World Strider (5e Class)
World Strider
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A Dragonborn, a proud creature, darting around the forest with precision only dreamed of. A goblin tries to hit her, but every time he gets a solid look at her, suddenly the Dragonborn’s out of sight. This is her domain, and the goblin has no chance of catching a Strider in its domain.
World Striders are the masters of the world, not due to strength, but purely due to their speed. They are scarcely seen, as they are quite rare, however once one is seen, it’s likely too late for you. They are known to reside over a certain territory, in which they will protect to the best of their ability. There are ones that converse with merchants or passing ships, but due to their upbringings in nature, they generally don’t have the funds to buy from them, and normally are hired to guide them through the area, and keep them safe. World Striders are known to live far longer than their race normally does, and this can be attributed to their connection with nature.
- Creating a World Strider
As you create your World Strider, consider what made them set off into the wild. Were they banished from a city? Did they get lost? Did they follow a master who taught them to isolate themselves from others? Perhaps they discovered a connection with a god, who taught them the ways of the striders. They may have even been thrown off a ship. No matter how, they’ve abandoned civilization, and embrace nature.
- Quick Build
You can make a world strider quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Strength or Intelligence. Second, choose the Urchin background.
Class Features
As a World Strider you gain the following class features.
- Hit Points
Hit Dice: 1d10 per World Strider level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per World Strider level after 1st
- Proficiencies
Armor: None
Weapons: Simple.
Tools: Herbalism Kit
Saving Throws: Dexterity, Charisma
Skills: Choose 3 from Survival, Athletics, Acrobatics, Stealth, Medicine, Perception, and Nature.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) 2 daggers or (b) a finesse weapon
- (a) a shortbow or (b) a simple weapon
- (a) Cook’s Utensils or (b) Alchemist’s supplies
- (a) Explorer’s pack or (b) Herbalism Kit
Level | Proficiency Bonus | Features | Speed Boosts |
---|---|---|---|
1st | +2 | Flow Like Wind, Speed Boost | 1 |
2nd | +2 | Unarmored Defense, Hit and Run, Enhanced Movement | 2 |
3rd | +2 | Strider’s Domain, Rip and Tear, Fast Attacker | 4 |
4th | +2 | Ability Score Improvement | 5 |
5th | +3 | Extra Attack Domain Feature | 6 |
6th | +3 | Life Link | 8 |
7th | +3 | Domain Feature | 9 |
8th | +3 | Ability Score Improvement | 10 |
9th | +4 | Disappear | 12 |
10th | +4 | — | 13 |
11th | +4 | Extra Attack Domain Feature | 14 |
12th | +4 | Ability Score Improvement, Big Boot | 16 |
13th | +5 | Shockwave | 17 |
14th | +5 | Crash | 18 |
15th | +5 | — | 20 |
16th | +5 | Ability Score Improvement | 21 |
17th | +6 | Speed is No Joke | 22 |
18th | +6 | Domain Feature | 24 |
19th | +6 | Ability Score Improvement | 25 |
20th | +6 | Unkillable, Extra Attack | 50 |
Flow Like Wind
At 1st level, you’ve been alone for a while, you’ve studied the land, and you know how to approach it. You are no longer hindered by difficult terrain.
Speed Boost
Starting at 1st level, you gain access to Speed Boosts to spend on movement in combat. Speed boosts are a simple stat, it triples your movement speed for one turn as a bonus action. This does not stack with dash, however dash can be used after Speed Boost. If used before or after an action, Speed Boost will travel 3x the distance of your normal movement speed. You can attempt to use a Speed Boost if you’re out of them, however you must roll a d6 beforehand. On a 1-3, you successfully use a Speed Boost, however, on a 4-6, you fail to, and gain one exhaustion level. You regain Speed Boosts after a short or long rest.
Unarmored Defense
You’ve fallen, you’ve ran into walls, you’ve hit every little thing in the land, and so, you’ve toughened up over time. Starting at 2nd level, while you are not wearing any armor, your Armor Class equals 12 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
Enhanced Movement
Your movement has been enhanced by constant training. Starting at 2nd level, your jumps are now determined by dexterity rather than strength and landing on difficult terrain no longer requires an acrobatics check. Long jumps now go twice as far, moving twice as far as your dexterity score if you move at least 10ft immediately before the jump, or half as much if you make a standing long jump. High jumps now travel 10ft+ your Dexterity modifier if you move at least 10ft immediately before the jump, and 5ft+ your Dexterity modifier if done while stationary.
Hit and Run
You’ve mastered the art of a quick kill, practicing tirelessly on animals. Starting at 2nd level, if you land a hit on an opponent before you travel your full movement speed, you have advantage on the attack, and can continue to move the full distance of your turn after the hit without provoking opportunity attacks. You cannot use Speed Boost however.
Strider’s Domain
Every Strider has a domain, and every domain gives that Strider an advantage. Starting at 3rd level, you can select a Strider domain based on the terrain you are proficient in, Plains Strider, or Mountain Strider. You gain benefits from this domain at 3rd, 5th, 7th, 11th, and 18th level.
Rip and Tear
You’ve learned how to hunt better than most could ever dream of. Starting at 3rd level, all slashing damage is increased by 1d6. This changes to 2d6 at 6th level, 3d6 at 12th level, and 5d6 at 20th level.
Fast Attacker
You’ve had to fight for a long time, and know how to do it best. Starting at 3rd level, your attack modifier is based on dexterity rather than strength.
Ability Score Increase
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.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.
Life Link
At 6th level. You’ve learned the ways of the world, you know how life works. You can now choose an object that doesn’t take up more than 1ft of space and link your life to it. As long as that item isn’t destroyed, you will live as long as it does, unless slain in combat. If the item is destroyed, you die instantly, without any saving throws. If resurrected, you may choose a new item.
Disappear
You’ve honed your speed over many nights. At 9th level, as a reaction, you can choose to use 3 Speed Boosts to instantly move 100ft in any direction except up. If there is something hindering the Strider from moving 100ft, it will move the maximum distance possible.
Big Boot
At 12th level, your legs are a true force to be reckoned with. As an action, you can kick your enemies with great force with at least 10ft of movement beforehand. The kick does 5d8 bludgeoning damage with 10ft of movement beforehand, and increases 1d8 per 30 feet before that. The kick also throws the enemy back, depending on the size of the creature. A tiny creature will be thrown 50ft back, a small creature will be thrown 40ft back, a medium creature will be thrown 20ft back, a large creature will be thrown 10ft back, a huge creature will be thrown 5ft back, and a gargantuan creature will not be thrown. Tiny, small, medium, and large creatures are also knocked prone by this feature.
Shockwave
You’re not always going to be able to outrun your problems, not now, at least. Starting at 13th level, you can now slam one of your legs on the ground, creating a 10ft shockwave around the Strider. This shockwave only does 1d12 thunder damage, yet it knocks any creature, regardless of size, that is touching the ground, 25ft away, and knocks them prone.
Crash
You’ve run out of options, so now, it’s about time you show them how dangerous speed is for you. Starting at 14th level, if you can reach an enemy without using all of your movement speed, you can crash into them, dealing 4d12 bludgeoning damage to the enemy, deal 4d8 bludgeoning damage to yourself, and knocking both you and the enemy prone.
Speed is No Joke
You’ve decided that you need to teach others that speed isn’t exactly weak, so, you came up with a way to. Starting at level 17, you can spend 10 speed boosts and instantly gain multiple different advantages. You can take one extra action on your turn, you instantly gain tripled movement speed and jump distance, Big Boot now does 7d10 bludgeoning damage, Shockwave now has a range of 50 feet, your AC increases to 22. This lasts for 1 minute, and after the minute is over you must make a DC 18 dexterity saving throw. You take 10d8 bludgeoning damage on a failed saving throw, and gain 2 levels of exhaustion on a success.
Unkillable
You’ve become a true force of nature, the incarnation of it, and you’ve found it’s limits. At 20th level, your Dexterity and Constitution scores increase by 4, and your maximum for those scores is now 24, you can now use 3 Speed Boosts to run across water or up walls on your action, and you can use 30 Speed Boosts to instantly succeed on any dexterity saving throw.
Plains Strider
- Winds of the Zephyr
At 3rd level, you’ve ran a lot, you’ve learned how to run, you’ve learned it all. Your movement speed is doubled.
- Winds of the Tornado
At 5th level, you’ve boosted quite a bit, and you’re starting to get used to it. Every time you use a Speed Boost, roll a d6. On a 1-5, you use the Speed Boost as normal, on a 6, you use a Speed Boost without using a charge.
- Winds of the Hurricane
At 7th level, even a mighty storm can be contained, with enough speed. You can now cast call lightning as a 4th level spell twice, regaining use at the end of a long rest. The spell DC for this is 10 + your Dexterity modifier + your Proficiency modifier.
- Winds of the Moon
At 11th level, the night is your ally, and with it comes a special bonus. You have proficiency on stealth rolls, and if you already have proficiency, the modifier is doubled.
- Winds of the Gods
At 18th level, even the Gods have limits, and your speed may surpass them. You can now use up every Speed Boost you currently have to escape any kind of damage. This however, leaves you with 2 levels of exhaustion no matter what.
Mountain Strider
- Hard as Stone
At 3rd level, you’ve fallen, and fallen, and fallen. Your constitution score increases by 2.
- Strong as Steel
At 5th level, you keep getting back up, no matter what hits you. Falling damage is negated from less than 50ft, and halved after that.
- Bold as Brass
At 7th level, you’re confident in your strength, and that confidence radiates off of you. You’re now proficient in the persuasion skill, and if you were already proficient, the modifier is doubled.
- Destructive as a Dragon
At 11th level, you’ve destroyed your fair share of things, now you’re confident enough to destroy more. You now can cast fireball as a 4th level spell twice, regaining use at the end of a long rest. The spell DC for this is 10 + your Constitution modifier + your Proficiency modifier.
- Terrible as a Tarrasque
At 18th level, you’re battle hardened, you’re a true force to be reckoned with. You can now take two attacks as a bonus action.
Multiclassing
Prerequisites. To qualify for multiclassing into the World Strider class, you must meet these prerequisites: 13 Dexterity
Proficiencies. When you multiclass into the World Strider class, you gain the following proficiencies: Light Armor, Simple Weapon Proficiency
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