Base Class: Rogue
Not every fast runner in the Olympics is a speedster, to become a speedster you must first be deemed worthy by the speed force(it is not truly known if the speed force is sentient though most people believe so.), and then survive being struck by lightning. Only those who can use this force are considered speedsters. Speedsters are very impatient and usually seek out adventure. They almost always crave to be faster than they are, and are willing to do close to anything to accomplish this goal. Despite this, most speedsters live away from society, and away from each other for fear that their speed will be stolen. But the ones who do live in society normally hear this encouraging catchphrase "Run Speedster, Run."
Enhanced Speed
As you gain more experience with your speed you get faster, starting at the 3rd level, you gain a 5ft speed bonus every level, by the 20th level your speed should be around 115ft, if it isn't change it to 115ft
Speed Boost
You gain 5 extra feet of movement
Running Abilities
With your newfound speed, you gain some new ways to run, you gain a climbing speed equal to your running speed, when you climb you are actually just running fast enough that gravity doesn't affect you and you gain a swimming speed that allows you to run on water.
Speed Force Intrusion
You gain the ability to run fast enough to break the space and time barrier and run into the parallel dimension only known as the speed force. When you run into the speed force, any effects that affect your moving speed or your dexterity stats end and heal back to full health, you can only run into the speed force 1 time per long rest.
Speed Punches
You learn to move your arms fast, and at 9th level, you gain the ability to make an unarmed strike at high speeds, when you use this ability to make an unarmed strike you can attack with your unarmed strike a number of times equal to half your level rounded down.
Time Remnants
You summon yourself from a point in time that cannot be changed (most speedsters only have 5 but you can debate about this with your DM). This is a version of you that has all your knowledge plus future knowledge that it cannot share, it has all the attacks that you have and is willing to sacrifice its life to help you win.
Flashtime
You gain the ability to move fast enough that everything around you starts to move in picoseconds, you can grab onto others in order to put them in flash time but they can only stay in Flashtime for what would be a minute for them before their body can't handle the burnout. A speedster can last oen day in Flashtime before being unable to handle the burnout. During this period of time, anything that cannot move as fast as the speedster is cannot be moved unless physically touched. You may not takea short rest or long rest during this time as if you did you would come out of flash time. Also, while flashtime is active, beings outside of flashtime can only take a maximum of 1d10 damage. You may only use this ability once per day.
Lightning Attacks
Moving at fast speeds combined with the speed forces magical powers allows you to attack using lightning. At 9th level, you choose two lightning attacks, at 13th level, you choose two more lightning attacks and at 17th level, you choose 3 more lightning attacks.
Electric Hands
You learn that when you rub your hands together you can create a healing or damaging electric property with a limit. When you take this ability you gain electric points which are equal to 5 * your level. You may spend any amount of these to heal a creature by that many electric points or to deal half the total spent electric points in lightning damage.
Electric tornado
You gain the ability to cast the tornado spell with the prerequisite that you use your movement speed to run around it at least once per turn. This tornado spell stays activated as long as you keep using your turn to run around and deactivates as soon as you choose to or are unable to complete a lap. Saving throws for the tornado must be made before opportunity attacks, and all other attacks besides the lightning contrail ability are unable to be used while the tornado is being created.
Tornado Spell:
Any creature that starts its turn within the tornado must make a Strength saving throw. On a failed save, the creature takes 4d8 bludgeoning damage and is pushed 10 feet away and 40 feet up. On a successful save, the creature takes half as much damage and isn't pushed.
Any ranged weapon attack against a target within 20 feet of the tornado has disadvantage, and any ranged attack that passes through it automatically misses.
Lightning bolt sword
You create a bolt of lightning and catch it in your hands which vibrates fast enough to keep it solid as an action. You can use this lightning bolt as if it were a longsword, this longsword deals 1d8 lightning damage and counts as magical. It also spreads dim light in a 5ft radius. This sword stays in your hand until dismissed using a bonus action.
Lightning Contrail
As a reaction to attacks of opportunity you may choose to sacrifice half of your remaining movement speed and in return a trail of lightning follows behind you. For the rest of your movement speed this lightning deals 2d8 damage to each creature you move within 5ft of .
Lightning throw
If you use your movement speed to move around an enemy 2 times you may activate this ability. You can use your action to throw a lightning bolt at the enemy your ran around, this lightning bolt deals 1d8 damage.
Lightning Whip
As a bonus action, you vibrate your hand to make a whip made of lightning, the whips size, range and damage change depending on your movement speed used in the turn.
5ft or > = 1d12 lightning damage, 5ft range
10-20ft = 1d10 lightning damage, 10ft range
25-50ft = 1d8 lightning damage, 15ft range
55-100ft = 1d6 lightning damage, 20ft range
100+ft = 1d4 lightning damage, 25ft range
Speed Force Lightning
You gain access to the lightning bolt spell. It can only be used when you use your movement speed and stop within 5ft in front of a creature.
Casting Time: 1 action
Range: Self (100-foot line)
Target: Self (100-foot line)
Duration: Instantaneous
A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. The lightning ignites flammable objects in the area that aren’t being worn or carried.
Speed Force Prison
You learn to manipulate the speed force to create a Prison inside of it, the prison can only contain 1 creature at a time and must contain 1 creature at all times, when the creature is in the prison they are taken to their most horrible memory and it is repeated over and over again until they are removed. To resist entering the prison a DC 15 Strength or Dexterity check must be made, otherwise they break free, and are immune to being pulled into the prison for 1 day. When being removed from the prison, a creature must make a DC 20 Wisdom check or go insane (decide insanity rules with your DM). The Strength or Dexterity check may be repeated once a long rest but if failed, other than the first time, the creature takes 1d4 lightning damage. If a creature dies in the speed force prison, it's body is returned to the exact spot where it was imprisoned in the real world, you are not notified of it's leaving the prison but may put another creature inside the prison.
Speed Mirage
You gain the ability to cast the Mirror Image spell. When your duplicates die, the attacker of the duplicate takes 1d4 lightning damage.
Level: 2
Casting time: 1 Action
Range: Self
Components: V, S
Duration: 1 minute
Three illusory duplicates of yourself appear in your space.
Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real. You can use your action to dismiss the illusory duplicates.
Each time a creature targets you with an attack during the spell’s duration, roll a d20 to determine whether the attack instead targets one of your duplicates.
If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.
A duplicate’s AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.
A creature is unaffected by this spell if it can’t see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.
Supersonic Punch
At your maximum speed, you run towards a creature of your choosing, when your fist collides with this creatures body it creates such an event to which both the health of you and the creature are lowered by your maximum speed. This causes no opportunity attacks from the attacked creature.
Comments