Zoomer

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 monk level after 1st

Proficiencies

Armor: None
Weapons: Simple weapons
Tools: Choose any one musical instrument of Vehicle
Saving Throws: Dexterity, Intelligence
Skills: Choose two from Acrobatics, Athletics, Perception, Sciences, Sleight of Hand, and Stealth

Equipment

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

  • (a) a burglar’s pack, (b) a dungeoneer’s pack, or (c) a superhero’s pack
  • (a) scout armor or (b) light undercover shirt
  • (a) athletic outfit, (b) casual outfit, or (c) any costume

The Zoomer

Level Proficiency Bonus Speed Attack Speed Points Unarmored Movement Features
1st +2 1d4 Quick Defense, Speed Attack
2nd +2 1d4 2 +10 ft. Speed Points, Unarmored Movement
3rd +2 1d4 3 +10 ft. Zoomer Path, Deflect Missiles
4th +2 1d4 4 +10 ft. Ability Score Improvement, Swift Action
5th +3 1d6 5 +10 ft. Extra Attack, Stunning Strike
6th +3 1d6 6 +15 ft. Uncanny Dodge, Zoomer Path feature
7th +3 1d6 7 +15 ft. Evasion, Dash Boost
8th +3 1d6 8 +15 ft. Ability Score Improvement
9th +4 1d6 9 +15 ft. Unarmored Movement improvement
10th +4 1d6 10 +20 ft. Quick Dodge
11th +4 1d8 11 +20 ft. Zoomer Path feature
12th +4 1d8 12 +20 ft. Ability Score Improvement
13th +5 1d8 13 +20 ft. Quick Strike
14th +5 1d8 14 +25 ft. Quick Reflexes
15th +5 1d8 15 +25 ft. Supersonic Strike
16th +5 1d8 16 +25 ft. Ability Score Improvement
17th +6 1d10 17 +25 ft. Zoomer Path feature
18th +6 1d10 18 +30 ft. Extra Attack
19th +6 1d10 19 +30 ft. Ability Score improvement
20th +6 1d10 20 +30 ft. Rescue Boost

Class Features

As a zoomer, you gain the following class features.

Quick Defense

Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Intelligence modifier.

Speed Attack

Beginning at 1st level, you know how to strike with incredible speed with unarmed strikes and any simple melee weapons that doesn't have the two-handed or heavy property. You gain the following benefits while you are unarmed or wielding only weapons from the previous list and you aren't wearing armor or wielding a shield:

  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and specified weapons.
  • You can roll a d4 in place of the normal damage of your unarmed strike or specified weapon. This die changes as you gain zoomer levels, as shown in the Speed Attack column of the Zoomer table.
  • When you use the Attack action with an unarmed strike or a specified weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.

Speed Points

Starting at 2nd level, you gain a number of speed points. Your zoomer level determines the number of points you have, as shown in the Speed Points column of the Zoomer table. You can spend these points to fuel various speed features. You start knowing three such features: Swift Blows, Swift Defense, and Swift Step. You learn more speed features as you gain levels in this class.

When you spend a speed point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended speed back into yourself.

Some of your speed features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Speed save DC = 8 + your proficiency bonus + your Dexterity modifier

Swift Blows
Immediately after you take the Attack action on your turn, you can spend 1 speed point to make two unarmed strikes as a bonus action.

Swift Defense
You can spend 1 speed point to take the Dodge action as a bonus action on your turn.

Swift Step
You can spend 1 speed point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

Unarmored Movement

Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain zoomer levels, as shown in the Zoomer table. At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

Zoomer Path

When you reach 3rd level, you commit yourself to a zoomer path, such as Acrobat, Speed Trickster, or Sprinter. Your path grants you features at 3rd level and again at 6th, 11th, and 17th level.

Deflect Missiles

Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your zoomer level. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free.

If you catch a missile in this way, you can spend 1 speed point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency regardless of your weapon proficiencies, and you are considered proficient with the weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet.

Ability Score Improvement

When you reach 4th level, and again at 8th, 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.

Swift Action

Starting at 4th level, you can add your proficiency bonus to initiative checks.

Extra Attack

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

At 18th level, you gain an additional extra attack, allowing you to attack three times whenever you take the Attack action on your turn.

Stunning Strike

Starting at 5th level, you can strike with rapid force. When you hit another creature with a melee weapon attack, you can spend 1 speed point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.

Uncanny Dodge

Starting at 6th 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.

Evasion

At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. 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.

Dash Boost

Starting at 7th level, when you use a dash action, the increase equals double your speed, after applying any modifiers. With a speed of 30 feet, for example, you can move up to 90 feet on your turn if you dash. You can use this ability once per short or long rest without penalty. You suffer one level of exhaustion each additional time you use this feature beyond the first.

Quick Dodge

Starting at 10th level, by spending 2 speed points, you impose disadvantage on opponents in melee combat for 3 rounds.

Quick Strike

At 13th level you gain advantage against single melee target after moving 10' or more.

Swift Reflexes

At 14th level, you react so quickly that you can do both of the following:

  • You can spend 1 speed point gain advantage on a saving throw.
  • You can spend 1 speed point to use your bonus action to take the Dodge Action.

Supersonic Strike

Beginning at 15th level, you can channel all of your movement into one massive punch. You must move at least 20 feet prior to making your attack roll and spend 3 speed points. You make a single unarmed strike as an action. If successful, you deal 6 times the normal damage of your speed attack. The target makes a Strength save and if it fails its pushed back 10 feet and knocked prone. This strike can be heard 300 feet away.

Rescue Boost

At 20th level, if you're not in combat and realize that someone in line-of-sight is in danger, you can use the dash action to run in a straight line to aid them. The increase for your dash is triple your speed, after applying any modifiers. With a speed of 30 feet, for example, you can move up to 120 feet on your turn if you dash. You can use this ability once per long rest.


Zoomer Paths

Your speed might come from training or from super-powers, and that will affect the way that you use it.

Acrobat

You are a master of acrobatics, able to perform extraordinary feats of balance, agility, and motor coordination. Although acrobatics is generally associated with human body performance, it may also apply to other types of performance, such as aerobatics, snowboarding, and BMX biking.

Free-Runner
Starting when you choose this path at 3rd level, you gain advantage on Strength (Athletics) checks made to jump and on Dexterity (Acrobatics) checks, provided you move at least 10-feet before making the check.

Additionally, you add 10 feet to your climb speed, but it cannot be increased beyond your land speed with this feature.

Tumble Through
At 6th level, by making a Dexterity (Acrobatics) check DC 15, you can ignore movement penalties from difficult terrain.

Nimble Dodger
At 11th level, if you are wearing no armor, you can use your Dexterity (Acrobatics) modifier as your Armor Class. you can exploit a creature's momentary distraction when it is hit by an attack. Whenever a creature within 5 feet of you is hit by an attack made by a creature other than you, you can use your reaction to make a melee attack against that creature.

Flawless Acrobat
At 17th level, you are so well trained in acrobatics that whenever you roll 9 or lower on a Dexterity (Acrobatics) check or on a Strength (Athletics) check made to jump, you can count the roll as a 10.

Speed Trickster

Speed Tricksters have super-powers which make them faster than humanly possible. They utilize these powers to move quickly across the battle-field, but also to create other effects.

Speed Skill
Starting when you choose this path at 3rd level, by spending 1 speed point, you can use a bonus action to perform any skill or tool check what would normally require a standard action. This cannot be used to make an attack.

Trick Strike
At 6th level, you can strike with blinding speed and force. Whenever you hit a creature with one of the attacks granted by your Swift Blows, you can impose one of the following effects on that target:

  • It must succeed on a Strength saving throw or be knocked prone.
  • It must make a Strength saving throw. If it fails, you can push it up to 10 feet in any direction.
  • It can't take reactions until the end of your next turn.

Speed Tricks
At 11th level, you can use your speed to duplicate the effects of certain powers or to achieve additional special effects. Additionally, you gain the gust cantrip if you don’t already know it.

  • Blinding Speed: By spending 3 speed points and running with blinding speed, you can affect all targets that you can reach in a single move. Each creature must make a Dexterity save or suffer one of the following effects:
    • Disarmed: The target can be disarmed of one item it is holding in one hand. It can't be disarmed of an item it's holding in two hands.
    • Prone: The target can be knocked prone.
    • Pushed: The target can be pushed 10 feet in any direction.
  • Spinning Top: By spinning in place, you can cause a cyclone that forces all the creatures immediately around you to fall back. You can spend 1 speed point to create an effect identical to the Gale Burst power.
  • Whirlwind: You can spin your arms in a circular motion before you, causing a whirlwind to sprout before you. You can spend 2 speed points to create an effect identical to the gust of wind power.
  • Windfall: You can spin your arms in a circular motion at your sides, causing the wind to funnel around them. You can spend 1 speed point to create an effect identical to the feather fall power.

Vibro-Punch
At 17th level, you gain the ability to strike with lethal vibrations. When you hit a creature with an unarmed strike, you can spend 3 speed points to reduce your target to 0 hit points. The creature can make a Constitution save to instead take 10d10 necrotic damage.

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