Thrill Seeker | Element 133 Occupation | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Thrill Seeker

Ability Score Increase
Assign 3 points split however between STR and DEX
Wealth, Reputation and Supply
REP +2
Speed Modifier
+10
Skill Proficiencies
Acrobatics, Athletics, Performance, Survival, Nature
Weapon & Armor Proficiencies
Archaic Simple Weapons, Personal Melee Weapons
Tool Proficiencies
Civilian Vehicles
Languages
3 of your choice
Equipment
A piloting license. A lucky helmet. One important item of personal significance related to a NPC. A set of common clothes,

FEAT: Fleet Footed

Used to completing maneuvers at high speeds, you are extremely agile. Gain the following features.

  • You gain proficiency in a Dexterity based skill, and if you already have proficiency in it, you can double your proficiency bonus. In addition, you can add half your proficiency bonus, rounded down, to any Dexterity based ability check you make that doesn't already include your proficiency bonus.
  • If you move at least 15 ft. straight toward a target and then hit it with a finesse weapon on the same turn, the target takes 1d4 extra damage from your attacks.
  • You can nimbly dodge out of the way of certain area effects, such as a explosion or a splash effect. 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.
  • Your instincts are so honed that you have advantage on initiative rolls. Additionally, you can not be surprised.

FEAT: Adrenaline Surge

When you enter combat your body instantly responds to your battle urges releasing a heavy dose of adrenaline into your system. After rolling your Initiative roll, you gain temporary hit points equal to your Tier + 2. Additionally, you have access to a number of Surge Points equal to your Tier +2 each day. These can be spent to use the following actions/reactions.

  • When you hit a creature with a finesse weapon you may spend 1 surge point to add 2d6 damage to the attack.
  • You may temporarily increase you movement speed by spending surge points. You may spend 1 surge point to take the Dash action or the Disengage action as a bonus action.
  • You may spend 2 surge points as an action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.
  • You can cause your allies to become cloaked in whirling winds that give them a boost to their speed. As an action, you can spend 3 surge points to give up to 4 other allies within 30 feet of you have their movement speed increased by 10 feet for 1 hour. You regain use of this feature after you finish a short or long rest.

FEAT: Nimble Step

Moving through difficult terrain costs you no extra movement. You can also pass through any terrain without being slowed by it and without taking damage from it if it has thorns, spines, or a similar hazard. Additionally, you may traverse any extreme terrain (rooftops, failing rope bridge, rocky ridge etc.) at half your movement speed without needing to make a check (provided there are no other obstacles). Or at full speed with a DC 14 Acrobatics check.


Created by

BreePeterson.

Statblock Type

Element 133 Occupation

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