Sprinter (D&D 5E Homebrew Class)

by Khae1

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Sprinter

Preface

This class wasn't made for a normal Dungeons & Dragons campaign but to be used in a Monster Hunter setting with the hunting rules Amellwind has established. Be sure to check out his amazing content on Patreon here.

  • You can find the original creator of the image below here

Description

A person born to run and fight at the same time. Sprinters are constantly training to become faster and faster in their attacks, they don't need physical strength but unparalleled speed. Becoming unstoppable is their main goal.

Unparalleled Speed

Living to become faster is the main goal of a Sprinter, reaching levels that no normal person can get to.

Using kinetic energy to strike can prove to be very harmful to yourself if you don't know how to do it properly. That is why a Sprinter needs long periods of training to achieve the perfect body and mind coordination.

Creating a Sprinter

When creating a Runner, think about what got you to live by the thrill of going always faster. Was it because you needed to be powerful, because you just wanted to be faster than anyone, or because you just enjoyed it.

Sources

Some of this content was made by me with the collaboration of the Monster Hunter Discord, some of it was from the original dnd manuals and some were stuff found on reddit and dandwiki.

Sprinter
Level Proficiency
Bonus
Features Quick
Attack
1st +2 Fighting Style, Quick Attack +1
2nd +2 Adrenaline, Accurate Shot, Cunning Action +2
3rd +2 Ready to Fight +1d4
4th +2 Ability Score Improvement +1d4
5th +3 Extra Attack, Sprint +1d4
6th +3 Land’s Stride +1d4
7th +3 Evasion, Uncanny Dodge +1d4
8th +3 Ability Score Improvement +1d4
9th +4 Quick Reaction +2d4
10th +4 Ability Score Improvement +2d4
11th +4 Additional Fighting Style +2d4
12th +4 Ability Score Improvement +2d4
13th +5 Improved Metabolism +3d4
14th +5 Swirl +3d4
15th +5 Diamond Soul +3d4
16th +5 Ability Score Improvement +3d4
17th +6 Improved Evasion +4d4
18th +6 As Fast as Possible +4d4
19th +6 Ability Score Improvement +4d4
20th +6 Over the Limits +4d4

Class Features

As a Sprinter, you gain the following class features, and you should prioritize Dexterity, Intelligence, and Constitution.

Hit Points


  • Hit Dice: 1d8 per Sprinter level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Sprinter level after 1st

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons
  • Tools: One type of artisan’s tool

  • Saving Throws: Dexterity, Intelligence
  • Skills: Acrobatics and choose two from History, Investigation, Perception, Persuasion, Sleight of Hand, Stealth, and Survival

Fighting Style

You adopt a particular style of fighting as your specialty. Choose a Fighting Style from the list of optional features. You can't take the same Fighting Style option more than once, even if you get to choose again.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Interception

When a creature you can see hits a target that is within 1,5 m of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a simple or martial weapon to use this reaction.

Charging

When you dash, you may move an additional 3 m (2 squares) and may attack with a melee weapon against a creature as part of the dash.

All-Terrain Sprint

You gain a climb and swim speed equal to your normal movement speed, and may increase the distance you jump by your constitution modifier.

Quick Attack

If you have moved at least 3 m in the direction of an enemy and then hit him with an accurate weapon in the same turn, then that target suffers extra damage based on the Quick Attack column. This bonus is not multiplied by a critical.

Adrenaline

Starting at the 2nd level, you receive adrenaline charges that can be used to improve your speed even further. You have an amount of adrenaline equal to your Sprinter level + the Constitution modifier. You restore a number of charges equal to your Constitution modifier after a short rest and the adrenaline charges are completely restored after a long rest.

Accurate Shot

Starting at the 2nd level, when you hit an enemy with an accurate weapon and you have not added Quick Attack damage, you can spend an adrenaline charge to add Quick Attack damage.

Cunning Action

Starting from the 2nd level, your quick thinking and agility allows you to move and decide what to do faster. You can now take a bonus action on each of your turns. This action can be used only to take the Dash, Disengage, or Hide action.

Dash

When you take the Dash action, you gain extra movement for the current turn. The increase equals your speed, after applying any modifiers. With a speed of 9 m, for example, you can move up to 18 m on your turn if you dash.

Any increase or decrease to your speed changes this additional movement by the same amount. If your speed of 9 m is reduced to 4,5 m, for instance, you can move up to 9 m this turn if you dash.

Disengage

If you take the Disengage action, your movement doesn't provoke opportunity attacks for the rest of the turn.

Hide

When you take the Hide action, you make a Stealth check in an attempt to hide, following the rules for hiding. When a creature can't see you, you have advantage on attack rolls against it. If you are hidden, both unseen and unheard, when you make an attack, you give away your location when the attack hits or misses. When someone that can't see you tries to attack you, he has disadvantage on the attack roll.

Ready to Fight

At the 3rd level your body is always ready to fight at all times. After rolling initiative, you get a number of temporary hit points equal to your Sprinter level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Using the feats rule, you can forgo taking this feature to take a feat of your choice instead.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Sprint

Starting from the 5th level, your speed increases by 3 m as long as you are not wearing heavy armor.

Land’s Stride

Starting at 6th level, moving through Difficult Terrain costs you no extra Movement. You can also pass through Plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

Evasion

Beginning at the 7th level, you can nimbly dodge out of the way of certain area effects, such as a dragon’s fiery breath. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Uncanny Dodge

Starting at the 7th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

Quick Reaction

Starting at the 9th level, your reflexes are so trained that you get an advantage on initiative rolls. Plus you can no longer be surprised by a hidden enemy.

Additional Fighting Style

At the 11th level, you can choose a second option from the Fighting Style class feature.

Improved Metabolism

Starting at the 13th level, you are immune to the effects of enviromental heat and cold, but you have to eat twice your normal daily needs.

Swirl

Starting from the 14th level, you can spend one adrenaline charge to do an attack action against every enemy in your range. You must do a different attack roll for every enemy.

Diamond Soul

Beginning at the 15th level, your mastery over your body grants you proficiency in all saving throws.

Additionally, whenever you make a saving throw and fail, you can spend 1 adrenaline charge to reroll it, but you must use the second result.

Improved Evasion

Beginning from the 17th level, you have advantage on every Dexterity saving throw.

As Fast as Possible

Starting from the 18th level, your base speed increased by 3 m and your movements do not cause opportunifty attacks.

Over the Limits

Starting at the 20th level, you can spend 15 adrenaline charges to get an extra turn after your current turn. At the end of the second turn you get a exhaustion level that cannot be removed in any way.

Exhaustion

A creature suffers the effect of its current level of exhaustion as well as all lower levels.

Finishing a Long Rest reduces a creature’s exhaustion level by 1, provided that the creature has also ingested some food and drink.

Level Effect
1 Disadvantage on Ability Checks
2 Speed halved
3 Disadvantage on Attack rolls and Saving Throws
4 Hit point maximum halved
5 Speed reduced to 0
6 Death