G.E.O (5e Class)

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The Machinations of the Merchant of Death[edit]

G.E.Os are the result of a super soldier serum made by a scientist known only as "The Merchant of Death." They start out with the ordinary super soldier bits, such as enhanced strength and speed, but, as they grow in power, they begin to mutate, developing natural weapons known as Armaments, made out of blood, muscle, or bone. A fully evolved G.E.O is a force to be reckoned with.

Geos in society[edit]

Geos, regardless of their alignment, are generally treated with superstition and fear rivaling that applied to teiflings when they are found out. Hence, when they fight, they always wear a mask of some kind. This idea was inspired by a work done in a unique form of eastern media, and many who have seen it draw similarities between a geos condition and that of the series characters. They also tend to be kinder to geos if they've read the work.

We are the products of those around us[edit]

Generally speaking, geos fall into two categories regarding their orgin. Either they were abducted as a guinea pig, injected with prototype serums against their will and poked, prodded, and tortured to the brink of insanity in the name of the merchants twisted science, or they were bounty hunters given a proven serum and payed large amounts of money to hunt down escaped experiments, or even assist in the testing of their capabilities. This plays a large part in determining the alignment of a geo, with experiments tending to be good, yet chaotic, with the bounty hunters doing as they please with their powers, often times crossing the line between neutral and chaotic evil. Of course, there are outliers in both areas. Such geos are often seen as the most dangerous, as the experiments are beyond caring what they do to get a meal, and the bounty hunters can ruin another's day.

Creating a G.E.O[edit]

How did you come by the serum? Did you buy it from a dealer in an attempt to gain power? Or were you abducted off the streets to be an unwilling test subject?

Quick Build

You can make a G.E.O quickly by following these suggestions. First, Strength should be your highest ability score, followed by Dexterity. Second, choose the Experiment or Criminal background, depending on your alignment.

Class Features

As a G.E.O you gain the following class features.

Hit Points

Hit Dice: 1d10 per G.E.O level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per G.E.O level after 1st


Armor: none
Weapons: Natural weapons, unarmed strike.
Tools: Alchemists Tools.
Saving Throws: Constitution.
Skills: Athletics and acrobatics.


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

  • (a) The vial your serum came from or (b) A pendant containing a picture of your family.
  • (a) An ornamental mask or (b) A plain mask with a function such as darkvision (limit sixty feet) or air purification (in case of noxious gases). (note: both masks have a removable part for when eating, see class feature Energy.)
  • A set of travelers clothes, if you don't have them already.

Table: The G.E.O

Level Proficiency
Features Energy points
1st +2 Basic Super Soldier Stuff, Energy 5
2nd +2 5
3rd +2 6
4th +2 Ability Score Improvement, Armaments, Armament feature 6
5th +3 6
6th +3 7
7th +3 Armament feature 7
8th +3 Ability Score Improvement 8
9th +4 8
10th +4 9
11th +4 9
12th +4 Ability Score Improvement, Armament feature 10
13th +5 10
14th +5 11
15th +5 Halfway Point. 11
16th +5 Ability Score Improvement 11
17th +6 12
18th +6 12
19th +6 Ability Score Improvement 13
20th +6 Full evolution 15

Basic Super Soldier Stuff[edit]

You gain ONE of the following features:

A class serum

You add twice your strength modifier to strength checks

B class serum

You gain +10 movement speed.

C class serum

You gain one extra hit die per level.


Energy is your source for your abilities, from your armaments to feats of superhuman ability. You have a set amount of points per level, which can be restored by eating. Typically, something like a bread roll would restore 1 point, while a full meal would restore five points. Eating the flesh of other geos, should you encounter them, restores your energy points by 1/2 their level. You can not have more than your maximum amount of energy points stored. At first level, these points can be used for the following things:

Metabolism boost

You gain a +1 bonus to a strength, dexterity, or constitution check per 2 points spent. The bonus only applies to this check.

Rapid healing

You can use your points to restore health in a 3ep (energy points):1d4hp (hit points) ratio.

Enhanced attack

You gain a 1d4 bonus to an attack or melee damage roll per 3 points spent

Ability Score Increase[edit]

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.


At level four, you gain the ability to produce armaments. Roll on the table below to determine your type. You gain features from your armaments at this level, as well as seventh, twelfth, and fifteenth, at which point you are considered to be halfway evolved.(note: I dont know how to format a table. if someone could help with that, it would be appreciated)








You gain two armaments. Roll twice, rerolling any fours.

Halfway point[edit]

At level fifteen, you can spend three energy points to summon armor made from your armaments, the stats of which are listed under your archetype. It does not function like traditional armor. It is bonus health points, the amount of which is detailed under the archetype. You gain the armor of your choice, in the case of having two armaments. It dissolves once the bonus hit points are depleted. Each one also gives unique bonuses.

Full evolution[edit]

When you hit level twenty, choose one martial melee weapon. You are now proficient with this weapon and can form it out of your armaments in place of your normal natural weapon. You can also make a shield. Summoning these takes 5 points, and they last until you dismiss them, you are disarmed, or you roll a one on an attack roll with them. Weapons made with blood have the finesse and light properties, weapons made with bone have the reach property, and weapons made with muscle have the heavy property. You add twice your strength or dexterity modifier to your damage with these weapons.


G.E.Os with blood armaments are typically more tactical, employing dexterity over raw strength.

Basic natural weapons

At fourth level you can form a whip out of your blood. This whip does 1d8 slashing/ necrotic damage+1/2 your G.E.O level rounded down and has a range of 20 feet. It has the finesse property. It requires two energy points to summon, and consumes one energy point each of your turns that it is being used. In addition, you can spend 1 energy point to fire out a cone of blood shards. Enemies in a fifteen foot cone in front of you make a dexterity saving throw. On a failure, they take 2d8 piercing/ necrotic damage, with an additional 1d4 at levels seven, twelve, and fifteen.


At level seven, you gain a +5 bonus to movement speed. At level twelve you gain an additional +5 movement speed, and can add twice your proficiency bonus to acrobatics checks.

Armament Armor

At level fifteen, you can form armor that gives you bonus hit points. It gives you 2d8+half your geo level bonus hit points. While this armor is active, your blood shards no longer cost energy.


Muscle armament G.E.Os are the brutes of the bunch, relying on raw strength and the sheer durability of their armor to see them through fights.

Basic natural weapons}

Muscle armament G.E.Os can use their armament to form a mace from one arm. This mace does 2d8+1/2 your G.E.O level rounded up bludgeoning damage. This mace costs two energy points to summon, and consumes 2 energy points per round to keep in existence


At level seven you can form a tail out of your armament. This tail has a range of 10 feet, and does 2d10 bludgeoning damage. In addition, these tails can be used to restrain enemies. At level twelve, you can summon one additional tail at no extra cost. One tail costs 3 energy points to summon and 1 energy point per round to sustain.

Armament armor

At level fifteen, you can summon armor that grants you 2d10+1/2 your geo level bonus hit points. You also add twice your proficiency bonus to strength checks while this armor is active.


Bone is the hardest armament, and makes good blades and armor, at the cost of stealth.

Basic natural weapons

Bone armament G.E.Os can use their armament to summon a blade out of their arm with a five foot reach. It deals 1d8+ 1/2 your G.E.O level slashing damage, and causes 1d4 damage every 6 seconds for 18 seconds. It has the finesse property. It costs 2 energy points to summon, and, unlike the other natural weapons, has no maintenence cost. At level seven, you can summon a second blade at no additional cost, and can attack with this blade as a bonus action.

Spider legs

At level twelve you can spend 3 energy points to summon spider legs from your back that grant you 20 feet of climb speed. You can also use them to extend your reach up to five feet, or to impale an enemy within 10 ft for 2d8 piercing damage. They last for a minute.

Armament armor

At level fifteen, you can use your armaments to form armor that gives you bonus hp equal to your geo level+ your constitution modifier. You also move faster while it is active, gaining plus 5 movement speed, and your jump length is doubled.


Prerequisites. To qualify for multiclassing into the G.E.O class, you must meet these prerequisites: You must have a constitution of at least 15 and be injected with the G.E.O serum.

Proficiencies. When you multiclass into the G.E.O class, you gain the following proficiencies: Natural weapons.

A/N.admins, email me at bug6294@gmail.com if anything else needs to be done.

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