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fast HERO

fast HERO

Class Role: Skirmisher, Scout, Mobile Striker
Power Source: Martial
Primary Ability: Dexterity
Secondary Abilities: Constitution, Wisdom
Hit Dice: d8
Armor Training: Light armor
Weapon Training: Simple weapons, finesse melee weapons, simple firearms
Saving Throws: Dexterity, Wisdom
Skill Proficiencies (Choose 3):
Acrobatics, Stealth, Perception, Athletics, Insight, Sleight of Hand

LEVEL PROGRESSION SUMMARY

Level          Features

    1              Two Basic Talents                                      11             One Basic, Trained or Advanced Talent
    2              One Basic Talent                                        12             Ability Score Increase
    3              Strong Hero Archetype                            13             One Basic, Trained or Advanced Talent
    4              Ability Score Increase                              14             Archetype Feature
    5              One Basic or Trained Talent                   15             One Basic, Trained or Advanced Talent
    6              One Basic or Trained Talent                   16             Ability Score Increase
    7              Archetype Feature                                    17             One Basic, Trained, Advanced or Expert Talent
    8              Ability Score Increase                              18             Archetype Feature
    9              One Basic or Trained Talent                   19             One Basic, Trained, Advanced or Expert Talent
   10             Archetype Feature                                    20             One Basic, Trained, Advanced or Expert Talent
 

 CORE CLASS FEATURES

basic talents:

serpentine!
add 1d4 to your AC until the start of your next turn if you have moved this round.

locked on
Give your next attack advantage as a  bonus action.

cheap shot
deal additional damage when you have advantage on an attack, or if you have an ally within 5 feet of your target once per turn. 

fast reflexes
you gain advantage on initiative rolls.

burst of speed
you may dash, disengage, hide or dodge as a bonus action.

expert
gain expertise in two skills or tool sets of your choice.

fighting style
choose one:

Defense: +1 AC
No Scope: +2 to attack with ranged weapons
thrown weapons: +2 to damage with thrown weapons


trained talents

gains! 
permanently gain +2 to your dexterity score

expert x2
gain expertise in two skills or tools sets of your choice.

uncanny dodge
when an attacker you can see hits you with an attack, you can use your reaction to halve that attack's damage.

quick feet
you gain advantage on dexterity saving throws. You ignore difficult terrain when moving.

advanced talents

gains! x2
permanently gain +2 to your dexterity score (Max. 22)

untouchable
when an attack against you misses, you may use your reaction to move up to half of your movement without provoking attacks of opportunity.

reaction mastery
gain an additional reaction that refreshes at the start of your turn.

flow state
movement increased by 10 feet. add your Proficiency bonus to your Armor class.

expert talents

gains! x3
permanently gain +2 to your dexterity score (Max. 24)

quick wits
you cannot be surprised and gain proficiency in wisdom saving throws.

faster than thought
movement increased by 20 feet. you always act first in initiative.

blur step
as a bonus action, you move faster than the eye can see, blurring and teleporting up to 30 feet into an empty space you can see.
 

fast HERO ARCHETYPES

close quarters combatant
(CQC)

Role: Mobile Striker
Fantasy: Knife-Fighter, Brawler, Blitz Attacker

CQC studies and implements movement-triggered offense

 

Level 3 – In the Clinch

You bring them in close, then dispatch them with vigor.

  • You may make a Grapple check as a Bonus Action.

  • All attacks made while Grappled or Grappling are made at Advantage.

Level 7 – Step and Strike

Combining motion and violence, you have learned to adjust during combat.

  • You may make one extra attack after using 'Burst of Speed'.

Level 10 – Applying Pressure

The best defense is a brutal offense.

  • Creatures you have struck this round reduces their attack rolls this round by your Proficiency Bonus until the start of your next turn.

Level 14 – Redline

Bring your melee attacks to the next level.

  • Your melee attacks add your Proficiency Bonus to their damage.

Level 18 – Blink and Bleed

Sharing is caring, even if what you re sharing is pain.

  • Once per round, when you hit with a melee attack you may make an additional attack against another target in melee range.

  • One target hit per round is forced to make a Constitution save (DC Dex+PB+8) or be Stunned until the start of your next turn.

gunfighter

Role: Ranged Skirmisher, Battlefield Control
Fantasy: Action-Hero, Mobile Marksman

Two guns, no waiting.

 

Level 3 – Gun Slinger

Click Click, Bang Bang.

  • Reloading a firearm is done as a free action.

  • Attacking with a firearm while within melee range of an enemy does not cause Disadvantage.

Level 7 – Snap Shot

When someone moves you aim without thinking.

  • When a creature moves in combat, you may make a reaction firearms attack against that creature.

Level 10 – Suppressive Fire

You control space with fire power.

  • As an Action, spend half the maximum ammunition in your firearm targeting a 20ft cone.

  • All enemies in that cone must make a Dexterity save (DC Dex+PB+8) or reduce their movement to zero and have Disadvantage on all attacks until the start of your next turn.

Level 14 – Ricichet

Shots come from impossible angles.

  • When you miss a target for the first time this turn with a firearm, you may ricochet the shot making an attack on a different target.

Level 18 – Bullet Time

You act between seconds.​

  • You gain advantage on all firearms attacks.

city ghost

Role: Scout, Escape Artist, Positional Control
Fantasy: Urban Runner, Infiltrator, Vertical Predator

Your environment is all about movement.

 

Level 3 – Wallflow

Your momentum ignores geometry.

  • You may move along vertical surfaces and ceilings during your movement without falling as long as you end your turn on a solid horizontal surface able to hold your weight.

Level 7 – Ghost Entry

You arrive where no one expects.

  • You have Advantage on an Attack made when you have moved as least 10 feet this turn.

  • Opportunity Attacks against you have Disadvantage.

Level 10 – Vanishing

You disappear in motion.

  • You may become Invisible until either the start of your next turn, or when you make a successful attack, whichever comes first. This may be used up to your Proficiency Bonus times per Long Rest.

Level 14 – Reliability

Consistency Consistency Consistency.

  • Whenever you make a Physical (Strength, Dexterity or Constitution) Skill check or Tool Proficiency, you may treat any d20 roll of 9 or less as a 10.

 

Level 18 – Living Shortcut

You treat the battlefield as folded space.

  • You may move through another creature's space without penalty.

  • When you roll Initiative, you may move up to half your Movement.

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