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Engineer of Evil

To remain beyond the grasp of inquisitors and insure they leave no trail for hunters to follow after a dastardly deed, some mad scientists pursue analysis to better fool divinations, sensors, and the senses of inquisitors who might pursue you.

Lurking unseen and working from the shadows, you strike from out of nowhere and disappear before any true pursuit can be mounted to stop your next devious deed!

Presence Detector

Starting at 1st level, as an action, you can activate a small monocular device that allows you to detect the forces of evil and good. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated (as with the hallow spell) as well as any especially evil or good creatures (otherwise functioning like the detect magic spell with the visibility of auras at the discretion of the GM). You can use this feature a number of times equal to 1 + your Intelligence modifier. When you finish a long rest, you regain all expended uses.

Divinus Screener

Beginning at 5th level, you learn how to craft a device that fools detection magics. Whenever you are targeted by a divination spell, you may spend your reaction to gain immunity to the spell. You must be aware of the spell being cast to use this feature.

Alternatively, you may always have the device active, in which case it automatically negates divination spells cast at you regardless of whether or not you know of their casting. It is a free action to check your divinus screener to see how many charges it currently has. Once this feature has been used a number of times equal to your proficiency bonus, you require a long rest before it can be used again.

Keen Analysis

At 11th level, you gain advantage on checks made using your Analyze Weakness feature.

In addition to the knowledge it normally grants, you learn a number of additional pieces of information equal to your Intelligence bonus. At the GM’s discretion these may inform you of class features, feats, legendary actions, or other secretive information directly related to combat.

Locate Vulnerability

At 17th level, your talent for analysis reaches a terrifying plateau and you learn how to exploit the most nuanced of weaknesses in an enemy’s defenses. By spending an action and making a successful spell attack using your technological weapon against a creature you have successfully used Analyze Weakness against, you give the target vulnerability to one of the following elements: acid, cold, fire, lightning, or thunder.

Creatures that are immune to the element you choose lose their immunity and gain resistance instead. Creatures that are resistant to the element you choose lose their resistance.

The vulnerability lasts for 1 minute though on each of its turn, a target may spend its bonus action to make a Constitution saving throw against your spell save DC to end the effect.

Section 15: Copyright Notice

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