Artificer
Base Class: Artificer

A mad scientist is an entity with unshakable certainty in its own conclusions, a lack of empathy towards other, no basic morality and a sense of intellectual superiority to set it on a path to do whatever is necessary to complete its goals. Anyone who stands in its way becomes a challenge or impedance to overcome, swiftly and viciously if necessary. As a mad scientist you push the boundaries of your experiments and even more so your body and mind. In the endless torture you endure at your own hands in this pursuit, you lose your sanity, morality and empathy, falling to the voices compelling you to complete what has been started no matter the cost or eventual effect.

Tool Proficiency

3rd-level Mad Scientist feature

You gain proficiency with Alchemist's Supplies. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Mad Scientist Spells

3rd-level Mad Scientist feature

You always have certain spells prepared after you reach particular levels in this class, as shown in the Mad Scientist Spell table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Mad Scientist Spells

Reckless Augmentation

3rd-level Mad Scientist feature

Whenever you finish a long rest, you can augment your body to your benefit or detriment depending on the augmentation table. Roll on the Augmentation table to determine the augments effect, which will be triggered immediately after your long rest. Once the augment takes effect it will not reset until the next long rest.

You can create additional augmentations up to your proficiency bonus by expending first level or higher spell slots for each one. When you do so, you use your action to create the augmentation and you roll on the augmentation table to determine the augment. To augment anyone other than yourself, the creature or entity, must be willing or incapacitated.

Creating an augmentation requires you to have a set of Alchemist's Supplies on your person, and any augment you create with this feature lasts until the end of your next long rest.

When you reach certain levels in this class, you can make more initial augmentations at the end of a long rest: two at 7th level and three at 15th level. Roll for each augments effect separately.

d10 Augment
1 Frail Legs. Due to a failed augmentation, you end up with frail legs. (Reducing movement by 10ft)
2 Enhanced Legs. Due to a successful augmentation, you gain powerful legs. (Increases movement and jumping distance by 10ft)
3 Durability. Due to a successful augmentation, your innate durability increases. (Grants a +1 to AC) 
4 Frail Arms. Due to a failed augmentation, you end up with frail arms. (Imposing a -1 to strength ability score)
5 Enhanced Arms. Due to a successful augmentation, you gain powerful arms. (Grants a +1 to strength ability score)
6 Ailing Health. Due to a failed augmentation, your health is in disorder. (Imposes -10 to HP)
7 Robust Health. Due to a successful augmentation, your health is vigorous. (Grants +10 to HP)
8 Lethargy. Due to a failed augmentation, you end up with dimmed senses causing you to react slower to situations. (Imposing -1 to dexterity ability score)
9 Vivacity. Due to a successful augmentation, your situational and reactional awareness is enhanced. (Granting +1 to dexterity ability score)
10 Enhanced Senses. Due to a successful augmentation, your senses are heightened giving you an enhanced awareness of your surroundings. (Granting 10ft of Blindsight)

Harnessing the Chaos

5th-level Mad Scientist feature

Only a mad man would try to harness the chaos that permeates the entire world, but you just happen to be unhinged enough to achieve it. All weapons and casting focus' of the mad scientist have been enhanced to deal extra 1d6 damage by harnessing the chaotic energy in this universe.

When determining the extra damage, roll on the damage type chart to determine the type of energy harnessed. An extra 1d6 damage will be levied on top of whatever attack is made, spell, ranged, or melee.

At Higher Levels. you are able to harness higher levels of energy. At 9th - extra 2d6 damage. At 15th - extra 3d6 damage.

d6 Damage Type

1

Lightning

2

Fire

3

Ice (cold)

4

Thunder

5

Necrotic

6

Radiant

Maniacal Genius' Hubris

9th-level Mad Scientist feature

Due to your deranged sense of superiority and intellectual supremacy, you have an unshakable certainty in your own conclusion. It is so unyielding that you can cause others around you to doubt their conclusions. You can use this feature to have others reroll skill checks and saving throws. The abilities application to the situation is up to your DM to determine.

You can use this feature up to your proficiency bonus plus two per long rest. Number available resets after a long rest.

Tenacious Modifier

15th-level Mad Scientist feature

Due to your endless painful experiments, augmenting yourself and others to achieve greater heights, you have gained an expertise in augmentation. When rolling on the augmentation chart you have advantage on the roles. This means that when rolling for the chart, you roll two d10s and take the augmentation that would benefit you the most.

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