Freerunner (5e)

## **FREERUNNER CLASS INFORMATION**

A tabaxi weaves through the city, effortlessly scaling walls and leaping the gaps between the buildings.

**RHYTHM OF THE CITY**

Freerunners learn to use their momentum and rhythm to follow the most natural, efficient routes to their destination through an ability they call Flow.

**RUNNER'S HEART**

**CREATING A FREERUNNER**

As you make your Freerunner, think about why you were drawn to the lifestyle.

**Quick Build**

You can make a Freerunner quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom. Then, choose the Athlete or Smuggler background.

### CLASS FEATURES

As a Freerunner, you gain the following class features.

**HIT POINTS**

Hit Dice: 1d8 per Freerunner Level

Hit Points at 1st Level: 8 + your Constitution modifier.

Hit Points at Higyour Levels: 1d8 + your Constitution modifier per Freerunner level after 1st.

### PROFICIENCIES

Armor: Light

Weapons: Simple

Tools: 1 type of artisan tools

**Saving Throws:** Dexterity, Wisdom

**Skills:** Choose 2 from: Athletics, Acrobatics, Insight, Perception, Stealth, Survival

**EQUIPMENT**

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

(a) Any simple weapon or (b) a shield

(a) Dungeoneer’s Pack or (b) Explorer’s Pack

### FREERUNNER TRAIL

At 1st level, you choose a Trail for your freerunner to walk. Choose from Courier, Elementalist, Hellwalker, Weaver, and the others listed here

Your Freerunner Trail grants you additional abilities at 3rd, 6th, 11th, and 15th level.

### FLOW

Freerunners have a natural sense that allows them to think and act not only quickly, but with purpose and a natural rhythm. No action is wasted, and each builds into the next. This ability is called Flow, and represents the Freerunner building up momentum and channeling it into their actions. It works as follows:

* Every round that you move at least your full speed, you gain one point of Flow at the end of the round. You cannot gain more than one point of Flow per round in this way.
* Every round that you move, but move less than your full speed, you neither gain nor lose Flow.
* Any round in which you do not move, you lose any Flow you have left at the end of the round.
* As long as you have at least one point of flow, you increase your move speed by 5 feet.

A Freerunner may spend points of Flow on certain other class features. You can accumulate Flow points up to the listed cap, based on your level. You may spend a point of flow as a bonus action to Dodge, Disengage, or Dash on your turn. Unless otherwise noted, spending a point of Flow is a bonus action.

Outside of a combat encounter where round-to-round Flow management is necessary, you are assumed to have an amount of Flow points equal to your Wisdom modifier or your proficiency bonus, whichever is lower. At the start of most encounters, so long as you were in motion beforehand (and not, for example, sleeping) you will have that much Flow in your pool. Armor impedes your ability to gain and use flow.

### UNARMORED DEFENSE

While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Wisdom modifier. You can use a shield and still gain this benefit.

### PARKOUR

At second level, you have started your journey of overcoming obstacles. So long as you have at least one point of flow, you double your jumping distance and increase your movement speed by 5 feet. This increases by 5 feet at every level that increases Parkour (5, 9, 13, 17, and 20). By spending a point of flow, you may move up slanted or vertical surfaces as if moving normally until the end of your turn.

At 5th level, whenever you spend a point of flow on Parkour you ignore difficult terrain while moving and do not provoke attacks of opportunity.

At 9th level, whenever you spend a point of flow on Parkour you also may move along horizontal surfaces from below, such as ceilings, as well as move across liquids without falling. You still take any damage associated with touching the liquid, such as lava.

At 13th level, whenever you spend a point of flow on Parkour you may spend a second point to gain a fly speed equal to your move speed so long as you begin and end your movement on a solid surface, allowing your to run across gaps and chasms unimpeded or make incredible "leaps".

At 17th level, whenever you spend a point of flow on Parkour you may spend a second point to teleport a distance up to twice your move speed. You may use this ability a number of times per short or long rest equal to your proficiency bonus.

At 20th level, whenever you spend a point of flow on Parkour, you may spend 2 additional points of flow to effect yourself with Time Stop. You may use this ability once per short or long rest.

### ABILITY SCORE IMPROVEMENT

When you reach 4th level, and again at 8th, 10th, 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.

### MOMENTUM STRIKE

At 7th level, you may spend any number of points of flow when you make an attack action. Your attack deals an additional 1d6 damage per point you spend. If you have multiple attacks, you may spend multiple points of flow to apply this to additional attacks.

### IMPROVED FLOW

Starting at 10th level, you have a better understanding of your flow. Whenever you move your full movement speed, you gain 2 points of flow. Whenever you move, but less than your movement speed, you gain 1 point of flow. If you do not move, you lose only half of your accumulated flow. As long as you have at least 1 point of flow, your move speed is increased by 10 instead of 5.

### ALACRITY

At 14th level, your reaction times and ability to manage your movements are drastically increased. You may take an additional bonus action on your turn, provided you spend at least one of them on a Freerunner class feature.

### UNIMPEDED

At 18th level, the Freerunner cannot be stopped. You are immune to any ability that would restrain you or prevent you from moving, including paralysis and spells such as Hold Person. Nonmagical restraints slip off you immediately and you may remove yourself from magical restraints as a bonus action.

## FREERUNNER TRAILS

Each Freerunner picks up different skills, and has a different, unique expertise. The Trail you decide to walk defines how and why you use your flow. Freerunner Trails can be found here. The "Default" trail is the Weaver.