Plasmid Wielder (5e Class)

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Plasmid Wielder[edit]

Secrets buried beneath the ocean have some to incredible powers. These powers come in the form of Plasmids, fueled by Eve and created by Adam, and you are one who wields them.

Limitless Potential With Plasmids[edit]

Creating a Plasmid Wielder[edit]


Quick Build

You can make a Plasmid Wielder quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose the Criminal background.

Class Features

As a Plasmid Wielder you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light Armor, Medium Armor
Weapons: Simple weapons
Tools: Tinkerer's tools
Saving Throws: Wisdom, Constitution
Skills: Choose three from Athletics, Medicine, Perception, Religion, Stealth, Survival

Equipment

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

Table: The Plasmid Wielder

Level Proficiency
Bonus
Features Eve points
1st +2 Electrobolt 2
2nd +2 Tonic 3
3rd +2 [[#|]] 4
4th +2 Ability Score Improvement 5
5th +3 6
6th +3 7
7th +3 8
8th +3 Ability Score Improvement 9
9th +4 10
10th +4 11
11th +4 12
12th +4 Ability Score Improvement 13
13th +5 14
14th +5 15
15th +5 16
16th +5 Ability Score Improvement 17
17th +6 18
18th +6 19
19th +6 Ability Score Improvement 20
20th +6 21

Eve Points[edit]

At 1st level, you learn how to use Plasmids and unlock the power that fuels it that lay hidden within the human body. You gain eve points, which you can use to power your Plasmids. You gain additional points with each level. In addition, when making attacks with your Plasmids you use your Wisdom modifier.

Some of your Eve features or Plasmids require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:

Plasmid save DC = 8 + your proficiency bonus + your Wisdom modifier

Electrobolt[edit]

At 1st level, you unlock the secrets of human potential and gain your first Plasmid: Electrobolt. As an action, you expend one Eve point and you fire a sharp bolt of electricity from your hand to a creature, object, or point within 60 ft. of you. When making a ranged attack against the creature, the bolt does 1d8 + your wisdom modifier of lightning damage. In addition, when firing the bolt at small bodies of water, such as a puddle, the water becomes electrified. Any creature touching the electrified water must make a Dexterity saving throw or take 1d4 + your wisdom modifier of lightning damage and become stunned until the start of your next turn, when the water loses its electricity.

Tonic[edit]

At 2nd level, you chose a Tonic. Choose between Leadhead, Thuggish, or Adam-Infused, all detailed at the end of the class description. Your choice grants you features at 2nd and again at 5th, 9th, 13th, and 17th level.

Incinerate![edit]

At 3rd level, you acquire a second tonic: Incinerate! As an action, you expend one eve point and a flash of fire sparks from your hand at a creature, point, or object. You can light fires, burn objects, and set creatures aflame. if you attempt to set a creature on fire, the target must make a Dexterity saving throw or become set on fire for 30 seconds and take 1d4 fire damage at the end of each turn. The damage continues until the creature takes an action to put itself out, the creature becomes submerged in water, or the creature dies.

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.

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Leadhead Tonic[edit]

A subclass that combines the powers of your Plasmids with that of fire arms.

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Thuggish Tonic[edit]

A subclass combines the powers of your Plasmids with that of melee combat.

Armored Shell

At 2nd level, you acquire a gene tonic that hardens your skin. While not wearing any armor, you gain unarmored defense equal to 8 + your Wisdom modifier + your Constitution Modifier. You may still use a shield and gain this benefit.

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Adam-Infused Tonic[edit]

A subclass that bolsters the powers of your Plasmids.

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Eve Saver

At 17th level, you become more efficient with the use of your Eve. All Tonics that cost more than 1 eve point


Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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