D&D 5E Mad Scientist [Homebrew Class] [WiP]

Yunru

Banned
Banned
The Mad Scientist focuses on fusing SCIENCE and alchemy in unholy experiments and formulaes. With each success he makes himself better, stronger.

Features:

Level 1:
Ritual Casting - Exactly as the Wizard list Ritual Caster feat, except you get a bonus ritual each level.

Level 5:
Extra Attack

Level 11:
Growth Agent - Your size changes to Large, and your equipment grows with you as the ritual takes hold.

Level 15:
As the Vampire's Misty Escape, where your resting place is the last place you long rested.

Alterations:
Alterations are permanent changes to your character, only removable by the likes of a Wish spell. Some Alterations may have requirements before your can take them. In such cases the Alteration remains even if you should fail to meet the requirement in the future.

Tail - Prehensile tail that aids in balance. Advantage on Dexterity saving throws.
1d4 Bludgeoning natural weapon.

Stinger, Serpent Venom - Prerequisites: Tail, Level 5. Unarmed attacks with Tail count as being coated in Serpent Venom. One per tail.

Stinger, Wyvern Poison - Prerequisites: Tail, Level 11. Unarmed attacks with Tail count as being coated in Wyvern Poison. One per tail.

Stinger, Purple Worm Poison - Prerequisites: Tail, Level 17. Unarmed attacks with Tail count as being coated in Purple Worm Poison. One per tail.

Twin Tails - Prerequisites: Tail, Level 7. You get another tail.

Extra Arms - Gain an extra set of arms that can hold and manipulate things.

Extra Legs - An extra set of legs comes with many advantages. Your carrying capacity doubles, your movement speed increases by 10 feet, and you have advantage on checks and saving throws to resist moving.

Fear Glands - Once per short or long rest, fear.

Natural Armor - 13+Dex

Claws - Advantage on climbing checks.
1d6 slashing finesse natural weapon.

Wings - Prerequisites: Level 7. Flight speed 30

Jets - Prerequisites: Wings. Bonus action dash.

Liquid Form - Prerequisites: Level 11. Resistance to nonmagical Bludgeoning, Piercing and Slashing damage. Can squeeze into spaces without disadvantage to attack rolls and dexterity saving throws.
 
Last edited:

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A poisonous stinger for the tail also makes sense.


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At first I was worried that it'd throw out balance, and then I realised that I can just make it apply only to the tail. Still probably going to need testing though.
 

Any thoughts about a calculated risk type of attack option to double attack damage for halving attack bonuses (striegnth included)


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Another idea is for a type of breath weapon (I.E. either fire or a cold based breath weapon)


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