Base Class: Artificer
A Master inventor of ingenious and varied devices, an Evil genius is always one step ahead of his enemies. coming up with a device for any situation. an evil genius plots, and schemes. laying traps and concocting plans to always be one step ahead of the rest.
Complicated Childhood
3rd-level Evil Genius feature
At Third level, you may choose an additional background. and all benefits and proficiencies that come with it.
you may take another additional background at level 5, 9 and 15
Acolyte
Acolyte
You have spent your life in the service of a temple to a specific god or pantheon of gods. You act as an intermediary between the realm of the holy and the mortal world, performing sacred rites and offering sacrifices in order to conduct worshipers into the presence of the divine. You are not necessarily a cleric — performing sacred rites is not the same thing as channeling divine power.
Choose a god, a pantheon of gods, or some other quasi-divine being from among those specified by your DM, and work with your DM to detail the nature of your religious service. Were you a lesser functionary in a temple, raised from childhood to assist the priests in the sacred rites? Or were you a high priest who suddenly experienced a call to serve your god in a different way? Perhaps you were the leader of a small cult outside of any established temple structure, or even an occult group that served a fiendish master that you now deny.
Feature: Shelter of the Faithful
As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle.
You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.
Criminal
You are an experienced criminal with a history of breaking the law. You have spent a lot of time among other criminals and still have contacts within the criminal underworld. You’re far closer than most people to the world of murder, theft, and violence that pervades the underbelly of civilization, and you have survived up to this point by flouting the rules and regulations of society.
Criminal Specialty
There are many kinds of criminals, and within a thieves’ guild or similar criminal organization, individual members have particular specialties. Even criminals who operate outside of such organizations have strong preferences for certain kinds of crimes over others. Choose the role you played in your criminal life, or roll on the table below.
| d8 | Specialty |
|---|---|
| 1 | Blackmailer |
| 2 | Burglar |
| 3 | Enforcer |
| 4 | Fence |
| 5 | Highway robber |
| 6 | Hired killer |
| 7 | Pickpocket |
| 8 | Smuggler |
Feature: Criminal Contact
You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.
Folk Hero
You come from a humble social rank, but you are destined for so much more. Already the people of your home village regard you as their champion, and your destiny calls you to stand against the tyrants and monsters that threaten the common folk everywhere.
Defining Event
You previously pursued a simple profession among the peasantry, perhaps as a farmer, miner, servant, shepherd, woodcutter, or gravedigger. But something happened that set you on a different path and marked you for greater things. Choose or randomly determine a defining event that marked you as a hero of the people.
| d10 | Defining Event |
|---|---|
| 1 | I stood up to a tyrant’s agents. |
| 2 | I saved people during a natural disaster. |
| 3 | I stood alone against a terrible monster. |
| 4 | I stole from a corrupt merchant to help the poor. |
| 5 | I led a militia to fight off an invading army. |
| 6 | I broke into a tyrant’s castle and stole weapons to arm the people. |
| 7 | I trained the peasantry to use farm implements as weapons against a tyrant’s soldiers. |
| 8 | A lord rescinded an unpopular decree after I led a symbolic act of protest against it. |
| 9 | A celestial, fey, or similar creature gave me a blessing or revealed my secret origin. |
| 10 | Recruited into a lord’s army, I rose to leadership and was commended for my heroism. |
Feature: Rustic Hospitality
Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.
Noble
You understand wealth, power, and privilege. You carry a noble title, and your family owns land, collects taxes, and wields significant political influence. You might be a pampered aristocrat unfamiliar with work or discomfort, a former merchant just elevated to the nobility, or a disinherited scoundrel with a disproportionate sense of entitlement. Or you could be an honest, hard-working landowner who cares deeply about the people who live and work on your land, keenly aware of your responsibility to them.
Work with your DM to come up with an appropriate title and determine how much authority that title carries. A noble title doesn’t stand on its own — it’s connected to an entire family, and whatever title you hold, you will pass it down to your own children. Not only do you need to determine your noble title, but you should also work with the DM to describe your family and their influence on you.
Is your family old and established, or was your title only recently bestowed? How much influence do they wield, and over what area? What kind of reputation does your family have among the other aristocrats of the region? How do the common people regard them?
What’s your position in the family? Are you the heir to the head of the family? Have you already inherited the title? How do you feel about that responsibility? Or are you so far down the line of inheritance that no one cares what you do, as long as you don’t embarrass the family? How does the head of your family feel about your adventuring career? Are you in your family’s good graces, or shunned by the rest of your family?
Does your family have a coat of arms? An insignia you might wear on a signet ring? Particular colors you wear all the time? An animal you regard as a symbol of your line or even a spiritual member of the family?
These details help establish your family and your title as features of the world of the campaign.
Feature: Position of Privilege
Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.
Sage
You spent years learning the lore of the multiverse. You scoured manuscripts, studied scrolls, and listened to the greatest experts on the subjects that interest you. Your efforts have made you a master in your fields of study.
Specialty
To determine the nature of your scholarly training, roll a d8 or choose from the options in the table below.
| d8 | Specialty |
|---|---|
| 1 | Alchemist |
| 2 | Astronomer |
| 3 | Discredited academic |
| 4 | Librarian |
| 5 | Professor |
| 6 | Researcher |
| 7 | Wizard’s apprentice |
| 8 | Scribe |
Feature: Researcher
When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign
Soldier
War has been your life for as long as you care to remember. You trained as a youth, studied the use of weapons and armor, learned basic survival techniques, including how to stay alive on the battlefield. You might have been part of a standing national army or a mercenary company, or perhaps a member of a local militia who rose to prominence during a recent war.
When you choose this background, work with your DM to determine which military organization you were a part of, how far through its ranks you progressed, and what kind of experiences you had during your military career. Was it a standing army, a town guard, or a village militia? Or it might have been a noble’s or merchant’s private army, or a mercenary company.
Specialty
During your time as a soldier, you had a specific role to play in your unit or army. Roll a d8 or choose from the options in the table below to determine your role:
| d8 | Specialty |
|---|---|
| 1 | Officer |
| 2 | Scout |
| 3 | Infantry |
| 4 | Cavalry |
| 5 | Healer |
| 6 | Quartermaster |
| 7 | Standard bearer |
| 8 | Support staff (cook, blacksmith, or the like) |
Feature: Military Rank
You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.
Evil Genius Spells
3rd-level Evil Genius feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Evil Genius Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Evil Genius Spells Spells
| Artificer Level | Spell |
|---|---|
|
3rd |
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5th |
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9th |
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13th |
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17th |
-inator
-inator
at 5th level, Over the sourse of a short rest, you may create a device capable of recreating the effects of a spell from any class spell list of a spell level equal to half you artificer level, rounded up.
cantrips count as spell level 0
the device weighs an amount of pounds equal to ten times the square of the spell level i.e. a 5th level spell-Inator would weigh 5x5x10 pounds or 250 pounds.
you can only have one -inator active at any one time.
when activating the device, roll a D20, the effect from the Mechanical Mishap Table
1-the device explodes dealing 1d10 + 1d10 for each spell level above 0
2- roll on the “wild magic” table
3- the machine breaks and will require 1 action to fix
4-the machine does nothing.
5- the machine works, too well. It won’t stop! To deactivate the machine you must spend an action to use your tinkers tools to fix it (dc 10 + spell level)
6- the machine activates, but nothing happens. At the start of your next turn, roll a d6, on a 5 or a 6, the machine activates, if not the machine does nothing. Repoeat this roll on subsequent turns until the machine activates.
7- the machine reminds you of a tragic incident from your childhood. While the machine is activated you are considered stunned. This effect ends if you take damage
8- as soon as you break line of sight with the machine, out of nowhere the machine mysteriously disappears!
9- the machine targets the inverse of its normal target. I.e a spell targeted on yourself targets everyone else within 60 feet, or a spell targeted at an area of terrain may fill the sky instead. at the dm’s discretion
10-19 - the machine works normally
20- the machine works better than intended! The spell effects are enhanced at the DM’s discretion
The Assistant
5th-level Evil Genius feature
At th level, You can spend a long rest creating a great and terrible steel golem, and then accidentally make it self aware. The golem understands any languages you speak, and has the following stats
large construct, ac 18, hp 2d10 x your artificer level
STR 20 DEX 4 CON 16 INT 8 WIS 6 CHA 12
The construct has its own alignment and agenda, when creating the golem, get the DM to roll a D20 to discern its alignment. The DM is not to tell you the outcome.
1- the golem’s alignment is directly opposite to yours
2-3 - chaotic evil
4-5 - neutral evil
6-7 - lawful evil
8-9 - lawful neutral
10-11 - true neutral
12-13 - chaotic neutral
14-15 - chaotic good
16-17 - neutral good
18=19 - lawful good
20 - the golem’s alignment aligns with yours.
you can command it as a bonus action. But the golem cannot make attacks.
when asking the construct to perform a task against its interests, as a bonus action you may make a persuasion, intimidation or deception check to ask the construct to perform a task. The DC of which increases depending on how far from the constructs alignment the task is.
During a long or short test you may expend spell slots to heal the construct by 1d10 per spell level.
if the creature is dropped to 0hp, you cannot create a new construct, however it can be repaired at an additional cost of 1,000 gp over the course of a long rest.
the constructs head always survives, and if seperated from you will track you down despite all odds or preventative measures You may take.
I've Been Expecting You
By 9th level, word of your deeds has reached those who would wish to stop you, you are always looking over your shoulder, and are always prepared for an attack.
you can no longer be surprised,
in addition as a bonus action, you can lay a “trap.” you can cast an artificer spell with any casting time to be triggered when certain conditions are met, such as when an enemy steps across a certain threshold, when an ally drops below a certain amount of health, when you are struck by an attack, etc.
you can also use your reaction to manually activate the trap.
you can have up to your INT modifier traps active at once, but cannot have multiple traps of the same effect or trigger.
Weapons of Mass Destruction
15th level Evil Genius Feature
you can now have two -inators active at once.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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12/24/2020 5:57:26 AM
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3
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1
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3
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Coming Soon
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12/24/2020 7:35:47 AM
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12
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4
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4.5
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Coming Soon
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Posted Apr 2, 2021the trap system is also cute but as of right now it is kind of able to be used in ways it was not intended to work, in ways where it is no longer even a trap, it could for instance be used to shorten down the casting times of spells with a casting time of 1 minute or longer such that
cloudkill and find familliar both seem very out of place for replicating this specific character and this specific archetype, especially since you only really need to cast find familiar once to have one and can thus just make an inator that does the job for you, and cloudkill just feels a tiny bit too dark, too evil for this slapstick comedy
perhaps a stupid ribbon feature that let's you deal up to 1d3 + str bludgeoning damage with your unarmed strikes instead of the damage you normally make and giving you advantage on athletics checks made to grapple creatures that are Tiny or smaller just for the sake of having it would be fun
you could have a system allowing a Mad Scientist to occasionally gain inspiration when they have a sad flashback related to their extremely convoluted backstory
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Posted Apr 2, 2021a few suggestions specifically regarding the -inator mechanic as it is currently a bit strong and a bit vague: