Mobian Brilliance (5e Class)

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This content deviates from 5th edition standards. Its use could dramatically alter campaigns, take extreme care.
Caution - Here there be monsters!
This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5th edition rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
This class is intended to work with Past Level 20 (5e Variant Rule) and Further Beyond (5e Variant Rule).
Work In Progress

Epic Prestige Class

This class in the pinnacle for the Mobian Brilliance. Those who reach this are known as legends throughout the land of Mobius for for their exceptional wit, quick thinking, and intellect. Weather they be engineers who can make the grandest of machines from nearly nothing, or problems solvers that can find solutions to otherwise impossible problems, very few have minds as sharp as they.

Prerequisites

  • 20th level in Mobian Genius.
  • 20 in Intelligence.
  • You must have changed into you Super Form at least once.

Class Features

As a Mobian Brilliance you gain the following class features.

Hit Points

Hit Dice: 1d8 per Mobian Brilliance level
Hit Points per Level: 1d8 (or 5) + Constitution modifier per Mobian Brilliance level

Proficiencies

Armor: none
Weapons: none
Tools: choose any 2
Saving Throws: Choose any 1
Skills: choose any 3

Table: The Mobian Brilliance

LevelProficiency
Bonus
FeaturesChaos PointsPower Shot Die
21st+7Chaos Feat, Chaos Shot, Chaos Chosen Intellect, Ability Score Increase212d8
22nd+7Expertise, Chaos Skill222d8
23rd+7Chaos Intellect Feature, Ability Score Increase232d8
24th+7Chaotic Clever Shots, Expertise242d8
25th+8Chaos Feat, Ability Score Increase252d10
26th+8Chaos Intellect Feature, Chaos Talent262d10
27th+8Ability Score Increase, , Chaos Skill272d10
28th+8Glimmering Gift282d10
29th+9Chaos Feat, Ability Score Increase292d12
30th+9Hyper Form302d12

Chaos Chosen Intellect

At 21th level, you gain another feature based on the Chosen Intellect you chose at 2nd level, as well as another at 23rd level and 26th level.

Chaos Shot

At 21st level, your Power Shot die becomes 2d8. It increases to 2d10 at 25th level, and then increases to 2d12 at 29th level.

Chaos Feat

When you reach 21st level, and again at 25th and 29th level, you may select one Chaos feat from the feats list in this supplement. You may forgo taking an Chaos feat to instead increase an ability score of your choice by 4, or you can increase two ability scores of your choice by 2. You cannot increase an ability score above 30 using this feature.

Ability Score Improvement

When you reach 21 level, and again at 23rd, 25th, 27th and 29th 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.

Expertise

At 22nd level, you may choose 2 more skills for your Expertise feature. At 24th level, you may choose another 2.

Chaos Skill

At 22nd level, you may choose 2 Skills that you have expertise in. You add your proficiency bonus 3 times instead of twice when making skill checks with those skills. At 27th level, you may choose 2 more skills that you have expertise in for this feature.

Chaos Clever Shots

Starting at 24th level, you have the following options for clever shots in addition to the options from before.

Flawless Aim (4CP)

You can automatically hit your target without having to roll your attack.

Cripple to the Core (3 CP)

If the attack hits, then until the start of your next turn the creature's immunities are treated as resistance and their resistances are treated as normal damage.

Chaos Talent

Starting at 26th level, when you finish a long rest, choose 1 skill that you are proficient in. Until the next time you begin a long rest, when you roll a 14 or lower in a skill check with that skill, you can treat the D20 roll as a 15.

Glimmering Gift

At 28th level, you have become so in tune with chaos energy that it is natural to you, allowing you to fully master your almost all aspects of it. You can change into your Super Form, at will and without expending any chaos points. You can only do this once, and must wait 1 week before you can do this again. (Longer or shorter at the DM's discretion.)

Hyper Form

At 30th level, you have attained full mastery over chaos energy. You can now change into a more brilliant version of your Super Form for 5 minutes.

You must spend 25 Chaos Points to change into your Hyper form, as a free action. You can only change into your Hyper form once, and you cannot do so again until 1d4 weeks have passed or longer/shorter at your GM's discretion. At your GM's discretion, you can also/instead be required to have one or more legendary artifacts or/and be in a certain situation in order to change into your Hyper form. While in your Hyper form, you gain all of the benefits of your Super form and in addition, you gain the following benefits.


  • You gain an additional +3 to attack rolls, Damage Rolls, spell attack rolls, and your DC. This is in addition to the +3 you get from the Super Form.
  • Your Movement Speed Triples instead of Doubles.
  • You can use an additional Bonus Action during each round.
  • You gain resistance to Magical Damage.
  • All Damage you inflict ignores resistance and immunity.
  • Any damage you inflict increases by 2d12 instead of 2d6.
  • You cannot suffer from disadvantage on attack rolls or spell attack rolls.
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