Professional Documents
Culture Documents
The Mad Scientist 2.0 - The Homebrewery
The Mad Scientist 2.0 - The Homebrewery
Art:
Art:
Art:
Art:
Art: ©
©
©Hi-Rez
©
© Hi-Rez
Hi-Rez
Hi-RezStudios
Hi-Rez
Hi-Rez Studios
Studios
Studios(2015)
Studios
Studios (2015)
(2015)
(2015)
(2015)
(2015)
An
An artificer
artificer specialization
specialization of
of craziness
craziness and
and gadgetry,
gadgetry, for
for the
the World’s
World’s Greatest
Greatest Roleplaying
Roleplaying Game
Game
The Mad Scientist
"So much has been done — more, far more, will I achieve:
treading in the steps already marked, I will pioneer a new
way, explore unknown powers, and unfold to the world the
deepest mysteries of creation..."
-Dr. Victor von Frankenstein
Mad Scientists are artificers who have become deranged or
certifiably insane in their pursuit of knowledge.
Astute observers of the world and all manner of creatures
in it, they always remain true to the cause of Science,
uncaring of what must be done in order to acquire
information, the dangers of learning forbidden secrets, or the
consequences of unrestricted experimentation (particularly
for creatures other than themselves).
Although somewhat scatterbrained, and often reliant on
questionable practices, these technologists possess a level of
intellect unparalleled in mortal kind; having the ability to
create virtually any idea that enters their mind. They are
usually found inside their private laboratories, building
implausible gadgetry or slightly ridiculous superweapons.
It is not unheard of, however, for a few of those scientists to
willingly go out into the world; after all, adventuring and Quantitative Aptitudinal
exploration go hand in hand for providing stimulating new At 3rd level, you can briefly put your brain into overdrive,
insights into a wide variety of fields. being able to thoroughly and completely understand the basic
and complex functions of any creature you are focusing on,
Pseudoscience Manipulation related to measuring the amount of matter usually estimated
When you adopt this specialization at 3rd level, you gain by spatial measurement.
proficiency with one type of artisan's tools of your choice. Once per long rest, you can use your action to make an
Additionally, you have a bonus of +1 to all your Intelligence Intelligence check against a DC equal to double the specified
(Arcana), Intelligence (History), Intelligence (Investigation), creature’s CR. On a success, you may learn the attacks,
Wisdom (Medicine) and Wisdom (Survival) ability checks. immunities, features or resistances granted by the target’s
This increases to +2 when you reach 12th level. race or type. You must be able to see and hear the target for
this feature to work, and the full breadth of what you learn is
Mad Scientist Spells at the DM’s discretion (particularly obscure monsters may
reveal very little, and a hidden weapon remains hidden).
Starting at 3rd level, you always have certain spells prepared The DC of the check becomes equal to the creature’s CR
after you reach particular levels in this class, as shown in the when you reach 9th level, and equal to half the creature’s CR
Mad Scientist Spells table. These spells count as artificer when you reach 15th level.
spells for you, but they don’t count against the number of
artificer spells you prepare. Crazy Contraption
Mad Scientist Spells At 3rd level, your unbridled genius gives you a knack for
Artificer Level Spell inventing the unthinkable, usually in disregard of your own
3rd Identify, Chaos Bolt safety. This may be channeled into a flash of inspiration,
allowing you to build an insane gadget of unprecedented
5th Enthrall, Enlarge/Reduce design. Using tinker's tools or smith's tools, you can spend 1
9th Lightning Bolt, Thunder Step hour building the contraption in an unoccupied space on a
13th Summon Construct, Vitriolic Sphere
horizontal surface within 5 feet of you.
Have your DM roll on the Crazy Contraption table, and
17th Raise Dead, Cloudkill then describe to you the resulting creation.
Crazy Contraption
d6 Contraption Properties
-
Once you create a contraption, you can't do so again until you
finish a long rest, or until you expend a spell slot to create
1 Unstable This item is identical in appearance to one; in which case the building time is reduced to 1 minute.
Gadget one of the other contraptions, but faulty Only one contraption can be active at a time, and you can't
in its design. It will explode when a create another while your current one is present. You may
creature attempts to use it, dealing 1d8
fire damage and 1d8 lightning damage
dismantle your current contraption during the same time
to the holder and any creatures within 5 spent on the creation of a new one. After 24 hours of use,
feet of them. your contraptions break down and become unusable.
Starting from 9th level, you may have two contraptions
2 Shock
Gauntlet
You can use this item as a spellcasting
focus for your artificer spells. While you
active at the same time, and they last for a number of days
are wearing the gauntlet, you may cast equal to your Intelligence modifier.
either Shocking Grasp or Lightning Lure
as a bonus action on your turn. Omnifabrication
3 Laser Gun This item functions as a one-handed At 5th level, your absolute knowledge of all forms of science
firearm with a range of 30/90. When gives you the power of improvisational inventing: Being able
rolling for attack with this weapon, use to efficiently construct any item, device or weapon you might
your Intelligence modifier instead of need in an exceptionally short time, by using the existing
your Dexterity. On a hit, the target takes resources in your surroundings.
radiant damage equal to 1d8 + your Once per long rest, you may gain the benefits of one 3rd
Intelligence modifier + your proficiency
bonus.
level feature from a different Artificer Specialization of your
choice. If the chosen feature requires the use of a specific
4 Electron This single-use item can be thrown up to type of artisan's tools, you may instead use any type of
Grenade 30 feet away as an action, detonating artisan's tools that you are proficient with.
when it reaches the end of its trajectory.
Upon detonation, it creates a 15-foot-
Your chosen feature lasts for 1 minute, and each time you
radius sphere of whirling electricity use it, the DM must roll a d6. On a 1, the device malfunctions,
which remains in place for 1 minute. All losing its usability for the next round.
creatures inside the sphere when it In addition, you can now use your contraptions as the
appears, as well as any that enter or end targets for your artificer infusions.
their turn in it, take 2d8 lightning
damage. Hardened By Experimentation
5 Utility This single-use item can be used to At 9th level, your exploits in the pursuit of science have
Gizmo create a dramatic or specific effect, exposed your body to consistent hazards, granting you some
rather than causing damage. It might
blast open an impenetrable wall, steal an
level of acclimation to them. You gain resistance to acid,
object carried by an enemy, reactivate a lightning, and poison damage. When you reach 12th level, you
fallen construct, or any other suitably gain immunity to the poisoned condition.
dramatic effect that the DM approves.
6 Volatile This item works in the same way as one
Gadget of the other contraptions, but its energy
cell is overcharged. Each time you use it,
the DM must roll a d4. On a 1, you take
1d6 lightning damage. When you reach
9th level, this damage increases to 2d6.