Plasmid Wielder (5e Class)

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Plasmid Wielder

Secrets buried beneath the ocean that lead 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


Creating a Plasmid Wielder


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

    LevelProficiency
    Bonus
    FeaturesEve points
    1st+2Electrobolt2
    2nd+2Tonic, Tonic Feature3
    3rd+2Incinerate!4
    4th+2Ability Score Improvement5
    5th+3Tonic Feature6
    6th+3Enrage7
    7th+38
    8th+3Ability Score Improvement9
    9th+4Tonic Feature10
    10th+411
    11th+412
    12th+4Ability Score Improvement13
    13th+5Tonic Feature14
    14th+515
    15th+516
    16th+5Ability Score Improvement17
    17th+6Tonic Feature18
    18th+619
    19th+6Ability Score Improvement20
    20th+621

    Eve Points

    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

    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

    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!

    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 (5 rounds) and take 1d4 fire damage at the end of their 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

    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.

    Enrage

    At 6th level, you acquire a third tonic: Enrage. As an action, you expend and select a creature within 60 ft. of you. That creature is marked for 1 minute and all creatures within 30 ft. of the target must succeed a Wisdom saving throw or become enraged towards the creature. They may repeat this save at the end of each of their turns. Creatures who are enraged must spend their turn moving towards the creature or attacking the creature if they are within range. The enraged effect ends when the target is no longer marked, if the creature(s) succeed the saving throw, or if you dismiss the effect as a bonus action.

    Hypnotize Big Daddy


    Leadhead Tonic

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

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    Thuggish Tonic

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

    Armored Shell

    At 2nd level, your skin hardens like that of an armadillo. 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.

    Wrench Jockey

    At 5th level, your swinging arm becomes more effective and your deliver a greater wallop. Any melee attacks you make deal an additional 1d6 damage.

    Static Discharge

    At 9th level, your body reacts to danger and emits electricity as a response. As a reaction to being hit, you may expend 1 eve point to deal 1d8 + your wisdom modifier in lightning damage to your attacker.

    Weather Master

    At 13th level, you can control the energy within your weapon, giving it new damage properties. As a bonus action, you may change the damage type of your weapon to deal cold or fire damage. In addition, your weapon becomes magical.

    Elemental Expert

    At 17th level, the elements bend to your will and serve you in combat. Any cold, fire, or lightning damage you deal also does an extra 1d8 of its respective damage type. In addition, you gain resistance to cold, fire, and lightning damage.


    Adam-Infused Tonic

    A subclass that bolsters the powers of your Plasmids.

    Adam Junkie

    At 2nd level, your plasmids are bolstered and pack a greater punch. Your plasmids do 1d6 extra damage.

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    Blood Lust

    At 13th level, you gain a sense of energy from the violence you take part in. When you deal 25 damage or more to the same creature, you regain 1 eve point. This feature does not stack with attacks that effect multiple targets.

    Eve Saver

    At 17th level, you become more efficient with the use of your Eve. 3 times per day whenever you expend eve points, you may roll a die or flip a coin. On an odd number (or tails) nothing happens, but on an even number (or heads) you do not lose any of the eve points you expended on your last action.


    Multiclassing


    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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