Fighter
Base Class: Fighter

I have achieved unlimited speed.. ..But nowhen to put it.. Please forgive me brother, my lust for speedrunning has gone too far. Darkness is all that is left for me now.

- Speedrunner Mario

 

Those who interact with the TAS Speed Demon have achieved a lust for speedrunning so high that they work to achieve infinite speed. Whether possessed or persuaded, they always look for ways to complete their goals in the optimal amount of time. Depending on the laws of physics in their universes, these individuals develop unique tactics to become faster, with some being more intricate than others.

Movement Tech

Starting at 3rd level, you have begun to improve your movement techniques and have gained the following benefits:

Increased Speed. You gain a +2 to your Dexterity modifier, and your movement speed increases by 10 feet.

Optimized Movement. You gain proficiency in Acrobatics and are now able to take the Dash action using a Bonus Action.

 

Speed Attack

You can now use your action and movement in conjunction to perform a speed attack. If you pass through a space occupied by another creature while using your movement, you can make the Attack action targeting the creature you pass by. If you have one or more melee weapons, you can choose to attack with one of those weapons. If you do not possess a melee weapon, you can make an unarmed strike. Speed attacks gain 1d6 + your Dexterity modifier additional damage of the same type as the weapon used.

Beginner Glitches

Starting at 7th level, you have started learning techniques to break the laws of physics that apply to your universe. Furthermore, you have practiced some of these techniques that you have found to increase your speed. Some of these "glitches" are more minor and result in small speed increases, while others are powerful enough to break the fabric of spacetime itself.

The Backwards Long Jump

As one of the easiest but most versatile glitches to execute, the Backwards Long Jump, or BLJ, stands as the most reliable way to gain speed. Using an action, you can begin to execute a BLJ. While doing a BLJ, your movement speed starts as its default value as dictated by your species (ignore the bonus from the Movement Tech class feature), and increases by 10 feet per consecutive round that the BLJ is used. Unless done on a sloped surface or beneath a low ceiling (5 feet or less), your full movement must be taken during your turn to maintain the BLJ. If done in either of those conditions, you are not required to use your full movement to maintain it. The maximum speed you can have from executing a BLJ is 120 feet.

Speed Points

At the end of each of your turns in which you execute a BLJ, gain 1 speed point. Your maximum amount of speed points is equal to your Dexterity Score + your level in Fighter.

Boundary Clipping

By expending 3 speed points, you can use an action to pass through a wall, ceiling, or floor of your choice, provided there is a space to occupy on the other side of it.

Power-Up Acquisition

By expending 6 speed points, you can use your bonus action to phase one of the following power-up items into existence and use it:

  • Super Mushroom. Your Strength score increases by 4 for 3 rounds, and you have advantage on attack rolls for the same duration.
  • 1-Up Mushroom. You can expend an amount of your hit dice equal to your proficiency bonus to gain that amount of temporary hit points.
  • Wing Cap. You gain a flying speed equal to your walking speed for 1 minute (10 rounds).
  • Metal Cap. Your armor class is increased by 5 for 1 minute (10 rounds).
  • Vanish Cap. You become invisible, as if under the Greater Invisibility spell, for 1 minute (10 rounds).

Speed Frenzy

By expending 10 speed points, you can unleash your most advanced movement techniques and manipulate your speed gained from glitches to enter a frenzy of pure speed. After using an action to activate Speed Frenzy, you gain the effects of the Haste spell for 3 rounds, and you regain your Action Surge if you had already used it prior to this activation. 

Expert Glitches

Starting at 10th level, you have perfected your speedrunning technique to the point of complete control over spacetime. Your glitches have become reality-breaking enough to phase you through more than just walls, and your speed is so high that not even time itself is able to contain you. You are the fastest being in the universe, which is how you have it wrapped around your finger.

Hyperspeed

Your maximum speed point limit is now equal to your level in Fighter + your proficiency bonus + double your Dexterity Modifier. You also now gain 2 speed points per round when executing a BLJ, and your speed increases by 50 feet per round while doing so. Your speed cap is also now 1500 feet.

Dimensional Clipping

You have attained enough speed to now phase through the boundaries of spacetime itself. By expending 6 speed points, you can use your Bonus Action to teleport yourself to any point in space that you know the position of. Alternatively, if a party member is knowledgeable about a point in space, you can travel there as well. You can also target any number of friendly creatures you can see and choose to transport them with you, expending 3 extra speed points per creature you target.

Afterimage Combat

By expending 10 speed points, you can move faster to the point that you create an afterimage copy of yourself using an action. This afterimage gets a spot in the initiative order just below yours, and has all of your equipment and features. It has an amount of hit points equal to half of your own and is not able to he healed, and it also cannot generate speed points. For every turn that the afterimage remains on the field, you lose 1 additional speed point. The afterimage disappears if it reaches 0 hit points, when you have 0 speed points remaining, or when you use a Bonus Action to dismiss it.

Action Blitz

When using an Action Surge, you can expend 15 speed points to give yourself 3 additional actions rather than 1.

4 Parallel Universes

Starting at 15th level, your speed is infinite. You have moved past the boundaries of the mere universe and now have control over the multiverse itself, and you can now clip through the area between realities.

Infinite Speed

The limit on your speed points and BLJ movement speed is removed, and every turn you spend executing a BLJ now gains you 4 speed points and 200 feet of extra speed. However, some adverse effects tend to show themselves if you let your speed get out of control:

60 speed points. You gain 1 point of exhaustion

100 speed points. You gain an additional 2 points of exhaustion.

150 speed points. You gain an additional 2 points of exhaustion and form a singularity that turns into a black hole, which then begins to absorb the surrounding area. This black hole pulls any creatures and non-held objects 30 feet towards it at the beginning of each of your turns. Any creature that is pulled into the black hole takes 12d12 force damage per turn it is there and is unable to move, and any object pulled into it is instantly destroyed.

Multiversal Doppelganger

By expending 20 speed points, you can use an action to summon a version of yourself from another universe. This doppelganger can use all of your abilities, has a hit point maximum equal to yours, and can generate speed points. When summoned, it rolls its own initiative. It leaves the universe that you summoned it to once combat ends or once it dies. If it reaches 0 hit points, you must roll death saving throws for it at disadvantage.

Dimension Hopper

By expending 18 speed points, you can use a Bonus Action to clip through the boundaries of the multiverse and travel to any place you can imagine. You can also travel to any time you would like to, provided you know when that time is in relation to the current time. You can also target any friendly creatures that you can see to bring with you, with each costing another 6 speed points.

Action Overdrive

When using an Action Surge, you can expend 50 speed points to grant yourself 5 additional actions during the round of combat that this feature is activated.

 

Speed Demon

Starting at level 18, you have conquered the Speed Demon possessing you and are able to manifest its form over your own, transforming into the monster that got you to this point. Transforming into the Speed Demon requires 45 speed points on activation and 20 speed points per turn that it is maintained, and costs your full turn. While transformed into the Speed Demon, you have the following benefits.

  • Rejuvenated. You gain temporary HP equal to your current speed points upon transforming (not including the 45 used), and all conditions previously inflicted upon you are removed.
  • Perfect Speed. You have advantage on all Dexterity related rolls.
  • Barrage. You can take 8 actions per turn.
  • Demon Fist. Your Unarmed Strike now deals 2d10 + your Dexterity modifier Force damage.

Upon releasing the transformation and returning to your normal form, you gain an amount of levels of exhaustion equal to the amount of rounds that you sustained the form after activation (this does not include the turn you used to activate it). You cannot deactivate the transformation until you no longer have the speed points necessary to maintain it, at which point it automatically ends.

Previous Versions

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