Enhanced (5e Class)
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Enhanced are creatures who have undergone a process in which their natural capabilities were improved beyond the limits of the race they are part off. They are stronger, faster and smarter than their normal counterparts due to these enhancements.
Usually enhanced are created by either magic, science, alchemy or a mix between those elements. They are created by an organization or group to serve a specific goal or purpose, either by becoming super soldiers, unstoppable hunters or another type of living tool for these objective.
Creating a The Enhanced
- Quick Build
As a Enhanced you gain the following class features.
- Hit Points
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: Alchemist supplies
Saving Throws: Strength, Constitution
Skills: Choose two skills from Acrobatics, Athletics, Insight, Intimidation, Investigation, Perception, Sleight of Hand, Stealth.
You start with the following equipment, in addition to the equipment granted by your background:
- Rope, Hempen (50 feet)
|Features||Mutation Dice (Mutation Surge)|
|1st||+2||Mutations (2), Boon||2d4 (2)|
|3rd||+2||Enhanced Archetype||2d4 (2)|
|4th||+2||Ability Score Improvement||2d4 (2)|
|5th||+3||Extra Attack||2d6 (2-3)|
|6th||+3||Mutations (4)||2d6 (2-3)|
|7th||+3||Uncanny MetabolismArchetype Feature||2d6 (2-3)|
|8th||+3||Ability Score Improvement, Boon Improvement||2d6 (2-3)|
|9th||+4||Feline Reflexes||2d6 (2-3)|
|10th||+4||Adaptable Mutations||2d6 (2-3)|
|11th||+4||Mutations (6)||2d8 (2-4)|
|12th||+4||Ability Score Improvement||2d8 (2-4)|
|13th||+5||Archetype Feature||2d8 (2-4)|
|14th||+5||Mutations (8), Boon Improvement||2d8 (2-4)|
|16th||+5||Ability Score Improvement||2d8 (2-4)|
|17th||+6||Archetype Feature||2d10 (2-5)|
|19th||+6||Ability Score Improvement||2d10 (2-5)|
|20th||+6||Controlled Surge||2d10 (2-5)|
Starting at 1st level, your physical and mental capabilities have been improved with mutations. You have two mutations at 1st level, and gain two additional ones at 6th, 11th and 14th levels. In addition, whenever you gain a new mutation, you can replace one mutation you have for a new one.
- Mutation Dice
Your mutation dice represents the power and efficiency of your mutations. When your mutation call for the roll of a mutation die, you roll 2d4.
- Mutation Surge
When you roll a certain amount on your mutation dice, you get a mutation surge, that is a special effect granted by your mutation. Your mutation surge depends on your mutation dice, as shown on the Surge Column on the Mutation Dice Table.
For example at 1st level, your mutation dice is 2d4 and your Surge is 2, which means that you trigger a surge 2 on the dice.
Also at 1st level, you receive a boon, a way to increase your mutations even further for a limited time. You can choose between the Alchemical Enhancers, the Grafts or the Advanced Training.
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
You gain a +2 bonus to attack rolls you make with ranged weapons.
While you are wearing armor, you gain a +1 bonus to AC.
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
- Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
At 3rd level, you choose your specialty by choosing one of the enhanced archetype options presented below. You can choose the...
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.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
At 7th level, you have advantage on saving throws against disease, poison and resistance to poison damage.
At 9th level, your reflexes improve greatly. You cannot be surprised.
In addition, whenever a creature you can see makes an attack, or create an effect that require a Dexterity saving throw to avoid, you can use your reaction to move up to your movement speed, before the attack or effect is made. This movement can potentially cause the attack or effect to miss, or turn you the target of the attack or effect.
When you reach the 10th level, when you finish a short rest, you can replace one Mutation active on you for a new one.
At 20th level, whenever you roll a number lower than 10 on the mutation dice, you can choose to activate a Mutation Surge.
- Perfect Health
You have advantage on saving throws against poison, disease, blindness and deafness.
At 7th level, this enhancement turn you immune to poison, disease and poison damage.
- Predator Scent
You can spend 10 minutes sniffing blood, piece of clothing or another object that has the scent of a creature. If that creature is within 5 miles, you find the location and direction in which you can find that creature.
In addition, roll your Mutation die and record the number. Once within the next hour you add the number rolled to your initiative roll if you fight the creature, and to your Survival checks to track that creature. Once you use this ability, you can't use it again until you finish a short or a long rest.
If you roll a 1 on the mutation die, you don't spend the use of this ability and gain a bonus of +10 to your first initiative roll on combat against the tracked creature and on your Survival check to track the creature.
- Heightened Senses
You add your mutation die to your Wisdom (Perception) and initiative rolls. On a 1, you can add a +10 to the roll and reroll the d20, choosing any result.
- Alluring Voice
You add your mutation die to your Charisma (Intimidation), (Persuasion) and (Deception) checks that rely on your speech. On a 1, you can add a +10 to the roll and reroll the d20, choosing any result.
- Physical Prowess
You add your mutation die to your Strength (Athletics), Dexterity (Acrobatics) and to the distance of your jumps. You also reduce your falling damage by your mutation die x 5 feet. On a 1, you can add a +10 to the roll and reroll the d20, choosing any result.
- Heightened Endurance
You add your mutation die to your Constitution checks, Death saving throws and to the amount of hit points you regain when you spend hit die to recover hit points during a short rest. On a 1, you can add a +10 to the roll and reroll the d20, choosing any result.
- Enhanced Attention
You add your mutation die to your Intelligence (Investigation), Wisdom (Survival) and Wisdom (Insight) checks. On a 1, you can add a +10 to the roll and reroll the d20, choosing any result.
- Hardened Skin
Whenever you finish a short or a long rest, roll your mutation die. You gain temporary hit points equal to the number rolled + half your enhanced level (rounded down, minimum of 1).
- Strike Celerity
Whenever you hit a creature with a melee weapon attack, you can make another attack against a creature within 5 feet of you. This second attack deal damage equal to your mutation die + your Dexterity modifier, from the same type of the weapon used.
you learn how to concoct and consume alchemical enhancers to improve your natural capabilities. Whenever you finish a long rest, you can prepare a number of concoctions equal to your proficiency bonus. You must spend 10 minutes preparing each concoction, and you must have an alchemist supplies on you.
At any moment, you can consume the concoctions prepared, you can consume or use the concoction. Using the concoction may require an action or bonus action, as described on each concoction.
When you consume an enhancer, you gain 1 toxicity point. You can have an amount of toxicity equal to your Constitution modifier (minimum of 1).
When you have toxicity points equal to your Constitution modifier accumulated, you enter in a intoxicated state. While intoxicated, you take poison damage equal to the amount of toxicity points you have at the end of each of your turns.
In addition, whenever you take this poison damage you must succeed on a Constitution saving throw (DC 8 + twice the amount of toxicity points you currently have). On a failed save you are poisoned until you no longer have any toxicity points.
If you are knocked unconscious by this toxicity, you remain unconscious for 8 hour, waking up with 1 hit point after that time.
When you finish a short or long rest, you lose any toxicity points you have.
- Alchemical Enhancer Options
- Antitoxin. Using an object interaction, you can consume this concoction. This concoction allow you to add your mutation die to the next check against the poisoned, blinded or deafened conditions. A mutation surge cause the effect to end on you. In addition, this alchemical enhancer don't give you toxicity points. Instead, drinking the antitoxin cure you from 1 toxicity point.
- Corpse. Using an action, you can consume this concoction. This concoction while active, give you the effects of Feign Death, but lasting for 10 minutes.
- Magical Sight. Using an action, you can consume this concoction, that mimics the effects of detect magic, lasting for 1 minute.
- Regenerative Mixture. You can consume this concoction as a bonus action. When you do so, you regain hit points equal to your mutation die. On a mutation surge, you regain up to 30 hit points. If this causes you to recover all your hit points, any excess is transformed in temporary hit points.
Grafts are implants, either of mechanical or biological composition, that replace your regular organs and limbs and improve their effective use.
You have two grafts, gaining two additional ones at 7th and 14th level. You can use each of your grafts once, and regain your use of it after completing a short or long rest. This increases to two uses at 7th level and three at 14th level.
Prerequisites. INTELLIGENCE and CONSTITUTION have to be 14 or better
Proficiencies. When you multiclass into the The Enhanced (Little Wtich) class, you gain the following proficiencies: Insight and Persuasion