Rad Slug (5e Class)
Rad Slug
Slug
So you want to be a slug with super spit and mind damaging abilities? Well son, that’s what you’re gonna be! Also: you eat brains
Creating a Rad Slug
- Quick Build
You can make an Rad Slug quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Wisdom. Second, choose the Sage background.
Class Features
As a Rad Slug you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Rad Slug level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Rad Slug level after 1st
- Proficiencies
Armor: you can’t wear armor, so your armor is 10 + int modifier
Weapons: Dude, you have no hands
Tools: None
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Deception, Insight, Intimidation, Investigation, Nature, Persuasion, Religion
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- You begin with nothing.
Level | Proficiency Bonus | Slime Spit | Mind Blast Damage | Extract Brain Damage | Features |
---|---|---|---|---|---|
1st | +2 | 2d6 | 2d8 | 3d10 | Prerequisite, Slime Spit, Mind Blast, Extract Brain |
2nd | +2 | 2d6 | 2d8 | 3d10 | Magic Resistance |
3rd | +2 | 2d6 | 2d8 | 4d10 | Rad Slug Slime Slide Improvement |
4th | +2 | 2d6 | 2d8 | 4d10 | Ability Score Improvement |
5th | +3 | 2d8 | 3d8 | 5d10 | Slime Spit Improvement, Mind Blast Improvement, Extract Brain Improvement |
6th | +3 | 2d8 | 3d8 | 5d10 | Rad Slug Slime Slide Improvement 2 |
7th | +3 | 2d8 | 3d8 | 6d10 | Overwhelming Mind |
8th | +3 | 2d8 | 3d8 | 6d10 | Ability Score Improvement |
9th | +4 | 2d8 | 4d8 | 7d10 | Burning Thoughts |
10th | +4 | 2d10 | 4d8 | 7d10 | Rad Slug Slime Slide Improvement 3 |
11th | +4 | 2d10 | 4d8 | 8d10 | Slime Spit Improvement, Mind Blast Improvement, Extract Brain Improvement |
12th | +4 | 2d10 | 4d8 | 8d10 | Ability Score Improvement |
13th | +5 | 2d12 | 5d8 | 9d10 | Burning Thoughts Improvements |
14th | +5 | 2d12 | 5d8 | 9d10 | Mental Ability Score |
15th | +5 | 2d12 | 5d8 | 10d10 | — |
16th | +5 | 2d12 | 5d8 | 10d10 | Ability Score Improvement |
17th | +6 | 3d10 | 6d8 | 11d10 | Slime Spit Improvement, Mind Blast Improvement, Extract Brain Improvement |
18th | +6 | 3d10 | 6d8 | 11d10 | Dizzying Intellect |
19th | +6 | 3d10 | 6d8 | 12d10 | Ability Score Improvement |
20th | +6 | 3d10 | 6d8 | 12d10 | Mental Prowess |
Slime Spit
This rad slug can spit out slime that deals 2d6 + your Intelligence modifier psychic damage on a hit, and you can use your Intelligence modifier for the attack rolls, in which you are proficient. In addition, you can grapple with your Slime Spit like you normally would, but you can use Intelligence(Arcana) in place of Strength(Athletics) for the grapple check. You cannot use this feature when trying to escape a grapple. The damage of your Slime Spit increases as you gain levels in this class, as shown on the Rad Slug table.
At 5th level, when you make an attack with your Slime Spit, you can attempt to grapple the target as part of the same action.
At 11th level, any grapple attempt you make with your Slime Spit automatically succeeds if the target is Medium or smaller.
At 17th level, when you begin a grapple with your Slime Spit, if the target is creature, it must succeed on an Intelligence saving throw or be stunned until the grapple ends. The DC for this saving throw equals 8 + your Intelligence modifier + your proficiency bonus.
Extends the distance of your Rad Slug Slime Slide by 10 feet. Additionally, creatures your slime touches (either by your slime spit, or by steady rolling over them) roll a Constitution saving throw (16) or have their AC reduced by 15 until the state of your next turn. Crits with slime Spit steady reduce the enemy’s AC to 0 until the start of your next turn!
Mind Blast
As an action, you can unleash the fury of your mind. When you do so, all creatures in a 60-foot cone originating from you must make an Intelligence saving throw. On a failure, a creature takes 2d8 + your Intelligence modifier psychic damage and is stunned for 1 minute. A stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. The DC for this saving throw equals 8 + your Intelligence modifier + your proficiency bonus. The damage of your Mind Blast increases as you gain levels in this class, as shown on the Rad Slug table. You have 1 use of this feature, and you regain that use when you finish a short or long rest.
At 5th level, when you start your turn with no uses of your mind blast left, you can roll a d6 (no action required). If you roll a 6, you regain the use of your mind blast.
At 11th level, you regain the use of your Mind Blast if you roll a 5 or a 6 on the d6.
At 17th level, when a creature succeeds on it's saving throw against your mind blast, it takes half the damage it would have taken on a failure, instead of none.
Extract Brain
While you are grappling an incapacitated creature, you can attempt to remove its brain. Make an attack roll using your Intelligence modifier in which you are proficient. If it hits, you deal 3d10 piercing damage to the target. If this damage reduces the creature to 0 hit points, you break open its skull, rip out its brain, and devour it. Once you use this feature, you can't use it again until you finish a long rest.
At 5th level, whenever you devour a brain using your Extract Brain or Intellect Thief, you gain temporary hit points equal to the creature's Intelligence Modifier (minimum of 1).
At 11th level, the temporary hit points you gain by devouring a brains is equal to the creatures Intelligence score, rather than its modifier.
At 17th level, you no longer have to finish a long rest before you use your Extract Brain again. You must still abide by all other restrictions stated.
Magic Resistance
Starting at 2nd level, you have advantage on saving throws against spells and other magical effects.
Rad Slug Slime Slide
At 3rd level, your slime starts to get super rad. After moving 10 feet in any direction, your body weird slug body continues moving for an additional 10 feet in the same direction. If you hit a wall, a living creature, or anything, you steady slug roll over them. Creatures don’t get an attack of opportunity on account of you’re a tiny slug. If you, say, hit a wall, you proceed up the wall. If you, like, hit a cliff, you travel along the cliff face.
At 3rd level Extends the distance of your Rad Slug Slime Slide by 10 feet. Additionally, creatures your slime touches (either by your slime spit, or by steady rolling over them) roll a Constitution saving throw (15) or have their AC reduced by 5 until the start of your next turn.
At 6th level, extends the distance of your Rad Slug Slime Slide by 10 feet. Additionally, creatures your slime touches (either by your slime spit, or by steady rolling over them) roll a Constitution saving throw (16) or have their AC reduced by 10 until the start of your next turn.
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.
Overwhelming Mind
At 7th level, the damage of your Mind Blast and Slime Spit features ignores resistance to psychic damage.
Burning Thoughts
At 9th level, when you deal psychic damage to a creature, you can implant a seed of madness in its head. When you do so, it takes 1d4 additional psychic damage, and at the start of each of its turns, it must make an Intelligence saving throw against your mind blast DC at the start of each of its turns or take 1d4 psychic damage, ending the effect on a success.
At 13th level, the damage increases to 1d6 psychic damage.
Mental Ability Score
When you reach 14th 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. The ability scores you can increase with this feature are Intelligence, Wisdom, or Charisma.
Dizzying Intellect
When you reach 18th level, you have advantage on all Intelligence, Wisdom, and Charisma saving throws, and you have resistance to psychic damage.
Mental Prowess
At 20th level, your Intelligence and Wisdom scores increase by 4. Your maximum for those scores is now 24.
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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