Zoomer
Action Hero Blaster Brain Brawler Charmer Detective Scientist Zoomer

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


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

Equipment


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

  • Any 1 of the following: gaming set or musical instrument
  • (a) a hero's pack, (b) infiltrator’s pack, or (c) student's pack
  • (a) any basic costume and mask or (b) $100

The Zoomer

Level Proficiency Bonus Speed Attack Speed Points Unarmored Movement Features
1st +2 1d4 +10 ft. Speed Attack, Unarmored Movement
2nd +2 1d4 2 +10 ft. Quick Defense, Speed Points
3rd +2 1d4 3 +10 ft. Zoomer Archetype, Deflect Missiles
4th +2 1d4 4 +10 ft. Ability Score Improvement, Swift Action
5th +3 1d6 5 +10 ft. Extra Attack, Dash Boost
6th +3 1d6 6 +15 ft. Uncanny Dodge, Zoomer Archetype feature
7th +3 1d6 7 +15 ft. Evasion, Redirect Attack
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

Class Features


As a Zoomer, you gain the following class features.

Speed Attack


Beginning at 1st level, you know how to strike with incredible speed with unarmed strikes and melee weapons that don'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:

  • Your attack is treated as a finesse weapon allowing you to use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and specified weapons.
  • Your attack deals a minimum of 1d4 damage. This die improves as you gain zoomer levels, as shown in the Speed Attack column of the Zoomer table.
  • If you attack a target before it's taken a turn in combat, you have advantage on your first attack roll.
  • 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 club, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn and you have an empty hand.

Unarmored Movement


Starting at 1st 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.

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 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.
  • Swift Strike: Immediately after you take the Attack action on your turn, you can spend 1 Speed Point to make a second attack as a bonus action.

Quick Defense


At 2nd level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Intelligence modifier.

Zoomer Archetypes


When you reach 3rd level, you commit yourself to a Zoomer archetype, such as Acrobat or Speed Trickster. Your archetype grants you features at 3rd level and again at 6th 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 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.

Dash Boost


Starting at 5th 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.

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 an explosion or the bombastic barrage power. 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.

Redirect Attack


Starting at 7th level, you can fool your enemies into attacking each other. When an enemy that you can see attacks you with a melee attack and it has an ally who is within 5 feet of you, you can spend 1 Speed Point as a reaction to attempt a Redirect 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 make an immediate attack with the enemy's weapon 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 must be directed at a target within 5 feet of you that you can see.

Quick Dodge


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



Zoomer Archetypes


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

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 archetype 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.

Skill and tool checks which require physical interaction but take longer than a single action can be achieved in half the time.

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.
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