True Thinker (5e Subclass)

From D&D Wiki

(Redirected from True thinker (5e Class))
Jump to: navigation, search

True Thinker[edit]

Rogue Subclass

True thinkers are individuals who use logical thinking and research to overcome all odds and accomplish their goals. They are geniuses, and often ahead of their respective times...

Sage Advice

At 3rd level, you gain a deep insight into the human mind, becoming able to guide and help those who rely on your advice. You can take the Help action as a bonus action.

In addition, you can use the Help action to give an ally within 30 feet advantage on its next Intelligence, Wisdom or Charisma saving throw it makes within the next minute. You can't have more than one ally benefiting from this feature at the same time.

Dilettante

Starting at 3rd level, you add half your proficiency bonus to all ability checks and attack rolls that don't already add your proficiency.

Field of Thought

Also at 3rd level, you specialize in a field of thought. You gain the benefits of your chosen field, and learn one theory for which you attend the prerequisites to. You gain a new theory at 9th, 13th and 17th levels.

Natural Sciences. You gain proficiency in Medicine, Nature and with the Herbalist's supplies. In addition, you add twice your proficiency bonus in checks made with these skills.
Exact Sciences. You gain proficiency with the Alchemist's Supplies. In addition, you add twice your proficiency bonus in checks made with this skill.
Human Sciences. You gain proficiency with the Persuasion and Insight skills. In addition, you add twice your proficiency bonus in checks made with these skills.
Reactive Mind

Starting at 9th level, you add your Intelligence modifier to your Initiative rolls and Dexterity saving throws.

Quick Thinking

At 13th level, whenever you make an ability check you have proficiency that would require an action, you can use a bonus action instead.

Genius

At 17th level, whenever you make an intelligence check and roll below your Intelligence score, you can choose your Intelligence score instead.

Theories[edit]

Advanced Ethology

prerequisite: Natural Sciences Field of Thought, Ethology, 9th level

You can use your Ethology feature to affect creatures of any type that has an Intelligence score of 6 or lower.

In addition, when using your Ethology on beasts, you can either charm the target for 24 hours on a success, or frighten it for 1 hour on a success.

Anatomical Fighting

prerequisite: Proficiency in Medicine, 9th level

When you hit a creature with an attack, you can choose to impose one of the following conditions, instead of causing damage: blinded, deafened or stunned. The condition lasts until the end of your next turn.

Ballistics

prerequisite: Exact Sciences Field of Thought

You add your Intelligence modifier to your ranged weapon attacks. In addition, both the short and long range for your ranged attacks doubles when you attack using your Intelligence.

Chemistry

prerequisite: proficiency with the Alchemist Supplies

You gain proficiency with the Alchemist supplies, or twice your proficiency bonus if you are already proficient. You can also spend half the resources and cost to create alchemist fire and vials of acid.

In addition, whenever you throw a vial of acid or alchemist fire, you add your proficiency bonus to the Attack roll and the save DC equals (8 + your proficiency bonus + your Intelligence modifier). You also deal additional damage equal to twice your level in this class with these substances.

Chemical Bombs

prerequisite: Chemistry, Exact Sciences or Natural Sciences, 5th-level

The vial of acid or alchemist fire thrown by you affect an area of 10-foot radius, instead of only one target.

Ethology

prerequisite: Proficiency in Animal Handling

You can add your Intelligence modifier to your Wisdom (Animal Handling) checks. In addition, you can use an action to attempt to calm or frighten one beast you can see within 30 feet of you that can see and hear you. Make a Wisdom (Animal Handling) check contested by the target’s Wisdom (Insight) check. If your check succeeds, the target is either charmed or frightened for 1 minute. The charmed condition ends earlier if the creature is attacked or harmed by you or your companions. If your check fails, the target can’t be frightened by you in this way for 1 hour.

Mechanical Advantage

prerequisite: Exact Sciences Field of Thought

You can use your Intelligence, instead of your Strength, for Strength checks, saving throws, and to attacks and damage rolls using weapons that lack the heavy property.

Psychology

prerequisite: Human Sciences Field of Thought

You can use your Intelligence, instead of your Charisma, on your Charisma (Deception), (Persuasion) and (Intimidation) checks. You can also use your Intelligence instead of your Wisdom when making Wisdom (Insight) checks.

Surgical Precision

prerequisite: 9th level, proficiency in Medicine

You score a critical hit on a roll of 19 or 20 on the d20.

0.00
(0 votes)

Back to Main Page5e HomebrewCharacter OptionsSubclasses

Home of user-generated,
homebrew pages!


Advertisements: