Guillman's Guide to Speed
August 16, 2023 8:00AM EST
Introducing Guillman's Guide to Speed, a groundbreaking sourcebook for 5e that takes your adventures to electrifying new heights! Immerse yourself in a windborne, arcanepunk-inspired world filled with high-stakes races, thrilling action, and innovative gameplay. We need your help to test the Magic Items, Classes, Curses, Spells, & much more. We currently have over 160+ pages of content, art, with much more to come. Get a sneak peek at the heart-pumping action in our upcoming book.
We're excited to announce a special Early Bird Reward for our dedicated supporters. Sign up for a pre-launch notification, back ANY of our Kickstarter packages (yes, even the PDF one!) within the first 48 hours of our campaign launch, and you'll receive a FREE set of dice! All you need to cover is the shipping cost, which will be managed post-campaign on Backerkit. Don't miss out - set your reminders and get ready to claim your bonus reward.
Guillman's Guide to Speed offers an array of unique features
Experience the adrenaline rush of high-speed racing with our comprehensive speedracing rules and mechanics. Customize your vehicles, master the art of maneuvering, and outpace your rivals in intense, heart-pounding competitions.
Commandeer an array of arcane-punk styled vehicles designed for speed and agility. Outfit your ride with powerful arcane engines, deadly weaponry, and ingenious contraptions to gain an edge in every race.
New Classes and Subclasses
Unleash your inner speed demon with our innovative class options, such as the Siege Engineer, and Dynamo. Each class comes with unique abilities and powers to master, ensuring a fresh and exhilarating gameplay experience.
Magic Items and Spells
Supercharge your arsenal with a vast selection of speed-themed magic items and spells. Harness the power of lightning, manipulate time, and bend reality to your will as you leave your opponents in the dust.
Explore the rich, diverse world of Orameus, featuring detailed descriptions of its history, myths, and legends. From bustling cities to treacherous wilderness, every location is brimming with opportunities for adventure and intrigue.
Engaging Encounters and Challenges
Put your skills to the test with a variety of skill challenges, puzzles, and curses specifically designed for high-speed gameplay. Outsmart your enemies, navigate perilous obstacles, and race against time to secure victory.
Immerse yourself in the captivating visuals of Guillman's Guide to Speed, featuring breathtaking illustrations, detailed maps, and inspiring character designs. Each page brings the world of Orameus to life, making every adventure a visual treat.
SNEAK PEEKS BELOW
An excerpt from the speedracing chapter.
"Whether it was an innate desire borne from the world’s time soaring at great speed through the stars, or a hobby launched from the mundane exercises of mortal life, it matters not. Some time long in the past, two individuals asked the question: who’s faster? And then quickly answered the question in the form of a footrace. The winner rejoiced and the loser considered new ways to increase their speed. And so the races began. Nowadays most cities hold some form of race, though the style and rules of races vary greatly from one place to another, sometimes even changing based on the time of year or weather. Race winners are held in high esteem, often being recognized for hundreds of miles around. The biggest, fastest and most dangerous races are held in the biggest cities. In this section it’s laid out the rules, qualifications and celebrities surrounding each of the most important races of Orameus."
"As expected, the Volsegradians race using magic. What began as simple push-pedal style go karts were soon enchanted to the physical limits of whatever materials were used to create the carts. Additionally, because so many powerful healers attend the events, the VCSC gets very violent. The rules surrounding the construction of the vehicles and the race itself are minimal, leaving as much space for creativity as possible. But because of the high degree of danger and competitiveness regarding the Street Circuit, competitors must either be race winners in a different circuit or be sponsored by someone who has raced in the VCSC previously."
The dust devil behind a galloping horse, the flurry of water droplets coming of the prow of a ship, the moment of inertia that comes at the very apex of a turn. These things draw upon the tangible element of speed. That same element can be harnessed into a being of its own, and on rare occasion these creatures can be found hurtling through the wilderness.
Armor Class 17
Hit Points 147
Speed fly 120 ft.
STR8 (-1)DEX24 (+7)CON10 (+0)INT14 (+2)WIS10 (+0)CHA12 (+1)
Saving Throws Dex +10, Cha +4
Skills Acrobatics +10, Performance +4, Perception +3
Damage Resistances Fire; bludgeoning, piercing and slashing from nonmagical attacks.
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Damage Vulnerabilities Force
Senses darkvision 60 ft. passive Perception 11
Hard to Hit. Opportunity attacks made against the speed elemental are done so with disadvantage.
Invisible. The elemental is invisible.
Critically Fast. Whenever the elemental rolls a 20 on an attack, saving throw or ability check, its speed permanently increases by 10 feet.
Multiattack. The element makes three attacks or one speed drain.
Crash. Melee Weapon Attack: +10 to hit, reach 5ft. Hit: 10 (1d6+7) force damage. If the elemental moves 60 ft. or more before landing a crash attack the target is knocked prone.
Huck. Ranged Weapon Attack: +7 to hit, range 20/120ft.,13 (1d12+7) bludgeoning damage.
Speed Drain (Recharge 5-6). Every creature within 40 feet of the elemental must succeed on a DC18 Dexterity saving throw or have their speed reduced by 10ft. for the next hour. This effect can stack.