ProgressionPoor +