Friday, August 19, 2016

Speed Fighter

The computers were down at my day job all day so I spent the time coming up with a fighter class that’s built around speed. I don't know how well this would play, but I think the ability to deal multiple damage and cover a lot of ground could be pretty cool.

SPEED FIGHTERS

Hit Points
Hit Dice: d10
Hit Points at 1st Level: 10 + Con modifier
Hit Points at Higher Levels: 1d10 (or 6) + Con modifier per level

Proficiencies
Armor: Light
Weapons: Unarmed strikes, All Light and Finesse Melee weapons.
Tools: None
Saves: Dexterity, Constitution
Skills: Choose two from Acrobatics, Athletics, Insight, Intimidation and Survival.

Dash
At 1st level, you can use the Dash action as a bonus action.

Extra Attack
Also at 1st level, you get two attacks on your turn.  This number increases to three attacks per turn at 10th level and three attacks per turn at 17th level.

Extra Movement
Starting at 2nd level, your increased speed lets you cover more ground that normal. You gain an additional 10 feet to your normal movement, as long as you aren’t wearing medium or heavy armor.

Ability Score Improvement
At 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score by 2, or two ability scores of your choice by 1.  As normal, you cannot increase an ability score above 20 using this feature.

Second Wind
Beginning at 5th level, you can use a bonus action to regain hit points equal to 1d10 + your speed fighter level.  Once you use this feature you cannot use it again until you complete a short or long rest.

Uncanny Dodge
Starting at 6th level, when an attacker that you can see hits you with an attack, you can use a reaction to halve the attack’s damage against you.

Evasion
At 9th level, you can dodge certain area effects.  When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you take no damage if you succeed on the saving throw and only half damage if you fail.

Improved Movement
When you reach 13th level, when you move, you can run along vertical surfaces and across liquids without falling.

Missile Snatching
Starting at 14th level, when you are hit by a ranged weapon attack, you can use a reaction to catch the missile.  When you do so, the damage you take is reduced by 1d10 + your Dexterity modifier + your speed fighter level.
If the damage is reduced to zero, as part of that same reaction, you can make a ranged attack with the missile you just caught.  You make the attack with proficiency, regardless of your weapon proficiencies.

Quick Recovery
At 20th level, you regain full hit points after you finish a short rest.

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