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By July 29, 2025 Post No Comments

Class experimenter for fifth edition DND: Psionics and mutations.

Greetings all lovers of board role -playing games. In this topic, I would like to present the class invented by me for the Dungeons & Dragons system of the fifth edition, offering players greater flexibility than classes from the player’s book, and also allowing you to turn your character into a real monster, tearing off the clocks of claws or crushing their mind with its awakened psheonic abilities!

Experimenter

An elderly half -carbal cord over the letter, despite the fact that twilight had long fallen into the middle of dense forests for a small farm, in the middle of dense forests. Only a dull moonlight, breaking through the only window not stabbed in the house, illuminated the room. After a couple of minutes and several rejected sheets, a half -carbard leaned back in the back of a shabby chair to evaluate the result of his labors:

All brave adventurers!

People began to disappear in the surrounding forests, which means it was time to open a new hunting season for wolves. Every hero who will bring me ten wolf tails as evidence of his victory over fanged beasts will receive a reward of 100 gold coins! I can be found on a distant farm, near the northern coast of the dawn lake.

Randal Gipryg, forester.

Satisfied with read, the semi -nerd went to the window and attached a message to the paw of the raven. After the bird flew away in the direction of the nearest settlement, the old man slowly wandered towards his rooster – a bit out bed, covered with a scattering of bones and decaying pieces of meat. The last thing the monster thought before going to bed was: “I hope there will be elves among the adventurers. I have been looking for elven ears for so long! However, half -elf should also come up. “.

Obsessed with research

The experimenters stand on the advanced lines of alchemy, changing their body with various mutagenes. However, despite the outstanding results, most people consider such experiments blasphemous and unacceptable, because in the process of transformation of the body of the subjects they are damaged beyond recognition. However, the experimenters are ready to go to such a modest (by their standards) victim. In the end, they are leaded by a desperate desire to achieve more: to surpass others, reveal some of the most hidden secrets of the universe or even achieve immortality … if you are lucky, of course.

Loss of humanity

The farther the experimenter comes in in his experiments, the stronger he becomes, and the less he remains from his previous. Not only its appearance changes, but also the way of thinking, which is gradually becoming more cruel and prudent. Let not all experimenters include evil, only a few of them will be able to remember at least one reason why they should help others.

Experimenters are often mistaken for monsters, especially those of them who have long been practicing such a dubious art. Sometimes such an assessment is quite deserved, because some of them do not disdain and experiments on representatives of reasonable races. However, even an exclusively virtuous experimenter will be difficult to overcome the distrust and disgust of others.

Creating an experimenter

During the creation of the character, decide why he stood on such a dangerous and dubious path. What a desire prompts him to experience experiments? How far he is ready to go? How it interacts with others? Who taught his alchemy? What event was the starting point for starting experiments?

Fast creation

You can quickly create an experimenter, following these recommendations. Firstly, your physique should have the highest value, the following in size should be dexterity or intelligence. Secondly, select the background “Hermit”.

Class skills

Experimenters have the following class skills.

Hit bone: 1D8 for each level of the experimenter. Hits at 1 level: 8 + physique modifier. Hits at the following levels: 1D8 (or 5) + physique modifier for each level of the experimenter after the first.

Armor: No. Weapons: No. Tools: Alchemist tools. Savior: physique, intelligence. Skills: Select three skills of the following: analysis, athletics, acrobatics, attentiveness, survival, intimidation, medicine, nature, secrecy.

You start with the following equipment in addition to the equipment received for your background: – a) a set of a scientist or b) a set of traveler. – Alchemist tools.

The subject of the study

At the 1st level, you choose the subject of conducted studies: mind or body. See details at the end of the class description. Your choice will determine the skills provided at 1, 5, 10 and 15 levels.

Protection without armor

Starting from level 1, if you do not wear armor, your armor is 10 + dexterity modifier + physique modifier. You can use the shield without losing this advantage.

Experimental mutations

Your experiments on your own body gradually transform it, providing a number of advantages. At the 2nd level, you get one mutation of your choice. See the list of mutations at the end of the description of this class. You also get new mutations for 3, 6, 7, 9, 11, 13, 14, 17 and 18 levels.

Increased characteristics

When reaching 4, 8, 12, 16 and 19, you can increase the value of one of your characteristics by 2 or two characteristics by 1. As usual, the value of the characteristic should not exceed 20.

Super -blade

At the level 20 you reach the top of the food chain. You can no longer be frightened, and all your tests of charisma (intimidation) are performed with an advantage.

The subject of the study

Each experimenter dreams of going beyond his own capabilities, but no one to achieve perfection immediately in all directions, and therefore they first need to decide on the subject of conducted research. The following areas are presented here: the study of the mind and the study of the body.

The study of the mind

The experimenter studying the mind reveals in himself psychionic abilities that allow him to influence the minds of others, causing harm or taking control.

Awakening of the limbic system

If you have chosen this direction, then at the level 1 your mind will awaken, giving you psionic abilities. The basic characteristic for psionic abilities is intelligence, and the complexity of saving scraps from them is calculated by the following formula:

The complexity of the rescue = 8 + skill bonus + intelligence modifier.

The radius of psionic effects = 60 feet (10 feet or less – the rescue is performed with an obstacle, 30 feet or more – the rescue is made with an advantage).

Touching the mind

At the 1st level, you get the opportunity to mentally “touch” the minds of creatures nearby, but this effect is destructive and harms them. You are not obliged to see the goal in order to influence it, but you need to know its exact location. However, if there are 1 foot stone between you and the target, 1 inch of ordinary metal, a thin leaf of lead or 3 feet of a tree, then you cannot “touch” her mind. The goal should succeed in saving intelligence, otherwise it receives damage to the psychic energy of 1D10 + intelligence modifier. Damage from this ability increases by 1D10, when you reach the 5th level of the experimenter (2D10 + intelligence modifier), 11 levels of the experimenter (3D10 + intelligence modifier) ​​and 17 levels of the experimenter (4D10 + intelligence modifier). The attack by this ability can be non -lethal, but the loss of consciousness from it will cause a temporary insanity in the creature that lasts a day. Being in a state of insanity, the creature will not be able to give intelligible answers to the questions asked and adequately respond to the surrounding stimuli. Undead and constructs always make this test with an advantage, and also receive only half a damage if they do not have immunity to mental energy.

At 5, you master your psionic abilities sufficiently to try to take the creature within the radius of psionic effects under your control. You must see the goal to influence it. The goal should succeed in saving intelligence, otherwise it will be forced to obey your teams in her next move. The goal automatically succeeds in saving, if the value of its intelligence exceeds half of the amount of the value of your intelligence and the level of the experimenter rounded in the smaller side. To give instructions, you must see the goal and spend the reaction to their mental transmission. In addition, the goal will not obey the orders that put her life at risk. Having succeeded in saving intelligence, the goal will be alarmed by a failed invasion of her mind, but will not know exactly who tried to do it. If the goal has failed to save the intelligence, then she will understand that it was you. The goal will be freed from your control in the following conditions: if the goal is attacked by you or your allies;If the goal goes beyond the radius of your psionic effects;If you can no longer see the goal;If during your next course you will not spend the action of keeping the goal under control (the goal will again save intellect). Undead and constructs always make this test with an advantage.

The third eye

When you reach level 10, the third eye grows on your forehead, thanks to which you can scan the environment within the radius of psionic effects with a bonus action. Each creature in this radius should make a saving intelligence, otherwise it will be discovered, and you will know its current location. 1 foot stone, 1 inch of ordinary metal, thin leaf of lead or 3 feet of wood completely protect the creature from the effect of this ability. Undead and constructs always make this test with an advantage.

The release of mental energy

At the level 15, you can begin to begin the release of the accumulated mental energy within the radius of psionic effects. 1 foot stone, 1 inch of ordinary metal, thin leaf of lead or 3 feet of wood completely protect the creature from the effect of this ability. All creatures (except you) who have fallen under the discharge should succeed in saving intelligence, otherwise they will lose consciousness and will be incompetent (they will wake up in an hour or upon receipt of damage), but the number of their hits will remain the same. This ability also acts on the allies, in addition, after its application, you lose your psionic forces until you make a short or long rest. You cannot use this ability until you finish a long vacation.

Body examination

Those experimenters who study the body turn their body into a real weapon. They are able to grow sharp claws and make furious attacks, likened to monsters.

If you have chosen this direction, then long claws will begin to grow from your fingers at the 1st level. You can draw or release them with a bonus action. While the claws are released on your hands, you are checking the dexterity (dexterity of the hands) with an obstacle. If you use the attack on the attack of claws in your move, then you can make another attack with the claws of the other hand with a bonus effect, adding a modifier to the characteristics from the second attack.

Modifier of the attack of the attack claws: Mastery bonus + a modifier of strength or dexterity.

Damage from the attack with claws: 1D6 + a modifier of strength or dexterity (chopping).

Additional attack

Starting from level 5, if you take the attack on your move, you can make two attacks instead of one.

The third hand

When reaching 10 levels from your body, the third hand begins to grow. You yourself determine where it comes from. The third hand can use the shield, increasing the CD by 2, even if you do not have appropriate possession, without any fines. Also, the third hand can make an attack with claws with a bonus effect at the same time with the second, adding a modifier to the characteristics to the damage from the second attack. The third hand prevents you from wearing armor or clothes, if they, of course, are not made taking into account your specifics.

Uncontrolled rage

Starting from level 15, you can enter your course with a bonus action into a state of uncontrolled rage, which imposes the following effects on you: you make with the advantage of checking and saving strength and dexterity;You make attacks with your claws with an advantage;You get resistance to all types of damage;You do not distinguish between allies and enemies, attacking the nearest capable creature;If you were able to use spells, then you cannot use or concentrate on spells while you are in a state of rage. Your rage lasts 1 minute, after which you will get one level of fatigue. Uncontrolled rage can only be interrupted if you lose consciousness. You cannot use this ability until you finish a long vacation.

Experimental mutations

If the experimental mutation has requirements, you must fulfill them to develop this mutation. You can get a mutation as soon as you fulfill all the necessary requirements. The level indicated in the requirements belongs to the level of the experimenter, not the character.

Adaptation to darkness

Your eyes adapted to the darkness and twilight, so you have dark vision at a distance of 60 feet. If you already have dark vision, this mutation increases the range of its action by 60 feet.

Violent growth

Requirement: Small size

The peculiarity of your stunted race unknown to science has led to an intensive increase in your dimensions. Now your size is average, and your height and weight are doubled. If your race changes to another whose size will not be small, then you will lose this mutation and you can choose another instead.

Fast legs

Demand: Level 6

Your legs are transformed by acquiring animal features, so your speed of movement and swimming increases by 10 feet.

Exiting

Demand: Level 16

You can increase the value of one of your characteristics by 2. The maximum value for this characteristic is now 22.

Unity with nature

You have learned to understand animals and communicate with them with the help of sounds and gestures.

Heat resistance

Demand: Level 6

Your body adapts to abnormally high temperatures, so you get resistance to damage with fire.

On your neck, gills grow on your neck, allowing you to breathe under water. In addition, you are adapted to pressure at great depths, up to 1000 feet.

Requirement: body examination

The maximum value of your hits increases by 1 for each level of the experimenter, and you get 1 additional hit with each new level of the experimenter.

Acid glands

You have acid glands that give you resistance to damage with acid. They also allow the action to attack with acid spit on a target within a radius of 30 feet, which applies D6 + a modifier of the body of damage with acid. Damage from this ability increases by 1D6 when you reach the 5th level of the experimenter (2D6 + physique modifier), 11 levels of the experimenter (3D6 + physique modifier) ​​and 17 levels of the experimenter (4D6 + body modifier).

Aquatigs throwing an acid spit = Mastery bonus + dexterity modifier.

Demand: Level 16

You can spend 10 minutes to weave the cocoon. If you put the creature’s body in this cocoon, dead no more than an hour, and leave it for a day in it, then this creature will return to life. This ability heals all wounds and restores the absent parts of the body, however, if the creature died of old age, then it will live only a day. The cocoon loses its properties after use or after two days from the date of its creation. In addition, the creation of a cocoon imposes one level of exhaustion on a character.

Demand: Level 6

You can make a terrible cry that scares all the creatures that can hear it in a radius of 30 feet. The goal should succeed in saving wisdom, otherwise it will be frightened by you.

The complexity of the rescue = 8 + skill bonus + power modifier or charisma.

In order to overcome his fear, the goal should be saved by wisdom at the end of her course, but in case of failure, she will panic and try to run away from you on her next move. You will not be able to use this ability until you finish a short or long vacation.

Requirement: Level 16, body research

Wings that allow you to fly begin to grow from your back. The basic flight speed on these wings is equal to your movement speed. The wings interfere with the armor or clothes, if they, of course, are not made taking into account your specifics.

Demand: Level 16

You can live a small area if you spend a week studying it. A suitable place should be deserted and hidden from prying eyes. For example, an abandoned branch of the sewage system, the old house in the wilderness or network of tunnels in the dungeon. Being in your den you get the following advantages: – You are inability to find you by surprise while you are conscious;-every time someone invades your den, you make a wisdom (attentiveness) with an advantage to find out about the invasion of the offender;- your speed increases by 20 feet;- You do with the advantage of checking dexterity (secrecy);

Mental veil

Demand: Level 11, study of the mind

You have learned to distort the perception of surrounding creatures. You can create a mental veil acting in a radius of psionic effects with the center on you. You can support the veil by spending an action on this, otherwise it will subside at the end of your course. 1 foot stone, 1 inch of ordinary metal, thin leaf of lead or 3 feet of wood completely protect the creature from the effect of this ability. All creatures that fell under the effect of this ability should succeed in saving intelligence, otherwise you will seem to them the most ordinary and ordinary humanoid. The creature will automatically succeed in checking if it saw you at the time of applying a mental curtain. The created image is unique to each creature and does not cause them special suspicions if it allows the opportunity to meet with a stranger in the place to which the mental curtain fell. The creature will be able to recognize the fraud if it is attacked by you. In addition, it will guess about the impact if he will see you at the moment when it is beyond the limit of the radius of the mental curtain.

Unhealthy appetite

Requirement: level 6, body research

You begin to experience inexplicable hunger, because of which a magical weapon arouses your appetite in you. By eating magical weapons, you can strengthen your claws: +1 for eating magical weapons of unusual quality, for +2 for eating magical weapons of rare quality and +3 for eating magical weapons of very rare quality. Blows with reinforced claws are considered magical in determining the overcoming of resistance and immunity to non -magic attacks and damage. Powering one -handed magical weapon allows you to strengthen only one arm, and eating two -handed magical weapons allows you to strengthen two at once.

The aggravated sense of smell

You perform wisdom checks (perception) associated with the search by smell, with the advantage.

Demand: Level 16

At the time of your death, you can turn part of your body into a tiny parasite (this ability cannot be applied if your body is disintegrated). The only goal of this creature is to find a new carrier that can only be a legally incompetent humanoid. Having discovered a suitable goal, this creature will try to climb into her ear, after which he transforms the body of the goal so that your soul can occupy it. This process takes an hour, and if it is interrupted, the parasite will die. After the start of the transformation, the goal will be paralyzed and will not be able to interfere with you independently. A successful transformation will kill the victim, and her body will be transformed in the likeness of the previous one, but will receive three levels of fatigue. The parasite can look like a worm, a snake, a rat, squid or insect, but it will always have the same set of characteristics:

Tiny aberration, without a worldview.

Class of armor: 13.

Speed: 20 feet, floating 20 feet.

Strength – 4, dexterity – 17, physique – 4, intelligence – 10, wisdom – 10, charisma – 1.

Skills: secrecy +5, attentiveness +2.

Feelings: Dark vision 30 feet, passive attentiveness 12.

Danger: 0 (0 experience).

Amphibian. The parasite can breathe both in the air and under water.

Capture of the body. The parasite crawls into the ear of a legally incompetent purpose and begins the transformation of her body.

Reformatting

Demand: Level 11, study of the mind

The transformation of your consciousness made it possible to adapt to the foreign mind of undead and constructs, which no longer get the guaranteed advantage of saving intelligence (now the rule of the radius of psychionic effects fully acts on them) and resistance to damage from your psychionic abilities. This ability does not affect the overcoming of innate resistance or immunity to damage to mental energy in the goal of psionic effects.

Increased talent

Demand: Level 6

Select your two possessions in the classroom of the experimenter. Your skill bonus doubles for all performance checks when using these skills.

Strong bones

Demand: Level 11

Your bones are rebuilt and become stronger, so you get resistance to crushing damage.

Plum of the plague

You do not suffer from the negative effects of diseases, but you can still infect others with them.

Regeneration

Demand: Level 11, body research

You can grow lost limbs during a long vacation.

Rogs-emitters

Demand: level 6, study of the mind

Two long spiral horns sprout from your head. If you already had horns before, then the mutation can change them by giving the desired form. If this is not possible, then the new horns will germinate from the old. Rog-Rammers increase the radius of psionic effects in half.

The radius of psionic effects = 120 feet (20 feet or less – the rescue is performed with an obstacle, 60 feet or more – the rescue is made with an advantage).

These horns interfere with wearing a helmet or any other headdress, if they, of course, are not made taking into account your specifics.

Demand: Level 6

When you make a long vacation, your body is covered with a thin layer of impact -resistant mucus that gives you temporary hits equal to the double level of the experimenter. Repeated completion of a long holiday restores the layer.

Demand: Research of the mind

You have learned to “touch” someone else’s mind without any harm. Thanks to this ability, you can exchange mental messages with a bonus action with a goal within the radius of psionic effects. If the goal does not want to let you into your mind, it must succeed in saving intelligence, otherwise the connection will be established, despite its resistance. 1 foot stone, 1 inch of ordinary metal, thin leaf of lead or 3 feet of a tree block communication with the goal.

Demand: Level 6

Your body covers the wool, so you get resistance to damage cold.

Transcendence

Demand: Level 16, study of the mind

You comprehend the very essence of the psionics, which allows you to go beyond the rules and patterns of the material world. Your psionic abilities completely ignore the resistance to damage to mental energy, and immunity to damage to mental energy will absorb only half of the damage from them. You also begin to understand the deep speech.

You have adopted the ability of plants to receive energy from sunlight. If you make a short or long rest, while at least 30% of your skin has direct access to sunlight, you will accumulate a charge of vigor. The charge of vigor allows you to make one throw of the attack, check the characteristics or rescue with the advantage. You cannot have more than one charge of vigor at a time.

Territory grip

Demand: Level 6

You can crawl along the walls and ceilings while you use your arms and legs for this. The crawling rate is the speed of your movement. The third hand may remain free while using this ability.

Poisonous claws

Demand: Level 11, body research

Your claws are covered with a thin layer of poison. When you are essentially with your claws, this creature receives additional damage to the poison, equal to your physique modifier (at least 1). You also get the immunity to damage to poison and cannot be poisoned.

Alternative starting equipment

When you create an experimenter, you get the starting equipment in accordance with your class and background. In addition, you can purchase equipment for a certain amount of gold coins (as indicated in Chapter 5 of the player’s book), having raised in accordance with the clause “Initial wealth for the experimenter”.

Initial wealth for the experimenter

Money: d4 x 10 zm.

Multiclassing

When you are moving in the level, with the resolution of DM’A, you can get the opportunity to multi -cells in the experimenter. To get the level of the experimenter, you must satisfy the following requirements.

Minimum values ​​of the characteristics: Physique 13, intelligence 13.

Possession When you first multi -cells in the experimenter, you get only some of the initial possessions of the class, as shown below.

Received possessions One class skill of your choice, alchemist tools.

P.WITH. If you someday I wanted to plunge into the Warcraft universe as part of a desktop adventure, then here is a link to the converting of races from there for DND Fifth Edition: Stopgame.Ru/Blogs/Topic/97611

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