Techno-Trickster

To defeat the powers that be there are mad scientists that seek to push technology to its limits, focusing their efforts on explosives, traps, and outsmarting their opponents. You have a penchant for incendiary devices and dangerous machines, bending your mind to perfecting their use in combat.

Contents

Overcharged Shot

Starting at 1st level, when you have advantage on a spell attack using your technological weapon, you may choose to lose advantage but deal an extra 1d4 damage per 2 mad scientist levels (minimum 1d4). Once you have used this feature a number of times equal to your proficiency bonus, you cannot do so again until after you finish a long rest.

Bomb Thrower

Beginning at 5th level, you gain access to the grenadier feature except that you are only able to throw 2 grenades as an attack action. When you reach 18th level, you may throw 5 grenades as an attack action.

Deadly Terrain

At 11th level, you can spend a bonus action throwing down a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap blends in with its surroundings, and a creature requires a Perception check against your spell save DC to pick it out from the 5-foot square it rests in. A creature that steps in the same square as the trap must succeed on a Dexterity saving throw against your spell save DC or take 1d4 piercing damage per point of proficiency bonus you possess and gain the restrained condition. A creature can use its action to make a Strength check against your spell save DC, freeing itself or another creature within its reach on a success. Each failed check deals 1d4 piercing damage per point of proficiency bonus you possess to the trapped creature. You may have a number of these traps on your person equal to your proficiency bonus. Uses of this feature recharges on a long rest.

Hide Out of Place

At 17th level, you become a master of being where eyes are not looking. You are able to hide using Deception instead of Stealth and while doing so may hide in plain sight (without any cover or obscurement).

Scientific Gadgets

If a scientific gadget has prerequisites, you must meet them to learn it. You can learn the gadget at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class. Some warlock eldritch invocations are suitable as scientific gadgets along with those listed here.

Spells you cast using a scientific gadget do not require your technological weapon.

Eldritch Invocation Scientific Gadget
Agonizing Blast Concentrated Beams
Armor of Shadows Forcefield
Ascendant Step Levitator
Beast Speech Primal Annunciator
Beguiling Influence Persano-Stimulators
Bewitching Whispers Mentallo Ray
Devil’s Sight Midnight Goggles
Dreadful Word Viral Equation
Eldritch Sight Arcanodetector
Eldritch Spear Heavy Barrel
Eyes of the Rune Keeper Jolted Middle Temporal Gyrus
Fiendish Vigor Nerve Killers
Mask of Many Faces Self-Projector
Master of Myriad Forms Morphedri
Minions of Chaos Energy Dominator
Mire the Mind Gravitonic Inhibitor
Misty Visions Nega-Projector
One with Shadows Stealth Field
Otherworldly Leap Pistonized Boots
Repelling Blast High-Capacity Dynamo
Sculptor of Flesh Genetic Destabilizer
Sign of Ill Omen Entropic Fluctuator
Thief of Five Fates Synapse Disruptor
Visions of Distant Realms Spatial Reflector
Whispers of the Grave Soul Excisor
Witch Sight Morphae Lens
Adrenal Boosters

Prerequisite(s): 5th level

You can cast enhance ability or enlarge once without using a mad scientist spell slot. You can’t do so again until you finish a long rest.

Arcodivinus Negator

Prerequisite(s): 9th level

You can cast counterspell or dispel magic once without using a mad scientist spell slot. You can’t do so again until you finish a long rest.

Arachno Belt

Prerequisite(s): 5th level

You can cast spider climb or web once without using a mad scientist spell slot. You can’t do so again until you finish a long rest.

Blasphemous Resuscitator

Prerequisite(s): 7th level

You can cast animate dead once without using a mad scientist spell slot. You can’t do so again until you finish a long rest.

Cortex Disassembler

Prerequisite(s): 7th level

You can cast fear or hypnotic pattern once without using a mad scientist spell slot. You can’t do so again until you finish a long rest.

Defibrillator

Prerequisite(s): 7th level

You can cast revivify once without using a mad scientist spell slot. You can’t do so again until you finish a long rest.

Emergency Boosters

When you would take more than 1d6 damage from falling, you automatically cast feather fall without expending a spell slot or material components. You can’t do so again until you finish a short rest.

Form Disruptor

Prerequisite(s): 5th level

You can cast blur or invisibility once without using a mad scientist spell slot. You can’t do so again until you finish a long rest.

Implometastitizer

Prerequisite(s): 7th level

You can cast nondetection or vampiric touch once without using a mad scientist spell slot. You can’t do so again until you finish a long rest.

Influencing Aerosol

You can cast charm person or command once without using a mad scientist spell slot. You can’t do so again until you finish a long rest.

Mechanized Steed

Prerequisite(s): 7th level

You have built a robotic mount and are able to summon it from afar using advanced electronics and radio technology.

Add find steed your list of spells known. When casting the spell, you summon a mount that has the construct type, resistance to acid, cold, fire, thunder, and damage from nonmagical weapon strikes, and vulnerability to lightning. If this mount is destroyed it takes you 20 hours of labor to repair it or build a new one.

Quantum Kineticizer

Prerequisite(s): 5th level

You can cast misty step or pass without trace once without using a mad scientist spell slot. You can’t do so again until you finish a long rest.

Spatial Prism

Prerequisite(s): 5th level

You can cast mirror image or see invisibility once without using a mad scientist spell slot. You can’t do so again until you finish a long rest.

Subliminal Resonator

You can cast command or heroism once without using a mad scientist spell slot. You can’t do so again until you finish a long rest.

Visual Compiler

Prerequisite(s): 7th level

You can cast improved invisibility or hallucinatory terrain once without using a mad scientist spell slot. You can’t do so again until you finish a long rest.

Section 15: Copyright Notice

Mutants and Mad Scientists (5E) © 2018, Legendary Games; Authors: Jason Nelson, Mike Myler, and Clinton J. Boomer.

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