Splicer (5e Class)

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Splicer

(Warning: this is ONLY for a Bioshock custom ruleset made by UneditedVirus49 and Tiety)

Splicers are the most common enemies in the first two installments of the BioShock series, and in the DLC of its third. Remnants of Rapture's human population, they are the result of ADAM use, which greatly increased during the violent conflict of the Rapture Civil War. In this war, and the chaotic days that followed, the Splicers murdered much of the sane population of the city. Due to excessive ADAM consumption, their bodies and minds have been deformed beyond repair (though some of their physical deformities can be attributed to war scars or Dr. J.S. Steinman's plastic surgery). They have become dependent on ADAM, both mentally and physically. Many still wear Masquerade Ball masks, perhaps, as Atlas suggested, out of shame at how ADAM has deformed their bodies.

Insanity of the Deep

Splicers used to be normal people, but now due to the abuse of the drug known as ADAM, they have gone completely insane. With many varieties of splicer, their deep mental instability is best shown in their combat, flailing wildly and attacking any person in sight just to get their next fix of ADAM.

Creating a Splicer

Female Spider Splicer, Credit of ShadeCramer, https://www.deviantart.com/shadecramer/art/BioShock-Splicer-704233681

Put yourself into the mind of a person who's mind and body have been altered in the need for drugs. Take that desperation and cunning into mind. How are you going to get more, when will you get more, and who will you have to kill to get more? Your past doesn't matter anymore. you've killed your family and if not then they are long gone and will never return, but that doesn't matter. You have another hit of ADAM in your veins and it feels great. Now you just need another...

Quick Build

You can make a Splicer quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Strength. Lastly, Background and Weapons really don't matter as you are generally using any weapons that you can get your hand on.

Class Features

As a Splicer you gain the following class features.

Hit Points

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

Proficiencies

Armor: none
Weapons: martial weapons, simple weapons
Tools: none
Saving Throws: Dexterity, Strength
Skills: Choose four from Athletics, Acrobatics, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth.

Equipment

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

  • (a) Wrench or (b) Knife
  • (a) a burglar's pack or (b) a dungeoneer's pack or (c) an explorer's pack
  • (a) 3 medkits or (b) 3 EVE Hypo
  • If you are using starting wealth, you have 4d4 x 10 gp in funds.

Table: The Splicer

LevelProficiency
Bonus
FeaturesSneak Attack
1st+2ADAM Armor
2nd+2Atlas Brand Insomnia
3rd+2Splicer Archetypes
4th+2Ability Score Improvement
5th+3Cunning Deception
6th+3Eye For Insanity
7th+3Sneak Attack1d8
8th+3Ability Score Improvement1d8
9th+4Splicer Archetypes Ability2d8
10th+4Ability Score Imporvement2d8
11th+4Advanced Cunning Deception3d8
12th+4Ability Score Improvement3d8
13th+5Splicer Archetypes Ability4d8
14th+5Advanced Eye For Insanity4d8
15th+5Mindless Running5d8
16th+5Ability Score Improvement5d8
17th+6Splicer Archetypes Ability6d8
18th+6Violent Tendencies6d8
19th+6Ability Score Improvement7d8
20th+6There And Back7d8

ADAM Armor

Due to the intense amount of ADAM within your body, your skin, meat, and bones are impowered and are more resistant. At first level, your Armor Class is your DEX modifier plus 10.

Atlas Brand Insomnia

The terrors of Rapture still haunt your dreams, but you've grown used to it. At second level, all actions that require a long rest can be don with a short rest. This only applies to you.

Splicer Archetype

At 3rd level, you chose a Splicer Archetype. Choose between Thuggish Splicer, Leadhead Splicer, Spider Splicer, Houdini Splicer, and Nitro Splicer, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 9th, 13th, and 17th.

Ability Score Increase

When you reach 4th level, and again at 8th, 10th, 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.

Cunning Deception

You have learned that people down here aren't the brightest, and will generally ignore a dead body... or what they think is one. At 5th level, as a reaction to a successful hit against you, you can pretend to have died and as a bonus action get up and continue to fight. For each full turn you pretend to be dead you must make a constitution save with a DC on 15.

At 11th level you improve on this skill making the save DC a 10 and causing all creatures within 15 feet to become stunned. Stunned creatures can remove the stun by making a successful constitutions save (which takes up one action).

Eye For Insanity

Your attacks have become more sporadic, for better and for worse. At 6th level, you can now achieve a critical hit from a 19, but you can also receive a critical fail from a 2.

At 14th level this increases again to natural 18s and higher being critical hits and natural 3s and lower being critical fails.

Sneak Attack

Once per turn, you can deal extra 1d8 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must be on a creature that cannot see you. As you gain levels, the amount of damage increases, as shown on the level table. The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column.

Mindless Running

You learn how to run more efficiently. At 15th level, as a bonus action you can double your movement speed.

Violent Tendencies

At 18th level, you can use a bonus action to add 4d6 to an attack for the cost of one third level EVE slot.

There and Back

At 20th level you do not trigger an attack of opportunity as long as you have attacked that target.

Thuggish Splicer

The Thuggish Splicer rushes headlong into danger and attacks with melee weapons.

Glass Cannon

At 3rd level, your AC now gets a -2, but you get an extra 1d6 on all attacks.

Melee Rusher

At 9th level, you now gain +10 speed

Electric Flesh

At 13th level, you now have immunity to lightning damage.

Hunting Sonar

At 17th level, you now get a +4 to perception checks by using a single first level EVE slot. This only applies when the check is made for looking for enemies.

Leadhead Splicer

The Leadhead Splicer is the long ranged cousin of the Thuggish Splicer and attacks with guns.

Bang Bang

At 3rd level, you gain either a pistol or a machine gun (and proficiency for said gun), and gain an extra 1d4 of health per Splicer level.

Missed Me!

At 9th level, you now gain +2 AC

Pistol Whip

At 13th level, you can now melee with your gun. This deals 1d8 of damage.

Ammo Sonar

At 17th level, you now get a +4 to perception checks by using a single first level EVE slot. This only applies when the check is for looking for ammunition.

Spider Splicer

Spider Splicers can crawl on the ceiling and throw hooks at the player from afar, which can be caught and tossed back with Telekinesis

Hook, Line, and Sinker

At 3rd level, your melee weapon is replaced with hooks that allow you to climb on walls and even ceilings.

Grapple Hook

At 9th level, you now gain the Telekinesis Plasmid automatically and can use it to move your hooks and capture your enemies from afar. This hook gains the same stats as a grapple.

Gentle Touch

At 13th level, you now are proficient in stealth. If you are already proficient in stealth, you now have double proficiency.

ADAM Sonar

At 17th level, you now get a +4 to perception checks by using a single first level EVE slot. This only applies when the check is made for looking for enemies.

Houdini Splicer

The Houdini Splicer have the ability to teleport in the middle of combat, disappearing from one location and reappearing at another.

Poof!

At 3rd level, you can use a first level EVE slot to teleport 30 feet. This is counted as an action.

Pushing Your Limit

At 9th level, You can Now teleport 40 feet.

Speed Vanish

At 13th level, you your teleport is now considered a bonus action rather than an action.

EVE Sonar

At 17th level, you now get a +4 to perception checks by taking 1d8 damage. This only applies when the check is made for looking for EVE restoring items.

Nitro Splicer

The Nitro Splicer attacks by throwing Explosives at the enemy from a distance.

Hail Mary

At 3rd level, you gain 5 grenades of which you are now proficient.

Melee Rusher

At 9th level, you gain 5 Molotov's and are now proficient with them.

Now You See Me

At 13th level, you gain 5 smoke bombs and are now proficient with them.

Bomb Sonar

At 17th level, you now get a +4 to perception checks by using a single first tier EVE slot. This only applies when the check is made for looking for explosives.

Spell List

You know all of the spells on the basic spell list and additional spells based on your subclass.

1st Level

absorb elements arms of hadar bane burning hands ceremony charm person chaos bolt compelled duel create or destroy water dissonant whispers ice knife tenser's floating disk

2nd Level

aid alter self augury darkvision dragon's breath flock of familiars levitate mind spike protection from poison rope trick spider climb

3rd Level

animate dead blink catnap fear haste lighting bolt magic circle revivify slow thunder step tongues wall of water

4th Level

aura of life blight confusion dominate beast evard's black tentacles fire shield giant insect greater invisibility polymorph sickening radiance stoneshape storm sphere

5th Level

awaken bigby's hand contact other plane danse macabre dream greater restoration immolation mislead reincarnate scrying synaptic static transmute rock

Multiclassing


Prerequisites. To qualify for multiclassing into the Splicer class, you must meet these prerequisites: 15 Dex, 13 Str

Proficiencies. When you multiclass into the Splicer class, you gain the following proficiencies: Acrobatics, Athletics, and Sleight of Hand



Back to Main Page 5e Homebrew Classes

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