Freerunner Trails (5e)

## COURIER

*Couriers travel vast distances to deliver messages and goods to people in far off lands.*

### As The Crow Flies

At 1st level, Couriers can always instinctively determine the shortest path to anywhere you has visited before from your current location. This instinct functions as a simple “straight line” in most cases; being trapped in a maze will not allow your to escape by simply determining the location of the previous town you visited (but it will help your in other aspects, such as retracing your steps back to any other point in the maze you has been). you can also automatically determine which way is north.

### Tireless

Starting at 3th Level, Couriers only need to rest for half as long as other members of your race. you have advantage on saves against exhaustion from non-magical sources.

### Where I'm Going

Beginning at 6th level, the Courier can spend a point of flow to determine the direction and rough distance to an unfamiliar location, object, or creature. you must have a clear mental image of your quarry; usually, a description or image will suffice. you finds the distance and direction to the nearest kind of creature, type of object, or location that matches the description, so the more specific and detailed the description, the better. In order to reliably find a unique object (i.e. an artifact or a personal possession) or creature (as opposed to "nearest elf with brown hair" or "nearest kobold"), you’ll need to have personally observed your quarry to avoid false positives. Nonmagical disguises and things like plastic surgery or body doubles do not fool this ability, as this ability is linked to a specific body, and not a specific soul or spiritual identity. Thus, some method of body-swapping would fool this ability.

This ability cannot be used to negate penalties or other effects that come from attacking a target that is under the effects of mirror image, invisibility, simulacrum, or any other effect that creates more of/obscures the target. In the case of spells that create magical duplicates or illusory images, the Freerunner gets multiple positive readings to the target locations - one for the actual target, and one for each duplicate. If the location/object/creature is warded against detection or divination effects, the Freerunner becomes aware that this is the case, and you must pass whatever check or saving throw the effect dictates. If you fails, you gain no information as to the target's location other than that the target is warded.

### Inventory Management

When you reach 11th level in this subclass, Couriers have a keen awareness of every item on your person and its exact location. you may take the Use an Object action as a bonus action by spending a point of flow. Additionally, you gain advantage on perception checks to notice something being taken from them.

### Where I've Been

At 15th level, the Courier can spend ten minutes to attune yourself to your current location. you may then teleport to that location at any time as a standard action by spending 4 points of flow, provided you’s on the same plane. you can only teleport yourself in this manner, but when you leaves you creates a Gate that lasts for one round; anyone can follow your through while the portal lasts. Teleporting to a location removes that attunement, requiring the Freerunner to spend the time again if you wiyous to return in the same fashion. you can have a number of attunements equal to your proficiency bonus at any given time, and can remove an attunement as a bonus action.

## ELEMENTALIST

*Elementalists are able to convert the energy of their motion into elemental powers.*

### Energetic Flow

At 1st level, you are able to handle more energy than other Freerunners. You increase your maximum flow by your proficiency bonus.

### Spellcasting

Starting at 3rd Level, you augment your martial abilities by casting spells.

**Spell Slots**

The Elementalist Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higyour. To cast one of these spells, you must expend a slot of the spell's level or higyour. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell Thunderwave and have a 1st-level and a 2nd-level spell slot available, you can cast Charm Person using eityour slot.

**Spells Known of 1st Level and Higher**

You know three 1st-level Druid spells of your choice, two of which you must choose from the Evocation and Conjuration spells on the Druid spell list.

The Spells Known column of the Elementalist Spellcasting table shows when you learn more Druid spells of 1st level or higyour. Each of these spells must be an Evocation or Conjuration spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the Druid spells you know with another spell of your choice from the Druid spell list. The new spell must be of a level for which you have spell slots, and it must be an evocation or conjuration spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

**Spellcasting Ability**

Wisdom is your spellcasting ability for your druid spells, since you learn your spells through dedicated study and memorization. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.

**Spell save DC** = 8 + your proficiency bonus + your Wisdom modifier

**Spell attack modifier** = your proficiency bonus + your Wisdom modifier

### Air Render

Beginning at 6th level, you can spend a point of flow when you make a melee attack to target a creature at a range up to your movement speed.

### Transfer Energy

When you reach 11th level in this subclass, you may sacrifice a spell slot to immediately gain 2 points of flow per spell level expended.

### Frozen Moments

At 15th level, you can use your flow to draw the energy out of time itself to give yourself enhanced reaction times, effectively slowing the world around you. You may spend a point of flow whenever you make an attack roll, an ability check, or a saving throw to roll an additional d20. You can choose to spend this after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.

You can also spend one flow as a reaction when an attack roll is made against you. Roll a d20 and then choose whether the attack uses the attacker's roll or yours. This may be used a number of times equal to your Wisdom modifier per long rest.

## HELLWALKER

*The Hellwalkers get their name for the way they rush through combat, leaving the battlefield a hellish wasteland.*

### Hellwalker Proficiencies

You are proficient with Martial weapons and light and medium armor. Wearing armor does not impede a Hellwalker's ability to gain or spend Flow.

### Violent Flow

Starting at 3rd Level, you gain a point of flow whenever you critically hit a creature or reduce a creature to 0 HP. You lose a point of flow if you do not make at least 1 attack during your turn. You gain a +1 bonus to attack and damage rolls as long as you have at least 1 point of flow.

### Extra Attack

Beginning at 6th 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 15th level in this class.

### Rip And Tear

When you reach 11th level in this subclass, your Momentum Strike deals d8s instead of d6s, and you have advantage on Momentum Strikes made against Aberrations, Fiends, and Undead.

### Extra Attack

At 15th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn.

## WEAVER

*The Weaver focuses on their movement as a defense, making them difficult to pin down.*

### Danger Sense

When you choose this trail at 1st level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity Saving Throws against effects that you can see, such as traps and Spells. To gain this benefit, you can't be Blinded, Deafened, or Incapacitated.

### Uncanny Dodge

Starting at 3rd 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

Beginning at 6th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm 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.

### Motion Blur

When you reach 11th level in this subclass, you may spend a point of flow as an action to benefit from the effects of a Mirror Image spell.

### Ambush-Proof

At 15th level, you have advantage on Initiative checks. You are unable to be surprised and may act normally if you would be surprised.