Mobian Genius (5e Class)

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Mobian Genius[edit]

A group of adventurers were captured by bandits. They had them tied up in a cage with a anthropomorphic fox with 2 tails. The fox seems unreasonably calm all things considered. The bandits bring the prisoners food. The fox eats quickly and then breaks a single small pike of the edge of the plastic fork. He then counts down from 3 in a whisper, before flicking it from his finger tips. One of the bandits steps on it and shouts stepping backwards, knocking down a tent and several his fellow bandits. One thing leads to another as a series of chain events sends crossbow misfires about, as well as barrels coming unties and falling. As the whole camp goes down like dominoes, one bandit lies unconscious at the edge of the cage. The fox picks up the key chain off of him, and opens the cage, walking out without a care in the world.

Mobian[edit]

Mobius is a separate and world from our and yet parallel to it. Every now and again, they may appear in our world for a brief period at a time. Some may even choose to stay.

The Genius[edit]

Mobian Genius are incredibly intelligent. They spend their lives in the pursuit of knowledge, and come up with incredible ways to use it, which some may consider insanity, but somehow actually work frequently.

Creating a Mobian Genius[edit]

As you build your Mobian Genius, here are questions to consider. What kind of knowledge do you seek and why? How do you regularly use that knowledge of yours? Do you have soem dream of creating some incredible machine that would change the world for the better? Do you look up to some great genius and aspire to live up to this person? Or do you simply have some need to satisfy your curiosity?

Quick Build

You can make a Mobian Genius quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Dexterity. Second, choose the Engineer background. Third, choose two a short bow, Explorer's pack, and Tinker's Tools. For your race, choose Mobian, with the Fox subrace.

Class Features

As a Mobian Genius you gain the following class features.

Hit Points

Hit Dice: 1d8 per Mobian Genius level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Mobian Genius level after 1st

Proficiencies

Armor: light armor
Weapons: Simple Weapons, hand crossbows, heavy crossbows, longbows
Tools: any two types of tools
Saving Throws: Dexterity, Intelligence
Skills: Choose any 3

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a Longbow and 20 arrows or (b) any simple weapon
  • (a) a Dungeoneer's Pack or (b) an Explorer's Pack
  • leather Armor
  • A set of tools that you are proficient in
  • If you are using starting wealth, you have 1d4x10 gp in funds.

Table: The Mobian Genius

Level Proficiency
Bonus
Features Chaos Points Power Shot
1st +2 Chaos Points, Power Shot 1 1d4
2nd +2 Chosen Intellect 2 1d4
3rd +2 Expertise 3 1d4
4th +2 Ability Score Improvement 4 1d4
5th +3 Intellect Feature 5 1d6
6th +3 Expertise (2) 6 1d6
7th +3 Clever Shots 7 1d6
8th +3 Ability Score Improvement 8 1d6
9th +4 Improved IQ 9 1d8
10th +4 Intellect Feature 10 1d8
11th +4 Reliable Talent 11 1d8
12th +4 Ability Score Improvement 12 1d8
13th +5 Improved Power Shot 13 1d10
14th +5 Intellect Feature 14 1d10
15th +5 Quick Wit 15 1d10
16th +5 Ability Score Improvement 16 1d10
17th +6 Additional Clever Shots 17 1d12
18th +6 Intellect Feature 18 1d12
19th +6 Ability Score Improvement 19 1d12
20th +6 Super Form 20 1d12

Chaos Points[edit]

Starting at 1st level, your body has a limited pool of chaos energy. You have a set amount of Chaos Points equal to your Mobian Genius Level. You can expend Chaos Points to use a variety of skills within this class. You regain all chaos points after a short rest or long rest.

Power Shot[edit]

Starting at 1st level, when you make a ranged attack against a creature with a ranged attack roll, or a ranged spell attack roll, you can spend 1 chaos point to add 1d4 to the damage roll if it hits. The extra damage from this feature improves as you gain levels in this class, as shown on the Mobian Genius Table.

Chosen Intellect[edit]

At 2nd level, you choose one subclass know as your Chose Intellect, and gain 1 feature based on your decision. Your Chosen Intellect gives you additional features at 5th, 10th, 14th, and 18th level. Choose from the following:

  • Sly One
  • Engineer
  • War Machine
  • Detective

Expertise[edit]

At 3rd level, choose two of your skill Proficiencies, or one of your skill Proficiencies and your proficiency with Tools. Your Proficiency Bonus is doubled for any ability check you make that uses either of the chosen Proficiencies.

At 6th level, you can choose 2 more skills or tools.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Clever Shots[edit]

Starting at 7th level, you can expend chaos points to add a twist to your attacks. When you make a power shot, you can spend additional chaos points to add a slight twist to that shot. You can only use 1 Clever Shot per attack roll. You gain the following options.

Disarm (1 CP)

You attempt to shoot a weapon out of a creature's hand. On a hit, the targeted creature must make a strength saving throw. On a failed save the creature drops one item that it is holding in the limb that you shot. That item flies 10 feet from the creature in a random direction. This is in addition to the power shot damage.

Trip (1 CP)

You attempt to trip a creature. On a hit, the creature must make a strength saving throw. On a failed save the targeted creature falls prone. This is in addition to the power shot damage.

Overcharge (2 CP)

You use this clever shot before you make the attack roll. You attempt to make a shot with greater force. You take a -2 penalty to the attack roll, but on a hit you can apply your power shot bonus damage dice twice.

Improved IQ[edit]

Starting at 9th level, you can add your Intelligence Modifier to your maximum Chaos Points.

Reliable Talent[edit]

By 11th level, you have refined your chosen Skills until they approach perfection. Whenever you make an ability check that lets you add your Proficiency Bonus, you can treat a d20 roll of 9 or lower as a 10.

Improved Power Shot[edit]

Starting at 13th level, you become more adept with striking weak points from afar. When you make a ranged attack or ranged spell attack you can use your Power Shot Feature to add your power shot die to your attack roll instead of your damage roll.

Quick Wit[edit]

Starting at 15th level, you can use 2 clever shots in the same attack when you use your power shot. You still need to use the full amount of Chaos Points for both clever shots.

Additional Clever Shots[edit]

Starting at 17th level, you have discovered new ways to use your power shots.

Snipe (2CP)

You do not have disadvantage when attacking outside your weapon's normal range, and have advantage on the attack roll if your are attacking within it's normal range. You must still be within your weapon's long range to attack at all.

Superior Power Shot (2CP)

You can add your power shot die to both your attack and damage roll for the attack.

Taser (2 CP)

On a hit, the target must make a Constitution saving throw. On a failed save, the target is paralyzed for 1 minute. The creature can make another Constitution saving throw at the end of each of it's turns, ending the effect on a successful save. This is in addition to the power shot damage.

Ricochet (2 CP)

You can target 2 different creatures with the same attack, making a separate attack roll for each creature. Both creatures take the additional power shot damage.

Super Form[edit]

Starting at 20th level, you have mastered the power of chaos energy and have acquired the ability to momentarily transform into a seemingly invincible being. You take on a shining, metallic, golden color, and you maintain this form for 5 minutes.

You must spend 15 Chaos Points to change into your super form, as a free action. You can only change into your super form once, and you cannot do so again until 1d4 months have passed or longer/shorter at your GM's discretion. At your GM's discretion, you can also/instead be required to have one or more legendary artifacts or be in a certain situation in order to change into your super form. While in your super form, you gain the following benefits.

  • You do not need to spend chaos points to use any of your class features.
  • Your movement speed doubles.
  • You gain a flying speed equal to your movement speed.
  • You gain an additional action during each of your turns.
  • You do not need to breathe to survive.
  • You gain immunity from non magical damage.
  • You gain a +3 bonus to AC, attack rolls, you Spell Save DC, and Spell Attack Rolls.
  • Any damage you inflict increases by 2d6.
  • All damage you inflict becomes force Damage for the purpose of overcoming resistance and immunity.
  • When you change into this form, you restore all HP to your current Maximum.

Sly One[edit]

The Sly One tends to use tactics that some would consider dirty.

Cunning Action

Starting at 2nd Level, your quick thinking and agility allow you to move and act quickly. You can take a Bonus Action on each of your turns in Combat. This action can be used only to take the Dash, Disengage, or Hide action.

Clever Close Up

Starting at 2nd level, you can use your clever shot on a melee weapon attack. The weapon must be a finesse weapon.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Sharp Movement

Starting at 10th level, you are able to make fluid movement, as though your mind and body are in perfect sync. Whenever you would make a skill check that uses your dexterity, you can add your Intelligence modifier to the roll.

Sharp Wit

Starting at 14th level, your Clever Shots cost 1 Chaos Point less to use. You cannot reduce the cost of a Clever Shot below 1 with this feature.

Blind Sense

Starting at 18th level, if you are able to hear, you are aware of the location of any hidden or Invisible creature within 30 feet of you.

Engineer[edit]

The Engineer likes to build all kinds interesting tech.

Blaster

Starting at 2nd level, you have figured out how build a small weaponized device from common household items. You can build one of these blasters during a long rest.

This is a one handed weapon with a range of 100/200. This weapon uses either your dexterity or intelligence modifier for the attack and damage rolls. You are considered proficiencient with this weapon. On a hit, it inflicts radiant damage equal to your current power shot damage dice.

Extra Attack

Beginning at 5th Level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.

Dummy Bomb

Starting at 10th level, you can craft dummy bombs up to your intelligence modifier during each long rest. As an action, these bombs can be placed and concealed in places to later be detonated remotely. As a reaction, you can detonate 1 of the bombs that you have place prior that is within 120 feet of you. All creatures within 30 feet of the device must then make Dexterity saving throw. On a failed save they take 8d6 fire damage, or half as much on a failed save.

When you place one of these bombs, you can expend chaos points to modify them. For every 2 chaos points used, you can increase the damage by 1D6.

After 8 hours after the bomb is placed without having been detonated, the power runs out, and the bomb becomes inert.

Cyclone

Starting at 14th level, you are able to build a large, multi purpose, machine. You can spend 1D4 weeks building this device. This machine has the following features.

  • An AC of 20.
  • HP equal to half of your own current maximum.
  • A movement, and flying speed of 50.
  • A ranged attack equal to that of your blaster.
  • It is considered a mount that can carry up to 2 creatures with a size of medium or smaller.
  • A massive laser that can be fired only once every 1D6 rounds of combat. This laser effects all creatures in a 30 feet cone staring from the front of the cyclone. All creatures in range must make a constitution saving throw or take 8D8 radiant damage, or half as much on a failed save.
  • You can load your dummy bombs into the cyclone. Then, as an action, launch 1 of them a space within 120 feet, detonating them immediately. When you launch them this way, you can expend chaos points to improve them as you would when setting them as traps.
  • If your Cyclone is damaged, you can spend 1D4 hours repairing it. It's HP then returns to max.
Building Expert

Starting at 18th level, you can now build or repair your Blaster and Cyclone in half the normal time.

War Machine[edit]

The War Machine is a high tech, self aware robot that is built solely to track down and eliminate targets.

Robot Body

Starting at 2nd level, your robotic body begins to warm up and it's functions turn online, giving you the following benefits.

Unarmored Defense: While you are not wearing armor, your AC is equal to 10 + your dexterity modifier + your intelligence modifier. You can still hold a shield and gain this benefit.

Standby Mode: As a machine, you do not need to eat, drink, or sleep to survive. You still need to enter a state of deactivation called, “Standby Mode” in order to gain the benefits of a short or long rest. The amount of time you need to spend in standby mode is the same as you would need to normally gain the benefits of a short or long rest.

At the DM's discretion, you may also need a fuel source of some kind to survive.

Arm Cannon: Built into your arm is a cannon with a range of 60/120 feet. You are considered proficient with this cannon. This cannon uses your intelligence modifier for the attack and damage rolls, and inflicts radiant damage equal to your current power shot damage dice.

Artificial Intelligence: Because you are not a real person, you do not fully grasp the concept of certain emotions. You have advantage on saving throws against being charmed or frightened.

Mechanical Body: You are considered a construct.

Extra Attack

Beginning at 5th Level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.

Flurry Blast

Starting at 10th level, as an action, you can spend chaos points to make attacks with your arm canon onto several creatures within range at once, spending 2 chaos points per target creature. You make a separate attack roll for each creature you target.

Recharge

Starting at 14th level, you can convert the oxygen in the area around you into pure energy. As an action, you can regain 2d8 chaos points. You can only do this once, and must complete either a short or long rest before you can do so again.

Self Destruct

Starting at 18th level, you can erupt in a massive explosion in a last ditch effort. As an action, you can force all creatures within 30 feet of you to make a constitution saving throw. On a failed save, a creature takes 20D10 Force Damage or half as much on a successful save. After using this feature, you take damage as if you had failed the saving throw.

Detective[edit]

The detective uses it's skills to easily pick up on things and solve mysteries that would be rocket science to most people.

Bonus Proficiencies

Starting at 2nd level, you gain proficiency in any 3 skill of your choice.

Quick Thinking

Starting at 5th level, when you make a skill check that add your proficiency bonus, you can spend 1 chaos point to roll your current power shot die. Add the result to the total. You can do this after you roll but before the result is declared.

Intellectual

Starting at 10th level, when you make a skill check that uses your proficiency bonus, you can spend 4 chaos points to give yourself advantage on the skill check.

Double Checking

Starting at 14th level, when you fail an ability check that lets you add your proficiency bonus, you can spend 4 Chaos Points to roll the check again and take the new result.

Superior Expertise

At 18th level, you can choose an additional 4 skills that you are proficient in to gain the effects of your expertise feature.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Mobian Genius class, you must meet these prerequisites: Intelligence Score of 14 or higher.

Proficiencies. When you multiclass into the Mobian Genius class, you gain the following proficiencies: Proficiency any one tool and any one skill.

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