Igor (5e Class)
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- 1 Igor
- 1.1 Creating an Igor
- 1.2 Class Features
- 1.2.1 Table: The Igor
- 1.2.2 Surgery (Level 1)
- 1.2.3 Bandages (Level 2)
- 1.2.4 Anatomical Knowledge (Level 2)
- 1.2.5 Escape Kit (Level 3)
- 1.2.6 The Villagers are Coming! (Level 6)
- 1.2.7 Experimental Surgery (Level 9)
- 1.2.8 Improved Surgery (Level 10)
- 1.2.9 Surgical Strike (Level 14)
- 1.2.10 Master Surgeon (Level 20)
- 1.2.11 Ability Score Increase
- 1.2.12 "Yeth Marthter?"
- 1.2.13 "I've theen worth..."
While Igors are human, born in the normal fashion, the clan's strong tradition of surgery usually means that by the time they would have grown to maturity in the natural way many of their body-parts have already been swapped around repeatedly, mostly within the clan. This can make assessing their age quite awkward as their hands may be in their 40's, but their heart is in it's 20's. All Igors have stitches; these can be clan markings and not necessarily actual repairs. The male members of the Igor clan traditionally lisp (though sometimes some forget) and usually limp (although this doesn’t seem to impede their movement at all) The female members (Igorinas) tend to not show their stitches and can be very attractive in conventional human standards, although they usually wear one or two subtle rings of stitches to show allegiance to the clan, they also generally do not lisp or limp as much.
Of course no good Igor would be without random jars of bubbling things, chemicals, potions and unknown things in bags, all of which can help the Igor (and his Master) to escape the inevitable torches and pitchforks, although an Igors loyalty will only stretch so far, surviving to find a new master is a much better than dying for one!
Creating an Igor
- Quick Build
You can make an Igor quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Dexterity.
Alignment: Igors are always Neutral/Neutral, traditionally they work for those on the fringes of society (and sanity), but this does not make them bad people. They adhere to their code: Never question the master ("No, thur, that'th an artery"); never pass judgment ("What do you want a hundred virginth for?"); never grumble ("Where am I going to find a brain at thith time of night?"). If an Igor spent any time in judging people, he would never get anything done.
As a Igor you gain the following class features.
- Hit Points
Armor: Light, Medium
Tools: Surgeons Kit, Alchemy Kit
Saving Throws: Wisdom, Dexterity
Skills: Medicine and 2 from Arcana, Insight, Investigation, Nature, Survival
You start with the following equipment, in addition to the equipment granted by your background:
- Scalpel (1D4 slashing)
- Bone saw (1D8 slashing)
|2nd||+2||Standard Bandages, Anatomical Knowledge|
|4th||+2||Ability Score Improvement|
|6th||+3||The Villagers are Coming!|
|7th||+3||Greater Bandages, Experimental Surgery|
|8th||+3||Ability Score Improvement|
|11th||+4||Extra Attack, Experimental Surgery|
|12th||+4||Ability Score Improvement|
|13th||+5||Superior Bandages, Experimental Surgery|
|16th||+5||Ability Score Improvement|
|19th||+6||Ability Score Improvement, Experimental Surgery|
Surgery (Level 1)
For 1 Action,(when in combat) player can restore HP to creature within range (Touch) up to Igor’s Medicine Skill score.
If conducted on self or another Igor, can be done as a bonus action.
Advantage on stabilizing an unconscious/dying ally.
Can assist up to 2 targets during a short rest, targets can add 1 extra Hit Dice when healing
Bandages (Level 2)
Igors can create a number of bandages equal to their proficiency bonus, regaining all uses after a long rest.
Bandages can only be used whilst in combat.
|Igor Level||Bandage Type||Heals For||Cost|
|2||Standard||1D4+1/Rnd for 4 Rnds||50G|
|7||Greater||1D6+2/Rnd for 4 Rnds||150G|
|13||Superior||1D12+4/Rnd for 4 Rnds||450G|
|18||Supreme||1D20+10/Rnd for 4 Rnds||1350|
Anatomical Knowledge (Level 2)
Successful use of a Medicine check (DC = Creatures Combat Rating + 8) Learn any physical weaknesses (NOT magical weakness) and deal 1D6 extra damage against that creature type for 1 hour.
Escape Kit (Level 3)
Igors can create a number of items equal to their proficiency bonus, regaining all uses after a long rest.
|Smokestick||As an action, you can ignite this alchemically-coated wooden
stick and toss it up to 30 feet. Thick smoke
emerges from the stick, producing an effect identical to the
fog cloud spell, except that it only fills a 10-foot
radius sphere and has a duration of only 1 minute.
Smokesticks can be manufactured to produce smoke in nearly any color.
|Tanglefoot Bag||This fragile canvas sack contains coiled strands of fibrous goo
that expand and become sticky when exposed to air.
As an action, you can throw the bag up to
30 feet, causing an effect identical to the web spell (save DC 10)
except only filling a 5-foot cube and with a duration of
only 1 minute. The Tanglefoot bag has no effect
on creatures that are Huge or larger, formless, or incorporeal.
|Thunderstone||When this dull, brittle crystal strikes a hard surface,
it erupts with a bang that can be heard 500
feet away and can deafen nearby creatures. As an action,
you can throw the stone at a hard surface
within 30 feet. Creatures within 10 feet of that
point are affected as though targeted with the blindness/deafness
spell (save DC 10), causing a "deafness" effect.
|Sunflare||A glass vial containing a light yellow fluid, which
on contact with air combusts in a bright flash. As an
action, you can throw the vial at a hard surface
within 30 feet. Creatures within 10 feet of that point
are affected as though targeted with the blindness/deafness spell
(save DC 10), causing a "blind" effect.
|Giddyup Juice||A foul smelling, dark brown blue liquid that seems
to vibrate in the container. Upon drinking, the imbiber is
affected as though targeted with the expeditious retreat spell,
except effects only last for 5 minutes.
The Villagers are Coming! (Level 6)
Igors have an uncanny knack of knowing when the locals are going to be turning up with the pitchforks and flaming torches.
Advantage on Dexterity saving throws
Experimental Surgery (Level 9)
Igors are always keen to experiment on themselves, seeing additional organs as a standard way of life.
Medicine Check (DC13) required for each hour of research
|Part||Effect||Research Time||Surgery Time|
(Can be done twice)
|+1 Dex Each||6 Hours Each||2 Hours Each|
|Extra Kidney||+2 Con||18 Hours||8 Hours|
|Spring Loaded Knees||+5 to Movement Speed||12 Hours||6 Hours|
(Can be done twice)
|+1 Perception Each
If the 'donor' had Darkvision,
gain Lesser Darkvision for 1 eye
standard for both eyes
|10 Hours Each||4 Hours Each|
|Spare Heart||After reaching 0HP, at the start of the next round
regain conciousness at 1HP
(Once per Long Rest)
|24 Hours||16 Hours|
|Copper Spine||Can cast Lightning Bolt once per Long Rest
From Level 9, can cast Call Lightning once per Long Rest
|36 Hours||24 Hours|
|Igor Level||Total Surgeries Allowed|
Improved Surgery (Level 10)
For 1 Action,(during combat) player can restore HP to creature within range (Touch) up to Igor’s Medicine Skill score x2.
If conducted on self or another Igor, can be done as a free action.
Advantage on stabilizing an unconscious/dying ally.
Can assist up to 3 targets during a short rest, targets can add 1 extra Hit Dice when healing
Surgical Strike (Level 14)
Igor's superior knowledge of anatomy allows him to make precise attacks to vulnerable areas of an opponents body
Once per opponent, up to proficiency modifier per long rest
|Leg||Normal Damage + Targets movement speed is halved for 2 rounds|
|Arm||Normal Damage + Target drops 1 held item|
|Head||Normal Damage + Target has Disagvantage on all saving throws until the end of the next round|
|Normal Damage + Winded (Movement Speed reduced to 0 until end of next round|
|Normal Damage + 1D4 damage at start of round for 3 rounds|
Master Surgeon (Level 20)
Igor can conduct Experimental Surgery on willing allies
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.
At DM’s discretion, the Igor may appear behind someone when required, even if the Igor wasn’t originally in the room.
"I've theen worth..."
Igors are not easily shocked, they wouldn’t be much use if they couldn’t keep calm in front of their Master, or the mirror for that matter.
Advantage on saving throws against being Scared.