True thinker (5e Class)

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True Thinker[edit]

True thinkers are individuals who use logical thinking and research to overcome all odds and accomplish their goals. They are often ahead of their respective times...

<!-Introduction Leader->[edit]

Creating a[edit]


Quick Build

You can make a True Thinker quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Dexterity or Constitution. Second, choose the sage background. Third, choose ...

Class Features

As a True Thinker you gain the following class features.

Hit Points

Hit Dice: 1d6 per True Thinker level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per True Thinker level after 1st

Proficiencies

Armor: Light armor
Weapons: Simple weapons
Tools: Choose any two
Saving Throws: Intelligence, Wisdom
Skills: Choose four from Arcana, Deception, Insight, Intimidation, Investigation, Medicine, Nature, Perception, Persuasion, Religion, Survival

Equipment

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

Table: The True Thinker

Level Proficiency
Bonus
Features Theories
1st +2 Dilettante, Field of Thought 1
2nd +2 1
3rd +2 Field of Thought Feature 2
4th +2 Ability Score Improvement 2
5th +3 Quick Thinking 3
6th +3 3
7th +3 Field of Thought Feature 4
8th +3 Ability Score Improvement 4
9th +4 Reactive Mind 5
10th +4 Field of Thought Feature 5
11th +4 6
12th +4 Ability Score Improvement 6
13th +5 Genius 6
14th +5 7
15th +5 Field of Thought Feature 8
16th +5 Ability Score Improvement 8
17th +6 8
18th +6 Field of Thought Feature 8
19th +6 Ability Score Improvement 9
20th +6 9

Dilettante[edit]

Starting at 1st level, you add half your proficiency bonus to all ability checks and attack rolls that don't already add your proficiency.

Field of Thought[edit]

Also at 1st level, you discover to specialize in a field of knowledge. Your chosen field grants you features at 1st, and again at 3rd, 7th, 10th, 15th and 18th levels.

Quick Thinking[edit]

At 5th level, whenever you make an ability check you have proficiency that would require an action, you can use a bonus action instead.

Reactive Mind[edit]

Starting at 9th level, you add your Intelligence modifier to your Initiative rolls and Dexterity saving throws.

Genius[edit]

At 13th level, whenever you make an intelligence check and roll below your Intelligence score, you can choose your Intelligence score instead.

Field of Thought[edit]

Natural Sciences[edit]

Bio-Expertise

At 1st level, you gain proficiency in Medicine, Nature and with the Herbalist's supplies. In addition, you add twice your proficiency bonus in checks made with these skills.

Exact Sciences[edit]

Exact Expertise

At 1st level, you gain proficiency with the Alchemists Supplies. In addition, you add twice your proficiency bonus in checks made with this skill.

Human Sciences[edit]

Humanities Expertise

At 1st level, you gain proficiency with the Persuasion and Insight skills. In addition, you add twice your proficiency bonus in checks made with these skills.

Guiding Advice

At 3rd level, you gain a deep insight into the human mind, becoming able to guide and help those who rely on your advice. You can take the Help action as a bonus action.

In addition, you can use the Help action to give an ally within 30 feet advantage on its next Intelligence, Wisdom or Charisma saving throw it makes within the next minute. You can't have more than one ally benefiting from this feature at the same time.

Theories[edit]

Advanced Ethology

prerequisite: Natural Sciences Field of Thought, Ethology, 7th level

You can use your Ethology feature to affect creatures of any type that has an Intelligence score of 6 or lower.

In addition, when using your Ethology on beasts, you can either charm the target for 24 hours on a success, or frighten it for 1 hour on a success.

Anatomical Fighting

prerequisite: Proficiency in Medicine, 5th level

When you hit a creature with an attack, you can choose to impose one of the following conditions, instead of causing damage: blinded, deafened or stunned. The condition lasts until the end of your next turn.

Ballistics

prerequisite: Exact Sciences Field of Thought

You add your Intelligence modifier to your ranged weapon attacks. In addition, both the short and long range for your ranged attacks doubles when you attack using your Intelligence.

Chemistry

prerequisite: proficiency with the Alchemist Supplies

You gain proficiency with the Alchemist supplies, or twice your proficiency bonus if you are already proficient. You can also spend half the resources and cost to create alchemist fire and vials of acid.

In addition, whenever you throw a vial of acid or alchemist fire, you add your proficiency bonus to the Attack roll and the save DC equals (8 + your proficiency bonus + your Intelligence modifier). You also deal additional damage equal to twice your level in this class with these substances.

Chemical Bombs

prerequisite: Chemistry, Exact Sciences or Natural Sciences, 5th-level

The vial of acid or alchemist fire thrown by you affect an area of 10-foot radius, instead of only one target.

Ethology

prerequisite: Proficiency in Animal Handling

You can add your Intelligence modifier to your Wisdom (Animal Handling) checks. In addition, you can use an action to attempt to calm or frighten one beast you can see within 30 feet of you that can see and hear you. Make a Wisdom (Animal Handling) check contested by the target’s Wisdom (Insight) check. If your check succeeds, the target is either charmed or frightened for 1 minute. The charmed condition ends earlier if the creature is attacked or harmed by you or your companions. If your check fails, the target can’t be frightened by you in this way for 1 hour.

Mechanical Advantage

prerequisite: Exact Sciences Field of Thought

You can use your Intelligence, instead of your Strength, for Strength checks, saving throws, and to attacks and damage rolls using weapons that lack the heavy property.

Psychology

prerequisite: Human Sciences Field of Thought

You can use your Intelligence, instead of your Charisma, on your Charisma (Deception), (Persuasion) and (Intimidation) checks. You can also use your Intelligence instead of your Wisdom when making Wisdom (Insight) checks.

Surgical Precision

prerequisite: 7th level, proficiency in Medicine

You score a critical hit on a roll of 19 or 20 on the d20.

Multiclassing[edit]

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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