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View Full Version : D&D 5e/Next For Science! 5e Expert Base Class(WIP)



SkipSandwich
2018-01-06, 01:36 PM
"I'll show them, I'll show them all! MWAHAHAHA!"

-"Doktor" Screchensnif, Goblin Expert

Expert

Knowledge is Power

Rather than arcane tricks or pacts with otherworldly beings, the Expert sees knowledge itself as the ultimate power. An Expert's entire philosophy could be distilled down to "Work smarter, not harder". In combat Expert's use their knowledge and cunning mostly in a supportive role, aiding allies and hindering enemies though use of tactics and trickery. Depending on their scholastic focus, an Expert may also be able to heal, create minions, or use a variety of alchemical and mechanical devices.

Inspiration and Perspiration

In contrast to many other scholars, Experts generally prefer to do their work "in the field", seeking the insights and discovery that often go hand-in-hand with adventuring. Most Experts start out under the tutelage of a more-experienced professional, though Experts hailing from large cities may have attended formal classes at a university.

Genius and Madness

Experts are an eccentric lot, who often have trouble fitting in with "normal" society. If you ask an Expert why however, most will give an answer along the lines of "such plebian fools couldn't hope to understand my genius, but I'll show them!" Followed by manic laughter.

Class Features

Hit Dice: 1d8 + Con modifier

Proficiences

Armor: Light Armor

Weapons: all Simple Weapons, plus the War Pick, Warhammer, Hand Crossbow and Heavy Crossbow.

Tools and vehicles: Your choice of any two tools or vehicles, this includes artisan's tools as well as more specialized tools such as the Herbalist's Kit and Thieves Tools.

Saving Throws: Intelligence and Wisdom

Skills: Any four skills of your choice.



Class Level - Feature(s)

1st - Expertise, Fighting Style

2nd - Efficient Crafter, Quick Thinking

3rd - Graduate Study

4th - Ability Score Increase

5th - Extra Reaction

6th - Expertise

7th - Supporting Role

8th - Ability Score Increase

9th - Graduate Feature

10th - Ability Score Increase

11th - Reliable Talent, Extra Reaction (2)

12th - Ability Score Increase

13th - Graduate Feature

14th - Timely Advice

15th - Lightning Reflexes

16th - Ability Score Increase

17th - Graduate Feature

18th - Just as Planned

19th - Ability Score Increase

20th - Unparalleled Genius



Expertise. As the Rogue ability of the same name, choose any two skills or tools with which you are proficient, you now apply double your proficiency bonus to checks with those skills/tools. At 6th level you may choose an additional two skills or tools to apply this feature to.

Fighting Style. At 1st level, you may choose from one of the following Fighting Styles;

Archery: you gain a +2 bonus to Ranged attack rolls

Duelist: when wielding a one-handed weapon in one hand and no other weapons, you deal +2 damage on melee attacks with that weapon.

Great Weapon Fighting: When wielding a two-handed weapon (or a Versatile weapon held in two hands), you may reroll the damage die on a result of 1 or 2. You must use the result of the reroll, even if it again 1 or 2.

Defensive: While wearing armor you gain a +1 bonus to AC.

Slinger: you gain a +1 bonus to attack and damage rolls with Slings and weapons with the Throwing property (applies to both melee and ranged attacks with such weapons). You also have proficiency with improvised thrown weapons (such as Vials of Acid and Flasks of Alchemist's Fire).

Quick Thinking. At 2nd level you gain a bonus action each round that you may use to Ready an Action or Use an Object.

Efficient Crafter. Beginning at 2nd level, when you spend downtime to craft mundane equipment and tools(as listed in the weapon, armor or adventuring equipment tables), you make (5 + your proficiency bonus + your Intelligence modifier)gp amount of progress per day (normally limited to 5gp). When undertaking a Long Rest, you may forgo your healing to craft the equivalent of 1 downtime day worth of items, assuming you have access to the appropriate tools and materials.

Graduate Study. Upon reaching 3rd level, the Expert chooses a path of study, the Study of Medicine, the Study of Chemistry or the Study of Mechanics. This determines what sub-class features they have access to a 3rd, 9th, 13th and 17th levels.

Extra Reaction. Starting at 5th level, you may perform up to two Reactions each round. This allows you to, among other things, Ready an Action and still take another Reaction in the same round. You are limited to making no more than one Reaction per trigger condition. For example, if you were to Ready an Action to "attack the next creature to move out of my threatened area", and a creature then provoked an Opportunity Attack by moving out of your threatened area, you could trigger either your Readied Action OR make an Opportunity Attack, but would not be able to trigger the other until the next time a creature moved out of your threatened area this round. At 11th level you can perform up to three Reactions per round.

Supporting Role. Beginning at 7th level, whenever one of your allies attacks a creature within 5ft of you, you may use the Help action as a Reaction, giving your ally Advantage on the attack roll. Similarly, when a creature within 5ft of yourself targets one of your allies with an attack, you may use your Reaction to distract them, imposing Disadvantage on the attack roll.

Reliable Talent. Beginning at 11th level, when you make any ability check for which you have proficiency, you may treat any d20 roll of 9 or lower as 10.

Timely Advice. Beginning at 14th level, when an ally within 60ft of yourself is subject to any sort of Saving throw, you may shout some quick words of advice and encouragement as a Reaction, granting them Advantage on that saving throw. Once you have used this ability you may not use it again until performing a Short or Long Rest. In order to benefit from this ability, your ally must be able to clearly see and/or hear you.

Lightning Reflexes. Starting at 15th level, your quick-thinking translates into equally quick reflexes, you gain proficiency in Dexterity saving throws.

Just as Planned. Starting at 18th level, you have Advantage on all attack rolls and ability checks made as Reactions, such as Opportunity Attacks or Readied Actions.

Unparalleled Genius. At 20th level, your intellect and wit are unquestioned, you are known far and wide for your genius. Increase your Intelligence and Wisdom scores by 4 points each. This can raise your attributes above 20, to a maximum of 24. You may now perform up to four Reactions per round.

Graduate Studies

Study of Medicine

3rd level

First Aid. While undertaking a Short Rest, you may spend part of your time performing First Aid on up to (your wisdom modifier)# of Resting creatures(minimum 1), which can include yourself. Each creature so treated recovers one additional hit die worth of hit points, this is in addition to any hit dice that creature spent on healing (if any) during that rest This consumes 1 use of your Healer's Kit per creature treated. Additionally, when administering a Potion of Healing to yourself or another creature, you add your Wisdom modifier to the amount healed. Finally, you gain proficiency in the use of an Herbalist's Kit if you did not already possess it, if you are already proficient with that tool, choose one other tool or vehicle to gain proficiency with instead.

9th level

Health Care Professional. You have Advantage on all saving throws against Poison and Disease, and Resistance to Poison and Necrotic damage.

13th level

It Lives! At 13th level, your studies into the mechanics of life have hit a breakthrough, and you have begun making your first steps into the reanimation of the dead. You can create Flesh Golems. In a special procedure that takes 24 hours and access to at least 4 medium humanoid corpses (or 8 small humanoid corpses), you create a single Flesh Golem that is under your control. Your Flesh golem has all the statistics of a standard flesh golem, with the following additional benefits;

Your golem has a number of hit dice equal to your class level (standard Flesh Golems have 11 HD). In addition to increasing its maximum hit points, whenever you undergo a long or short rest, you may spend part of your time maintaining your golem, allowing it to spend hit dice and recover hp as living creatures do. This does not interfere with your own recovery.

If any the corpses used it its construction came from creatures that knew you in life, you must specify which creature's brain was used for your golem. Using the brain of a creature that was friendly to you in life gives you Advantage on any Charisma checks you make to calm your golem should it go berserk. Conversely, using the brain of creature that was hostile to you in life gives you Disadvantage on Charisma checks made to calm a berserk golem. Using the brain of a creature that was neutral towards you or did not know you in life confers no special effect.

Your golem is more intelligent than normal Flesh golems, and gains a bonus to its Intelligence and Wisdom scores equal to your Wisdom modifier. A golem with Intelligence 8 or higher may speak any one language you know (chosen at time of creation), a golem with an Intelligence of 10 or higher may also read and write any language it can speak.

You are limited to having only a single golem at a time, if it is ever destroyed you must repeat the procedure with a fresh set of corpses to build another.

17th level

Medical Miracle. At 17th level, you have achieved true mastery over life and death. You can bring back the dead! This functions as the spell Raise Dead except as noted below;

It takes only 10 minutes to perform a resurrection, but you must start the procedure within 1 minute of the creature's death.

Instead of requiring a 500gp diamond, you need only a Healer's Kit with at least 10 uses remaining (or multiple kits with a combined# of uses equaling 10 or more), an Herbalists Kit, a Bar of Soap, and a pot or basin of clean water, all of which are consumed as part of the procedure, aside from the container used to hold the water.

This is a non-magical effect that cannot be blocked by antimagic fields and similar effects, but will still fail if the subject's soul is not free and willing to return to the body.

Once you have used this ability, you may not use it again until undergoing a long or short rest.

Study of Chemistry

3rd level

Black Powder Chemist. You have uncovered the secrets of gunpowder! You are proficient with Renaissance gunpowder weapons and explosives as described in the DMG (pg. 268) and can craft such weapons during downtime though the combined use of Alchemist's Supplies (for the gunpowder) as well as Smith's or Tinker's Tools for the weapons and ammunition itself. You gain proficiency with Alchemist's Supplies, if you were already proficient, choose one other tool or vehicle and gain proficiency in that instead.

9th level

Extra Powder. You are able to safely load your gunpowder weapons with extra powder, increasing their effectiveness. As a Bonus Action on your turn, you may Prime a single Pistol, Musket, Bomb or Container of Gunpowder (Horn, Keg), packing it with extra powder. This causes the weapon to deal +1 die of damage on the next attack made with it, if the attack misses, the bonus is wasted. This increases to +2 dice at 13th level and +3 dice at 17th level. Additionally, when throwing a bomb or igniting a container of powder, the Dexterity save to reduce damage becomes equal to (8 + your proficiency modifier + your Int modifier) if it is not already higher. A weapon that is Primed remains so for up to one minute, after which point enough of the extra powder has leaked out to return it to normal effectiveness. You cannot ‘stack’ Priming's, a weapon is either Primed or it is not, attempting to Prime an already Primed weapon simply refreshes the duration.

13th level

Lab Safety. Starting at 13th level, you have Resistance to Fire and Acid damage. Additionally, whenever you are subjected to an effect that allows a Dexterity save for half damage, you may throw yourself Prone as a Reaction in order to give yourself Advantage on that saving throw. As part of this reaction, you may move up to your maximum standing long jump distance horizontally in any direction, if this movement is enough to take you entirely out of the area of the effect you automatically succeed on your saving throw with no need to roll.

17th level

Saboteur. Your attacks with bombs and ignited containers of powder deal twice as many dice of damage to surprised, restrained or incapacitated targets. Additionally, your perfected gunpowder formula causes half of the damage dealt by your bombs and ignited containers to be treated as pure Force damage instead of Fire, and for bullets fired from your Pistols and Muskets to bypass damage resistance and immunity as if Adamantine. Finally, the blast radius of your bombs and ignited gunpowder containers doubles (bombs become 10ft, containers become 20ft).



Study of Mechanics

At each level, you gain your choice of one or more Inventions. Making or maintaining these inventions has no cost, but if lost or stolen you lose access to their granted ability until your next Long Rest. You are the only character able to make use of your inventions, all others are considered to be non-proficient.

3rd level

Tinker. You gain proficiency with Tinker’s Tools, if you are already proficient with Tinker’s Tools, choose any one other tool or vehicle and gain proficiency with that instead.

Mechanical Weapon

Choose two of the following;

Slingbow. This is a Heavy Crossbow that has been modified to fire special bullets that can be filled with liquid (Acid, Alchemist's Fire, or Oil) or loose submunitions (Ball Bearings, Caltrops). On a successful hit the slingbow deals 1d10 bludgeoning damage plus the effect of the fired liquid or submunition (liquids target the struck creature directly, while Ball Bearings and Caltrops are scattered on the ground around the target creature's square). In all other regards the Slingbow is treated as being identical to a Heavy Crossbow. As part of a Short Rest, you may prepare up to your Intelligence modifier(min 1) number of bullets at no cost provided you have access to the proper tools (Alchemical Supplies for Acid, Alchemist's Fire or Oil, Tinker's Tools for Ball Bearings or Caltrops) up to a maximum number of bullets equal to your class level. You fully restock your ammunition during a Long Rest.

Spikejack. You modify a Warhammer to use a heavy spring to drive a sharpened metal stake into the target on impact. This gives the weapon the following properties; Melee Weapon, 1d8 bludgeoning + 1d8 piercing damage, Versatile (1d10 bludgeoning + 1d10 piercing), Loading.

Monkey Wrench. This modified wrench may be wielded as a Light Hammer. On a successful hit with the Monkey Wrench against a creature larger than yourself, you may make either a Strength(Athletics) or Dexterity(Acrobatics) check as a Bonus Action to climb onto the target.

Repeating Crossbow. This is a Light Crossbow that has been modified for rapid fire. This adds the "Burst-Fire" and "Reload(10 Shots)" properties to the weapon (see modern weapons in the DMG), which replace it's "Loading" property. As part of a Short Rest you may load a number of magazines equal to your Intelligence modifier (min 1) with bolts, up to a maximum number of magazines equal to your class level, assuming sufficient ammunition is available. You fully load up to your maximum number of magazines during a Long Rest.



9th level

Mechanical Defense

Choose one of the following;

Boilerplate. You gain proficiency with Medium Armor, if you already have proficiency with Medium Armor you gain proficiency with Heavy Armor instead. While wearing Medium or Heavy armor you have Resistance to Piercing and Slashing damage.

Forge Conditioning. You are exceptionally accustomed to the heat and noise of the forge, while wearing Light or no armor you have Resistance to Fire and Thunder damage.

13th level

Mechanical Mobility

Choose one of the following;

Paraglider. This cleverly designed cape has additional folds of fabric that can be deployed during a fall as a Reaction, slowing your fall to a minimum of 10ft and allowing you to glide the rest of the way to the ground. Treat this movement as Flying, except you may only move horizontally or down, you must move your full movement speed each turn and you must descend a minimum of 10ft per round. Upon reaching the ground you treat your total falling distance as being only however far you descended that turn. If using the optional Encumbrance rules, you may not use this ability while carrying more than a Light Load.

Grappling Gun. This modified hand-crossbow fires a reinforced piton attached to a silk cord, greatly enhancing your mobility. During a Dash action, you may fire your grappling gun at an overhead anchor point, which must be a solid surface no more than 50ft away and at least 10ft above you, and spend some or all of your remaining movement swinging from the hook. Treat this movement as Flight, but you must end your movement on a solid space or else you begin to fall as the piton pulls free. You must have at least one hand free (I.e. not holding a weapon or shield) in order to use the Grappling Gun. If using the optional Encumbrance rules you may not use this ability while carrying a Heavy Load.

17th level

Mechanical Mayhem

What kind of underachieving Mechanic DOESN'T want a robot doom army? Not you that's for sure. Choose one of the following;

Clockwork Soldiers. You can create Clockwork soldiers, these have the statistics of a Skeleton, except their creature type is Construct, they have an AC of 16(Scale Mail) and are armed with a Repeating Crossbow (as Mechanical Weapon, above), and Bayonet (stats as Dagger, but cannot be thrown).

Steam Soldiers. You can create Steam soldiers, these have the statistics of a Zombie, except their creature type is Construct, they have an AC of 12(Scale Mail), and are armed with a Spikejack (see Mechanical Weapon, above) which they wield with two-hands.

You may build and maintain a total number of solders equal to your Intelligence score. Building your initial set of soldiers takes 8 hours of work, afterwards you may maintain and rebuild them during Rests.

When you undergo a Short Rest, you may repair some of your soldiers. You have a number of "Repair dice" equal to you Class level, for each die you spend, the Soldier of your choice recovers hit points as if it spent one hit die. You may spend one Repair Die to repair a destroyed soldier, reviving it with 1 hit point, after which you may repair it normally. This does not interfere with your own recovery.

When undergoing a Long Rest, instead of resting, you may spend your time repairing and/or rebuilding your soldiers. All of your soldiers are fully repaired and rebuilt. You fully recover all spent Repair Dice on undergoing a Long Rest.

JNAProductions
2018-01-06, 03:18 PM
Quick Thinking. At 2nd level you gain a bonus action each round that you may use to Ready an Action or Use an Object.

You just gave them Extra Attack. At level 2. For instance, after attacking, ready an Attack with the following trigger: "[PRIMARY TARGET] attacks".

Unless the target chooses to not attack, you're guaranteed an extra attack. And if they don't attack, they just crippled their offense, and are metagaming, usually.

Not sure on the rest of it-it peaks in power at level 2, to a much too high degree, then seems to fall off way too hard.

Gluteus_Maximus
2018-01-16, 02:26 PM
Quick Thinking is more similar to Action Surge. Just delayed to when certain criteria are met. I'd say it should be just once or twice per rest