Igor (5e Class)

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Igor

While Igors are human, born in the normal fashion, the clan's strong tradition of surgery usually means that by the time they would have grown to maturity in the natural way many of their body-parts have already been swapped around repeatedly, mostly within the clan. This can make assessing their age quite awkward as their hands may be in their 40's, but their heart is in it's 20's. All Igors have stitches; these can be clan markings and not necessarily actual repairs. The male members of the Igor clan traditionally lisp (though sometimes some forget) and usually limp (although this doesn’t seem to impede their movement at all) The female members (Igorinas) tend to not show their stitches and can be very attractive in conventional human standards, although they usually wear one or two subtle rings of stitches to show allegiance to the clan, they also generally do not lisp or limp as much.

Of course no good Igor would be without random jars of bubbling things, chemicals, potions and unknown things in bags, all of which can help the Igor (and his Master) to escape the inevitable torches and pitchforks, although an Igors loyalty will only stretch so far, surviving to find a new master is a much better than dying for one!


Creating an Igor


Quick Build

You can make an Igor quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Dexterity.
Alignment: Igors are always Neutral/Neutral, traditionally they work for those on the fringes of society (and sanity), but this does not make them bad people. They adhere to their code: Never question the master ("No, thur, that'th an artery"); never pass judgment ("What do you want a hundred virginth for?"); never grumble ("Where am I going to find a brain at thith time of night?"). If an Igor spent any time in judging people, he would never get anything done.

Class Features

As a Igor you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light, Medium
Weapons: Simple
Tools: Surgeons Kit, Alchemy Kit
Saving Throws: Wisdom, Dexterity
Skills: Medicine and 2 from Arcana, Insight, Investigation, Nature, Survival

Equipment

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

  • Scalpel (1D4 slashing)
  • Bone saw (1D8 slashing)

Table: The Igor

LevelProficiency
Bonus
Features
1st+2Surgery
2nd+2Standard Bandages, Anatomical Knowledge
3rd+2Escape Kit
4th+2Ability Score Improvement
5th+3Extra Action
6th+3The Villagers are Coming!
7th+3Greater Bandages, Experimental Surgery
8th+3Ability Score Improvement
9th+4Experimental Surgery
10th+4Improved Surgery
11th+4Extra Attack, Experimental Surgery
12th+4Ability Score Improvement
13th+5Superior Bandages, Experimental Surgery
14th+5Surgical Strike
15th+5Experimental Surgery
16th+5Ability Score Improvement
17th+6Experimental Surgery
18th+6Supreme Bandages
19th+6Ability Score Improvement, Experimental Surgery
20th+6Master Surgeon


Surgery (Level 1)

For 1 Action,(when in combat) player can restore HP to creature within range (Touch) up to Igor’s Medicine Skill score.
If conducted on self or another Igor, can be done as a bonus action.
Advantage on stabilizing an unconscious/dying ally.
Can assist up to 2 targets during a short rest, targets can add 1 extra Hit Dice when healing

Bandages (Level 2)

Igors can create a number of bandages equal to their proficiency bonus, regaining all uses after a long rest.
Bandages can only be used whilst in combat.

Igor Level Bandage Type Heals For Cost
2Standard1D4+1/Rnd for 4 Rnds50G




7Greater1D6+2/Rnd for 4 Rnds150G




13Superior1D12+4/Rnd for 4 Rnds450G




18Supreme1D20+10/Rnd for 4 Rnds1350






Anatomical Knowledge (Level 2)

Successful use of a Medicine check (DC = Creatures Combat Rating + 8) Learn any physical weaknesses (NOT magical weakness) and deal 1D6 extra damage against that creature type for 1 hour.

Escape Kit (Level 3)

Igors can create a number of items equal to their proficiency bonus, regaining all uses after a long rest.

Item Effect Cost
SmokestickAs an action, you can ignite this alchemically-coated wooden
stick and toss it up to 30 feet. Thick smoke
emerges from the stick, producing an effect identical to the
fog cloud spell, except that it only fills a 10-foot
radius sphere and has a duration of only 1 minute.
Smokesticks can be manufactured to produce smoke in nearly any color.
30G



Tanglefoot BagThis fragile canvas sack contains coiled strands of fibrous goo
that expand and become sticky when exposed to air.
As an action, you can throw the bag up to
30 feet, causing an effect identical to the web spell (save DC 10)
except only filling a 5-foot cube and with a duration of
only 1 minute. The Tanglefoot bag has no effect
on creatures that are Huge or larger, formless, or incorporeal.
100G



ThunderstoneWhen this dull, brittle crystal strikes a hard surface,
it erupts with a bang that can be heard 500
feet away and can deafen nearby creatures. As an action,
you can throw the stone at a hard surface
within 30 feet. Creatures within 10 feet of that
point are affected as though targeted with the blindness/deafness
spell (save DC 10), causing a "deafness" effect.
60G



SunflareA glass vial containing a light yellow fluid, which
on contact with air combusts in a bright flash. As an
action, you can throw the vial at a hard surface
within 30 feet. Creatures within 10 feet of that point
are affected as though targeted with the blindness/deafness spell
(save DC 10), causing a "blind" effect.
60G



Giddyup JuiceA foul smelling, dark brown blue liquid that seems
to vibrate in the container. Upon drinking, the imbiber is
affected as though targeted with the expeditious retreat spell,
except effects only last for 5 minutes.
25G





The Villagers are Coming! (Level 6)

Igors have an uncanny knack of knowing when the locals are going to be turning up with the pitchforks and flaming torches.
Advantage on Dexterity saving throws

Experimental Surgery (Level 9)

Igors are always keen to experiment on themselves, seeing additional organs as a standard way of life.
Medicine Check (DC13) required for each hour of research


Part Effect Research Time Surgery Time
Extra Thumb
(Can be done twice)
+1 Dex Each6 Hours Each2 Hours Each




Extra Kidney+2 Con18 Hours8 Hours




Spring Loaded Knees+5 to Movement Speed12 Hours6 Hours




Eye
(Can be done twice)
+1 Perception Each
If the 'donor' had Darkvision,
gain Lesser Darkvision for 1 eye
standard for both eyes
10 Hours Each4 Hours Each




Spare HeartAfter reaching 0HP, at the start of the next round
regain conciousness at 1HP
(Once per Long Rest)
24 Hours16 Hours




Copper SpineCan cast Lightning Bolt once per Long Rest
From Level 9, can cast Call Lightning once per Long Rest
36 Hours24 Hours





Igor Level Total Surgeries Allowed
72




93




114




135




156




177




198






Improved Surgery (Level 10)

For 1 Action,(during combat) player can restore HP to creature within range (Touch) up to Igor’s Medicine Skill score x2.
If conducted on self or another Igor, can be done as a free action.
Advantage on stabilizing an unconscious/dying ally.
Can assist up to 3 targets during a short rest, targets can add 1 extra Hit Dice when healing

Surgical Strike (Level 14)

Igor's superior knowledge of anatomy allows him to make precise attacks to vulnerable areas of an opponents body
Once per opponent, up to proficiency modifier per long rest

Target Effect
LegNormal Damage + Targets movement speed is halved for 2 rounds


ArmNormal Damage + Target drops 1 held item


HeadNormal Damage + Target has Disagvantage on all saving throws until the end of the next round


Torso Front
(Gut Punch)
Normal Damage + Winded (Movement Speed reduced to 0 until end of next round


Torso Back
(Kidney Shot)
Normal Damage + 1D4 damage at start of round for 3 rounds




Master Surgeon (Level 20)

Igor can conduct Experimental Surgery on willing allies



Ability Score Increase

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.

"Yeth Marthter?"

At DM’s discretion, the Igor may appear behind someone when required, even if the Igor wasn’t originally in the room.

"I've theen worth..."

Igors are not easily shocked, they wouldn’t be much use if they couldn’t keep calm in front of their Master, or the mirror for that matter. Advantage on saving throws against being Scared.



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