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Daredevil

Hit Dice: 1d6 per daredevil


Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher levels 1d6 (or 4) + your Constitution modifier per daredevil
level after the 1st

Proficiencies
Armor: None
Weapons: Simple weapons, Martial weapons
Tools: None
Saving Throws: Dexterity, Charisma
Skills: Choose two from Acrobatics, Athletics, Sleight of Hands, Stealth,
Perception, Deception
Equipment
You start with the following equipment, in addition to the equipment granted by
your background:
• (a) a rapier or (b) any martial melee weapon
• (a) two daggers or (b) any simple weapon
• An explorer's pack or a dungeoneer’s pack

Grace
In battle, you fight with feline grace. On your turn you can expend a mobility
point to enter grace.
While in grace, you gain the following benefits as long as you are not wearing any
armor or wielding a shield
• 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.
• Enemies have disadvantage on their attack rolls against you.
Grace lasts for 1 minute and It ends early if you are knocked unconscious.

Instant Reflexes
While not wearing any armor or wielding a shield, your armor class equals 10 + 2
times your Dexterity modifier.

Nimble Assault
Starting at 2nd level, you learn to exploit your speed offensively. When moving
more than 10ft in a straight line you can spend a mobility point to make an attack
as part of the movement action.

Elemental Union
At 3rd level, you choose an element to merge with. Your choice grants you features
at 3rd level and again at 6th, 10th, and 14th levels.
Elements: Lightning, Fire, Water

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.

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

Extraordinary Mobility
Starting at 5th level, your speed increases by 10 feet while you aren't wearing any
armor. This bonus increases to 20 at 10th level, 30 at 15th level and 40 at 20th
level.

Escapist's Cunning
At 7th level you can avoid most attacks when only focusing on doing so. When you
take the dodge action you gain +5 to your armor class and to your dexterity saving
throws.
This increases to +10 at 15th level.

Burst of Speed
At 9th level you gain a +7 bonus to all your initiative rolls. On the first round
of combat you can expend a mobility point to double your speed until the end of the
turn.

Extra Attack
Beginning at 11th level, you can attack thrice, instead of twice, whenever you take
the Attack action on your turn.

Thousand Cuts
Starting at 15th level you can memorise the weak spots of the opponents. If you hit
your target with an attack roll you gain +1 to all of your attack rolls against the
same target until the end of the turn

Unmatchable Speed
Beginning at 18th level, if your total for a Dexterity check is less than your
Dexterity Score, you can use that score in place of the total.

Embodiment of Speed
At 20th level, your agility reaches unimaginable levels.
You can attack four time instead of thrice, whenever you take the Attack action on
your turn. Your dexterity score increases by 4. Your maximum for this score is now
24.

Lightning

Lightning Infusion
Beginning at 3rd level in the thick of the battle you become one with lightning.
While in grace you are immune to lightning damage and all the damage you deal is
converted to lightning damage. Additionally you can use your bonus action to
execute a Lightning Bite. The lightning bite deals 1d6 + dexterity modifier as
lightning damage. The die increases to 1d8 at 6th, to 1d12 at 10th and to 1d20 at
14th level.

Harrowing Storm
At 6th level you learn to blink in the fabric of reality. You can expend a mobility
point to replace your movement with teleporting to a spot that is not obstructed
and its distance to you is not greater than your speed. If you teleport behind an
enemy you can ambush them. Make a stealth check contested by a perception check
from your enemy. If it succeeds you have advantage on your attack rolls against the
ambushed target until the end of your turn.

Jolt
After you reach 10th level you can discharge great amounts of electricity when in a
pinch. If you are being grappled at the start of your turn you deal 1d12 +
dexterity modifier as lightning damage to the creature grappling you. The damage
die increases to 1d20 at 14th level.

Artillery Discharge
If you hit a creature with an attack roll you mark them until the start of your
next turn. If a marked creature moves lightning strikes them from the sky dealing
1d20 + your dexterity modifier as lightning damage to them.

Fire

Fire Infusion
Beginning at 3rd level in the thick of battle you become one with fire. While in
grace you are immune to fire damage and all damage you deal is converted into fire
damage. Additionally you have a fire aura surrounding you. When a creature finishes
their turn within 5 feet of you they take 1d6 fire damage. This increases to 2d6 at
6th level, 3d6 at 10th level and 4d6 at 14th level.

Feasting on Flames
After you reach 6th level you can spend a mobility point to absorb fire surfaces in
a 10ft radius around you. If you absorb any fire with this ability you can roll a
hit die and heal for the rolled amount.

Hellish Rebuke
At 10th level when an enemy in range of your fire aura attacks you can use your
reaction to lash out with your flames and strike them back. Make an attack roll
against the creature. If it hits deal 3d6 fire damage to them. This damage
increases to 4d6 at 14th level.

Molten Edge
Beginning at 14th level when you hit a creature with an attack roll they must make
a constitution saving throw against 8 + your dexterity modifier + proficiency
bonus. If they fail they will light on fire. Creatures lit on fire suffer 4d6 fire
damage at the end of their turn, but they can repeat the saving throw to end the
effect.

Water

Water Infusion
Beginning at 3rd level in the thick of battle you become one with water. While in
grace you are immune to cold damage and all damage you deal is converted into cold
damage. Additionally you can use your reaction to spend a mobility die. If you do
so you gain resistance to bludgeoning and thunder damage until the start of your
next turn.

Puddle form
After you reach 6th level you can use your action to spend a mobility point. If you
do so you transform into a puddle that can fit through tight spaces for turns equal
to your proficiency modifier. You take 10 force damage at the end of each turn over
the limit. As a puddle you can move, or spend you action to transform back to your
original form.

Crushing Depths
At 10th level your attacks are imbued with the power of the abyssal pressure. They
deal 2d4 bonus bludgeoning damage. This damage does not get overwritten by your
water infusion. The damage die increases to 2d6 at level 14.

Bubble God
At 14th level you can manifest bubble platforms under your feet. Gain flying speed
equal to your movement speed.

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