The Zoomer with subclasses

The Zoomer

Level

Proficiency Bonus

Feature Gains

Blurs

Blur bonus

1st

+2

Unarmored Defense, Blur

2

+1

2nd

+2

Fighting style, Expertise

2

+1

3rd

+2

Archetype

2

+1

4th

+2

Ability Score Improvement

3

+1

5th

+3

Uncanny Dodge, Ready

3

+1

6th

+3

Archetype Feature 

3

+1

7th

+3

Quicksilver Blood

3

+1

8th

+3

Ability Score Improvement, Improved Blur

4

+2

9th

+4

Faster than light

4

+2

10th

+4

Ability Score Improvement

4

+2

11th

+4

Archetype Feature 

4

+2

12th

+4

Improved Blur II

4

+2

13th

+5

5

+2

14th

+5

Archetype Feature 

5

+2

15th

+5

Persistent Blur

5

+2

16th

+5

Ability Score Improvement

5

+3

17th

+6

Improved Blur III

6

+3

18th

+6

Inspired Caution

6

+3

19th

+6

Ability Score Improvement

6

+3

20th

+6

Mercury’s Ward

10

+3

Class Features

As a zoomer you gain the following class features.

Hit Points

Hit dice: 1d8 per Zoomer level

Hit points at 1st level: 8+ Your Constitution modifier

Hit points at higher levels: 1d8 (or 5) + your Constitution modifier per zoomer level after 1st

Proficiencies

Armor: None

Weapons: Simple weapons, Short Swords, Rapiers, Whips

Vehicles: one of your choice

Saving throws: Dexterity and Charisma

Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Persuasion, Sleight of hand, Stealth, and Arcana

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a rapier, (b) a short sword, (c) any simple weapon

  • (a) two whips, (b) four javelins

  • (a) An Entertainer’s Pack, (b)Dungeoner’s Pack and a Trinket

Unarmored defense

The Zoomer’s unarmored defense,while not wearing any armor or using a shield is 10 + Dexterity Modifier + Charisma modifier.

Blur

At first level, You can tap into a well spring of arcane energy that helps you move at a rate that leaves most creatures barely able to track your motions. On your turn you can tap into this energy as a bonus action, It grants you the following benefits as long as you aren't wearing heavy armor or using a shield. 

  • Your speed increases by ten feet

  • You are unaffected by difficult terrain

  • While in the blur state you become harder to hit which gives you an AC bonus listed on the Zoomer table

  • At level 8 you can use 2 full actions on your turn while blurring, this does not increase the number of  bonus actions or reactions. At level 11 this increases to 3 actions, and at level 17 it becomes 4 actions. While blurring you may only may only attack once per action.

If you use a spell of any level during your blur you must make a DC 13 saving throw unmodified or the effects of the blur will end and you will forfeit any additional actions and movement, and your turn ends. 

Your blur lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your blur on your turn as a bonus action

Once you have blurred the number of times shown for your Zoomer level in the Blurs Column of the Zoomer table, you must finish a long rest before you can blur again.

Fighting style

Pick one 

Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.

Close Quarters Shooter: You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. Finally, you have a +1 bonus to attack rolls on ranged attacks.

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

Great Weapon Fighting: (going back in for Disk Knight subclass)

Humble Weapon fighting: Even the puny blowgun now can deal a reasonable amount of damage. The base damage of any weapon listed in the Player’s Handbook is now 1d6. So get out those whips and blowguns. (personal invention)

Expertise

At 3rd level, you choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Uncanny Dodge

Starting at 5th 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.

Ready

Starting at 5th level, you may add +5 to your initiative roll. You may use this feature a number of times equal to your Charisma modifier.You may also use this feature to negate the effects of a surprise round. Recharges on a short or long rest.

Quicksilver blood

Starting at 6th level, while Blurring the arcane forces that provide you with your speed also quicken your healing. On the beginning of each turn in which you are in the Blur state you receive 1d6 restored hit points if you are currently below half your maximum hitpoints. 

Faster than light

Starting at 9th level, you gain advantage on stealth rolls as long as you are using the dash action.

Persistent Blur

The old level 15… Your Blurs now only end if you are knocked unconscious or you choose to end them.

Inspired Caution

At 18th level you gain the ability to transfer you speed to your companions. As a bonus action choose any number of friendly creatures within 15 feet, they now gain the benefit of you fleetness. Their speed becomes yours for one minute. 

Mercury’s Ward

At 20th level, you embody the power of Mercury. Your Charisma Score increase by 4. Your Maximum for this score is now 24. Additionally you have a flying speed equal to your walking speed.

Archatypes

Disk Knight

The disk Knight has funneled their connection with the arcane into a magical construct. You gain proficiency with medium armor and martial weapons when you choose this route.

Tensor’s Skimming Disk 

Starting when you take this route at level 3 you can use your action to summon a magical disk that skims along the ground to drastically increase your movement speed. Your speed increases by 10 feet while you are riding your disk. This bonus increases to 15 feet at level 6, 20 feet at level 12, and 30 feet at level 15

Disk Alterations 

Starting at level 6 when you  create your disk you can choose one of the following alterations and apply it to your vehicle, you can change the attribute on a short or long rest. At level 12 you can weave two alterations onto the design of your disk. 

Disk DC 10+CHA mod + Prof Mod

Of Jumping 

When you take this alteration you can now use your disk to jump your movement in a straight line.

Of Doubling 

When you take this alteration you can  attack twice instead of once, whenever you take the Attack action on your turn.

Of Climbing 

When you take this alteration you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move. 

Of Blades

You can now use your disk to attack, it’s a 3d4 finesse weapon you are proficient with. This weapon deals slashing damage.

Of Shimmering

When a creature you can see attacks a target that is within 15 feet of you, you can use your reaction to cause your disk to shine dramatically. The target of your technique must make a wisdom saving throw, on a failed save the attack gets disadvantage.

Of Companionship

A companion can gain the benefit of your fleetness. Choose one willing target, you can now move them with you on your movement as long as you are using Tensor’s Skimming Disk. Additionally if you are blurring while this occurs, and they stay within 5ft of you, your companion will benefit from your blur AC bonus.

Of Defensive

When you move, you can roll a d4, rolling the die and adding the number rolled to your AC until you stop moving.

Of Pushing

You may target one creature, if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

Of Charging 

When you use an action to dash 15 feet in a straight line at a creature, you can use your bonus action to attack, you gain a +5 bonus to the attack’s damage roll if you hit.

Of Smashing

You can now use your disk to attack, it’s a 2d6 STR weapon you are proficient with. This weapon deals bludgeoning damage and deals double damage to objects.

Additional Fighting Style

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

Disk Master

At 14th level you can cast Tensor’s Floating Disk at will without using a spell slot, you may only have one disk cast at a time using this feature.

Fast-caster

The fast caster is a shallow impulsive user of the arcane arts. Having no official spell list and relying primarily on cantrips, this Route often attracts gamblers, as magic pairs well but unreliably with blurs. When you take this Route at third level Charisma becomes your spellcasting attribute.

Spell DC 10+CHA mod + Prof Mod

Spell attack mod: CHA mod + Prof Mod

Quick magic

When you take the route of the Fast-Caster Starting at 3nd level you gain the use of cantrips. You may select 4 cantrips from the following: Gust, Guidance, Message, Mage Hand, Mending, Spare the dying, Vicious Mockery, Thunder Clap, Lightning lure, Primal Savagery, Poison Spray, Minor illusion,  or Green Flame blade.

Arcane Escape

At 6th level, when you are hit by a melee attack you may use your reaction to remove yourself from the situation. From the perspective of your attacker you disappear and reappear a distance away. This distance is your speed. You may use this feature a number of times equal to your Dexterity modifier, refreshes on a long rest.

Speed Avatar

11th level brings you the ability to cast the Mirror Image spell twice per short or long rest. 

Magical Reflexes

At 14th level, when you are hit by a melee attack you may use your reaction to cast a cantrip of your choice

Time Bending Subclass?

Future Vision

Starting at level 3, While blurring You don’t provoke opportunity attacks provided you are engaged with only one enemy at the start of your turn. This increases to two attackers at level 6, 3 attackers at level 9, and 4 attackers at level 15.

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