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The Mastermind
5E/EG Homebrew
\pagebreak # Mastermind In a crowded station marketplace, a dendus glances over his shoulder observing his pursuers, before typing a command into the holopad on his wrist and disappearing from view entirely. He dismantles a panel on a nearby wall and uploads a virtual intelligence program designed to infiltrate the station's security systems. After retiring to her quarters, the promethean swipes through her datapad as a nearby beaker begins to slowly fill with an unknown distillate. Her attention breaks only momentarily to run a brief analysis of the compound, scratching her chin before grinning deviously. In the cratered ruins of a city, the ashenforged deploys an energy turret under what remains of a long abandoned overpass. "The trap is in place. Lure the target to my coordinates," they instruct their squadron via comms. ### Visionaries and Innovators Even among the advanced societies of the Silrayne Arc, science and technology inevitably march forward. Leading this charge are those known as Masterminds. Self-made espers through their own genius, masterminds are adept in the art of forging. In addition, they are highly specialized innovators who are at the forefront of engineering sciences. From the dendus that gave form and thought to the ashenforged, to the weaves that produced the xamaron virus, a small cast of masterminds have altered the course of galactic history for better and for worse since the dawn of advanced society. ### Creating a Mastermind When you create your mastermind character, consider the type of technologies you want to underlie their various powers and how this plays into their backstory. Perhaps you are on the run from a criminal faction hunting you for your virtual intelligence knowledge in order to bring about the technological singularity towards their own nefarious goals. You might have been a scientist studying a newly-discovered, mind-altering parasite when you learned that the lead scientist on your project was weaponizing the parasite for a powerful biomedical consortium seeking to deepen their political influence. #### Quick Build You can make a Mastermind quickly by following these suggestions: Make Intelligence your highest ability score, followed by Constitution or Dexterity. Second, choose the Crafter background. #### Optional Rule: Multiclassing If your group uses the optional rule on multiclassing in the Core Manual, here's what you need to know if you choose mastermind as one of your classes. **Ability Score Minimum.** As a multiclass character, you must have at least an Intelligence score of 13 to take a level in this class, or to take a level in another class if you are already a mastermind. **Proficiencies Gained.** If mastermind isn't your initial class, here are the proficiencies you gain when you take your first level as a mastermind: light armor, medium armor, shields, infiltration tools, hacker's tools. **Tech Slots.** Add half your levels (rounded up) in the mastermind class to the appropriate levels from other classes to determine your available tech slots.
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##### The Mastermind | Level | Proficiency Bonus | Features | Designs Known | Prototype Capacity | Prime Talents| Rank 1 | Rank 2 | Rank 3 | Rank 4 | Rank 5 | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Expert Analyst, Forging | — | — | 2 | 2 | — | — | — | — | | 2nd | +2 | Prototyping | 4 | 2 | 2 | 2 | — | — | — | — | | 3rd | +2 | Area of Expertise, Tool Improvisation | 4 | 2 | 2 | 3 | — | — | — | — | | 4th | +2 | Ability Score Improvement | 4 | 2 | 2 | 3 | — | — | — | — | | 5th | +3 | Area of Expertise Feature | 4 | 2 | 2 | 4 | 2 | — | — | — | | 6th | +3 | Tool Expertise | 6 | 3 | 2 | 4 | 2 | — | — | — | | 7th | +3 | Flash of Genius | 6 | 3 | 2 | 4 | 3 | — | — | — | | 8th | +3 | Ability Score Improvement | 6 | 3 | 2 | 4 | 3 | — | — | — | | 9th | +4 | Area of Expertise Feature | 6 | 3 | 2 | 4 | 3 | 2 | — | — | | 10th | +4 | Technological Adept | 8 | 4 | 3 | 4 | 3 | 2 | — | — | | 11th | +4 | Seamless Integration | 8 | 4 | 3 | 4 | 3 | 3 | — | — | | 12th | +4 | Ability Score Improvement | 8 | 4 | 3 | 4 | 3 | 3 | — | — | | 13th | +5 | — | 8 | 4 | 3 | 4 | 3 | 3 | 1 | — | | 14th | +5 | Technological Savant | 10 | 5 | 4 | 4 | 3 | 3 | 1 | — | | 15th | +5 | Area of Expertise Feature | 10 | 5 | 4 | 4 | 3 | 3 | 2 | — | | 16th | +5 | Ability Score Improvement | 10 | 5 | 4 | 4 | 3 | 3 | 2 | — | | 17th | +6 | — | 10 | 5 | 4 | 4 | 3 | 3 | 3 | 1 | | 18th | +6 | Technological Master | 12 | 6 | 4 | 4 | 3 | 3 | 3 | 1 | | 19th | +6 | Ability Score Improvement | 12 | 6 | 4 | 4 | 3 | 3 | 3 | 2 | | 20th | +6 | Extropy | 12 | 6 | 4 | 4 | 3 | 3 | 3 | 2 |
## Class Features As a Mastermind, you gain the following class features. #### Hit Points - **Hit Dice:** 1d8 per Mastermind level - **Hit Points at 1st Level:** 8 + your Constitution modifier - **Hit Points at Higher Levels: **1d8 (or 5) + your Constitution modifier per Mastermind level after 1st #### Proficiencies - **Armor:** Light armor, medium armor, shields - **Weapons:** Simple weapons - **Tools:** Infiltration Tools, Hacker's Kit, and one type of Artisan's Tools of your choice. - **Saving Throws:** Constitution, Intelligence - **Skills:** Choose two from Astrophysics, Computers, Investigation, Lore, Mechanics, Medicine, Perception, or Xenobiology. #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - any two simple weapons - a short rifle and 20 rounds of ammunition - (a) a infiltration suit or (b) medium trooper armor - Infiltration tools and a technician's pack ### Expert Analyst Starting at level 1, you know the Analyze Device prime talent. Knowledge of this prime talent does not count against your prime talents known. Additionally, you may activate this talent instantaneously a number of times equal to your intelligence modifier (minimum of 1) per long rest. ### Forging You are an expert with science and technology. You utilize this set of knowledge and skills to produce advanced technology. As a Mastermind on the cutting edge of new development, you can be creative in describing how your powers manifest visually and the nature of the technologies underlying them. \pagebreakNum #### Forging and the Mastermind’s Rig As a Mastermind, you carry a rig supplied with various sorium materials and any Mastermind tools that you are proficient with. You decide how this rig operates and involves your chosen tools. You can include anything from cybernetics to micro-drones; however, this choice provides no mechanical benefits to your forging techniques. #### Prime Talents At 1st level, you know two prime techniques of your choice from the Mastermind’s techniques list. You learn additional talents at higher levels as shown in the Prime Techniques column of the Mastermind table. When you gain a level in this class, you can replace one of the prime talents you know with another prime talents from the Mastermind technique list. #### Forging Preparation The Mastermind table shows how many tech slots you have to use your techniques of rank 1 and higher. To use one of these techniques, you must expend a slot of the technique's level or higher. The tech slots represent the supply of raw sorium and equipment available to power your techniques. You regain all expended tech slots when you finish a long rest. You prepare a list of Mastermind techniques that are available for you to use, choosing from the Mastermind Forging Techniques list. When you do so, choose a number of Mastermind techniques equal to your intelligence modifier + half your Mastermind level, rounded down (minimum of one technique). The techniques must be of a level for which you have tech slots. For example, if you are a 5th-level Mastermind, you have four rank 1 and two rank 2 tech slots. With an Intelligence of 14, your list of prepared techniques can include four techniques of Ranks 1 and 2, in any combination. If you prepare the rank 1 mend technique, you can use it by expending a rank 1 or rank 2 slot. Using this technique doesn't remove it from your list of prepared techniques. You can change your list of prepared techniques when you finish a long rest. Preparing a new list of techniques requires time spent in building and allocating resources. This should take at least 1 minute per technique rank for each technique on your list. #### Forging Ability Intelligence is your forging ability for your Mastermind techniques; your understanding of basic science principles allows you to design particularly refined and innovative devices. You use your intelligence whenever a technique refers to your forging ability. In addition, you use your intelligence modifier when setting the DC for a technique you use and when making an attack roll with one. **Forging save DC = 8 + your proficiency bonus + your intelligence modifier** **Forging attack modifier = your proficiency bonus + your intelligence modifier** #### Conventional Forging You can use a technique conventionally if the technique has the conventional tag and you have the technique prepared. #### Mastermind Forging Techniques List ##### Prime Talents (Rank 0) - Acid Spray - Amplify Ability - Analyze Device - Blast Point - Deflect Elements - Encode Memory - Force Bolt - Frost Fold - Gammavision - Gravity Lash - Lightning Ball - Mental Missive - Renewal - Sonic Burst - Stabilize - Taser Shock - Tricky Fingers - Trigger Device - Virtual Display ##### 1st Level - Alter Appearance - Esper Sense (conventional) - Jump - Laser Targeting Matrix - Mend - Quick Step - Sensor Trigger (conventional) - Sensory Jammer - Slow Fall - Swift Motion - Trapping Field - GREASE - IDENTIFY - PURIFY FOOD AND DRINK ##### 2nd Level - Alter Form - Augment Ability - Bolster - Blur - Detoxify - Dimensional Pocket - Enhance Weapon - Extended Incline - Gravity Sphere - Infravision - Levitate - Magnetic Seal - Minor Remedy - Molecular Agitation - Obfuscate - Stealth Scan - CONTINUAL FLAME - ENLARGE/REDUCE - MAGIC MOUTH (RITUAL) - PYROTECHNICS - SKYWRITE (RITUAL) \pagebreakNum ##### 3rd Level - Absorption - Atmospheric Adaptation - Celerity - Fly - Mindful Repose - Programmed Trigger - Resuscitate - Unravel Effect - BLINK - CREATE FOOD AND DRINK - ELEMENTAL WEAPON - FLAME ARROWS - TINY SERVANT - WATERWALK (RITUAL) ##### 4th Level - Dimensional Container - Energy Susceptibility - Fabricate - Protective Sphere - Secure Zone - Unfetter - Veiled Observer - STONE SHAPE - STONESKIN - MORDENKAINEN'S FAITHFUL HOUND ##### 5th Level - Major Remedy - Projected Force - Steel Barricade - ANIMATE OBJECTS - CREATION - SKILL EMPOWERMENT - TRANSMUTE ROCK > ##### Personality in Design >As a creative mind and intellectual force, you are free to take license in the design of your various poers. When describing your effects of your powers, you can conceive of novel ways in which you manifest these abilities without deviating from their core effects. >The same principle applies when you prepare your talents. As a Mastermind, you use your rig to create the specialized items that mediate your powers. > >Such details don’t limit you in any way or provide you with any mechanical benefit; rather, think of them as roleplaying opportunities to flesh out your character’s personality. ### Prototyping Starting at 2nd level, you gain the ability to fabricate or upgrade items to produce of advanced protypes of your own design. #### Prototype Designs When you gain this feature, pick four Mastermind prototypes to learn, choosing from the “Prototype Designs” section at the end of the class’s description. You learn additional designs of your choice when you reach certain levels in this class, as shown in the Designs Known column of the Mastermind table. Whenever you gain a level in this class, you can replace one of the designs you learned with a new one. #### Fabricating a Prototype Whenever you finish a long rest, you can upgrade or fabricate an item based on one of your prototype designs. Attacks with this weapon are considered forging attacks, bypassing any defenses that grant resistance to mundane weapons. Your prototypes are appropriate for certain kinds of objects but not others, as indicated in the description for each prototype design. If the item requires attunement, you can attune yourself to it the instant you forge the item, or you can forgo attunement so that someone else can attune to the item. If you decide to attune to the item later, you must do so using the normal process for attunement. Your prototypes require minor maintenance work that only you can provide, thus when you die, the prototype falls into disrepair after a number of days have passed equal to your intelligence modifier (minimum of 1 day). The prototype also falls into disrepair if you replace your knowledge of the design for this prototype for another. You can fabricate more than one prototype at the end of a long rest; the maximum number of objects appears in the Prototype Capacity column of the Mastermind table. You must physically interact with an object to upgrade an existing item, and each of your prototypes can be applied to only one object at a time. If you try to exceed your maximum prototype capacity, you must specify an older prototype to scavenge for materials before the new prototype can be fabricated. ### Area of Expertise At 3rd level, you choose an area of expertise for your Mastermind, choosing from the Biochemical Expert, the Computational Expert, the Defense Expert, or the Munitions Expert. Each of these is detailed at the end of the class’s description. Your choice grants you features at 5th level level and again at 9th and 15th level. ### Tool Improvisation At 3rd level, you learn how to produce exactly the tool you need: with Infiltration Tools or a Hacker's Kit in hand, you can create one set of artisan's tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. These tools act as mundane tools and their improvisational nature means they are lost when you use this feature again. ### Tool Expertise Starting at 6th level, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool. \pagebreakNum ### Ability Score Improvement When you reach 4th, 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. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead. ### Flash of Genius Starting at 7th level, you gain the ability to come up with solutions under pressure. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll. You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest. ### Technological Adept When you reach 10th level, you achieve a profound understanding of how to use and design advanced technology: * You can attune to up to four items at once. * If you craft an item with a rarity of common or uncommon, it takes you a quarter of the normal time, and it costs you half as much as usual. ### Seamless Integration At 11th level, you learn how to integrate the functionality of one of your Esper powers seamlessly into an item of your choice. Whenever you finish a long rest, you can touch one simple or martial weapon or your Mastermind's rig, and you store an Esper power within in it, choosing a rank 1 or 2 technique from the Mastermind power that requires 1 Action to activate (you needn't have it prepared). While holding the object, a creature can take an action to produce the power's effect from it, using your forging ability modifier. If the power requires concentration, the creature must use its concentration to maintain the power. The power stays in the object until it's been used a number of times equal to twice your Intelligence modifier (minimum of twice) or until you use this feature again to store a power in an object. ### Technological Savant At 14th level, your skill with advanced technology is further heightened: You can attune to up to five items at once. You ignore all class, race, Esper power, and level requirements on attuning to or using an item. ### Technological Master Starting at 18th level, you can attune to up to six items at once. ### Extropy At 20th level, you become something greater than your race's mere physical form. You have become integrated with the technology you possess to such an extent that you act as a single system, gaining the following benefits: * You gain a +1 bonus to all saving throws per item you are currently attuned to. * If you're reduced to 0 hit points but not killed outright, you can use your reaction to end one of your Mastermind prototypes, causing you to drop to 1 hit point instead of 0. ## Area of Expertise Masterminds specialize in a variety of different fields of science and engineering. Here are four areas of expertise that you can choose from at 3rd level: the Biochemical Expert, the Defense Expert, or the Munitions Expert. ### The Biochemical Expert The Biochemical Expert focuses on developing compounds capable of drastically altering the normal physiology of their targets. Members of this subclass are among the greatest medical doctors, genetic engineers, and chemical weapons specialists. #### Tool Proficiency When you adopt this specialization at 3rd level, you gain proficiency with chemistry supplies. If you already have this proficiency, you gain proficiency with one other type of Artisan's Tools of your choice. #### Biochemical Forging Techniques Starting at 3rd level, you always have certain techniques prepared after you reach particular levels in this class, as shown in the Biochemical Forging Techniques table. These techniques count as Mastermind techniques for you, but they don't count against the number of Mastermind techniques you prepare. | Mastermind Level | Technique | |:---:|:-----------:| | 3rd | Field Salve, Trauma | | 5th | flaming sphere, melf's acid arrow | | 9th | gaseous form, Major Field Salve | | 13th | Ravage Pattern, Micro Stabilizer | | 17th | Toxic Burst, Revive | #### Synthetic Life When you select this area of expertise at level 3, you automatically learn the Synthoid prototype design. This prototype does not count against your number of Designs Known, but still counts towards your active prototype Capacity Limit. #### Experimental Compound Beginning at 3rd level, whenever you finish a long rest, you can formulate an experimental compound. Roll twice on the Experimental Compound table for the compound's effect, which is triggered when someone consumes the compound. As an action, a creature can consume the compound or administer it to an incapacitated creature. \pagebreakNum Creating an experimental compound requires you to have chemistry supplies on your person, and any compound you create with this feature lasts until it is consumed or until the end of your next long rest, after which time the compound degrades. When you reach certain levels in this class, you can make more compounds at the end of a long rest: three at 6th level and four at 15th level. Roll for each compound's effect separately. You can create additional experimental compounds by expending an Esper Power Slot of 1st level or higher for each one. When you do so, you use your action to create a compound of your choice from the Experimental Compounds table. ##### Experimental Compounds | d6 | Technique | |:---:|:-----------:| | 1 | *Regeneration.* The consumer regains a number of hit points equal to 2d4 + your Intelligence modifier. | | 2 | *Exhilaration.* The consumer's walking speed increases by 10 feet for l hour. | | 3 | *Resilience.* The consumer gains a +l bonus to AC for 10 minutes. | | 4 | *Stimulant.* The consumer can roll a d4 and add the number rolled to every attack roll and saving throw they make for the next minute. | | 5 | *Alteration.* The consumer's body is altered as if by the Alter Form talent. The consumer determines the transformation caused by the power, the effects of which last for 10 minutes. | | 6 | *Augmentation.* The consumer gains the benefits of the Augment Ability technique for 1 minute. They determine the benefit gained. |
#### Biochemical Savant At 5th level, your skill with biochemical engineering grows to new heights, enhancing the healing and damage you can accomplish. Whenever you use your chemistry supplies to activate a forging technique, you gain a bonus to one roll of the power. That roll must restore hit points or be a damage roll that deals acid, necrotic, fire, or poison damage, and the bonus equals your Intelligence modifier (minimum of +1). #### Restorative Agents Starting at 9th level, you can incorporate restorative agents into some of your works: * Whenever a creature consumes an experimental compound you created, the creature gains temporary hit points equal to 2d6 + your Intelligence modifier (minimum of 1 temporary hit point). * You can use the Minor Remedy technique without expending a talent slot and without preparing the talent, provided you use chemistry supplies to do so. You can do so a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest. #### Biochemical Mastery By 15th level, you have been exposed to so many biological agents that you have learned to safeguard yourself from their effects. Additionally, you can devise compounds to quickly end certain ailments: * You gain resistance to acid damage and poison damage, and you are immune to the poisoned condition. * You can use the Major Remedy and Cellular Renewal techniques without expending a talent slot, without preparing the technique(s). Once you use either technique with this feature, you can't use that technique with it again until you finish a long rest. ### The Computational Expert FORTHCOMING, INSPIRED BY THE ARCHIVIST SUBCLASS. ### The Defense Expert The Defense Expert specializes in the development, maintenance, and deployment of technologies designed to protect their allies. They are best understood as a combination of protector and medic, capable of defending others and repairing both equipment and personnel. #### Tool Proficiency When you adopt this specialization at 3rd level, you gain proficiency with mechanic’s tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice. #### Defensive Forging Techniques Starting at 3rd level, you always have certain techniques prepared after you reach particular levels in this class, as shown in the Defensive Forging Techniques table. These techniques count as Mastermind techniques for you, but they don't count against the number of Mastermind techniques you prepare. \pagebreakNum | Mastermind Level | Technique | |:---:|:-----------:| | 3rd | Target Scrambler, Bastion | | 5th | Tracer Strike, Cortex Link | | 9th | Medical Unit, Barrage | | 13th | aura of purity, Reactive Field | | 17th | banishing smite, Mass Mend | #### Combat Training When you reach 3rd level, your formal combat training and your engineering prowess have paid off in two ways: * You gain proficiency with martial weapons. * When you attack with a non-mundane weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls. #### Defense Droid By 3rd level, you have developed your own personal defensive droid. It is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the Defense Droid stat block. You determine the creature's appearance, such as its number of legs or other features it might use; the Droid's form must be appropriate for a medium construct and your choice has no effect on its game statistics. In combat, the Defense Droid shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or the Dash, Disengage, Help, Hide, or Search action. If you use the Renewal prime talent on it, it regains 2d6 hit points; however others cannot repair it unless they use a healing technique that works on constructs, such as Quick Repair or Field Repair. If it has been destroyed within the last hour, you can use your mechanic’s tools as an action to repair it, provided you are within 5 feet of it and you expend a talent slot of rank 1 or higher to do so. The Defense Droid begins functioning again after 1 minute with all its hit points restored. At the end of a long rest, you can forge a new Defense Droid if you have your mechanic’s tools with you. If you already have a Defense Droid from this feature, the first one must be disabled or scrapped for parts. #### Extra Attack Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn. #### Layered Technology At 9th level, you have found ways to add additional layers of features to your existing equipment. When either you hit a target with a non-mundane weapon attack or your Defense Droid hits a target, you can activate an additional feature alongside the attack: * The target takes an extra 2d6 force damage. * Choose one creature or object you can see within 30 feet of the target. You dispatch a healing micro-drone, restoring 2d6 hit points to it. You can use this feature a number of times equal to your Intelligence modifier (minimum of once), but you can do so no more than once on a turn. You regain all expended uses when you finish a long rest.
#### Improved Defenses At 15th level, your Layered Technology feature and Defense Droid both become more powerful: * The extra damage or the healing of your Layered Technology features both increase to 4d6. * Your Defense Droid gains a +2 bonus to Armor Class. * Whenever your Defense Droid uses its Deflect Attack power, the attacker takes force damage equal to 1d4 + your Intelligence modifier. \pagebreakNum ___ > ## Defense Droid >*Medium construct, Neutral* > ___ > - **Armor Class** 15 Natural Armor > - **Hit Points** equal the Defense Droid's Constitution modifier + your Intelligence modifier + five times your level in this class > - **Speed** 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|12 (+1)|14 (+2)|4 (-4)|10 (+0)|6 (-2)| >___ > - **Saving Throws** Dex +3, Con +4 > - **Skills** Athletics +4, Perception +4 > - **Damage Immunities** poison > - **Condition Immunities** charmed, exhaustion, poisoned > - **Senses** infravision 60 ft., passive Perception 1 4 > - **Languages** understands the languages you speak > ___ > ***Might of the Master.*** The following numbers increase by 1 when your proficiency bonus increases by 1: the droid's skill and saving throw bonuses (above), the bonuses to hit and damage of its Force-Empowered Rend attack, and the number of hit points restored by its Repair action (below). > > ***Vigilant.*** The droid is constantly monitoring its surroundings and responds to threats immediately, therefore it can't be surprised. > ### Actions (Requires a Bonus Action) > ***Force-Empowered Rend.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target you can see. Hit: l d8 + 2 force damage. > > ***Repair (3/Day).*** The droid performs a repair routine and restores 2d8 + 2 hit points to itself or to one construct or object within 5 feet of it. > ### Reaction >Deflect Attack. The droid imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the droid. ### The Munitions Expert The Munitions Expert builds machines of war that can hurl energy and projectiles and create explosions across a battlefield. Their primary focus is towards deadly and destructive means. #### Tool Proficiency When you adopt this specialization at 3rd level, you gain proficiency with gunsmith's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice. #### Munitions Forging Techniques Starting at 3rd level, you always have certain techniques prepared after you reach particular levels in this class, as shown in the Munitions Forging Techniques table. These techniques count as Mastermind techniques for you, but they don't count against the number of Mastermind techniques you prepare. | Mastermind Level | Technique | |:---:|:-----------:| | 3rd | Bastion, Superior Graviton Burst | | 5th | Flaming Discs, shatter | | 9th | Singularity, wind wall | | 13th | Lightning Ring, Burn Zone | | 17th | cone of cold, Force Field | #### Automated Turret Starting at 3rd level, you can forge an advanced Automated Turret. Using gunsmith's tools or mechanic's tools, you can take an action to create a small or tiny Automated Turret in an unoccupied space on a horizontal surface within 5 feet of you. A small Automated Turret occupies its space, and a tiny one can be held in one hand or mounted on your armor. Once you create a turret, you can't do so again until you finish a long rest or until you expend a talent slot of rank 1 or higher. You can have only one turret at a time and can't create one while your turret is active. The turret is a non-mundane device. Regardless of size, the turret has an AC of 18 and a number of hit points equal to five times your Mastermind level. It is immune to poison damage, psychic damage, and all conditions. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If you use the Renewal prime talent on it, it regains 2d6 hit points; however others cannot repair it unless they use a healing technique that works on constructs, such as Quick Repair or Field Repair. It is rendered inert if it is reduced to 0 hit points or after 1 hour. You can also dismiss it early as an action. When you create the turret, you determine its appearance and whether it has legs or another mobility features. You also decide which type it is, choosing from the options on the Automated Turret table. On each of your turns, you can take a bonus action to cause the turret to activate if you are within 60 feet of it. As part of the same bonus action, you can direct the turret to walk or climb up to 15 feet to an unoccupied space, provided it has legs or other mobility features. \pagebreakNum ##### Automated Turrets | Turret | Activation | |:---:|:-----------:| | Flamethrower | The turret exhausts fire in an adjacent 15-foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your forging save DC, taking 2d8 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried. | | Graviton Cannon | Make a ranged forging attack, originating from the turret, at one creature or object within 120 feet of it. On a hit, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the cannon. | | Shield Generator | The turret generates a protective force field on itself and each creature of your choice within 10 feet of it. Each target gains a number of temporary hit points equal to 1d8 + your Intelligence modifier (minimum of +1). |
#### Integrated Firearm At 5th level, you are able to integrate your forging abilities into the action of a ranged weapon of your choice. When you finish a long rest, you can use gunsmith's tools to integrate this feature into a weapon. You can only integrate your forging powers into a single weapon at a time, but otherwise, an integrated firearm remains in this state indefinitely. You can use your Integrated Firearm as the Rig for for your Mastermind abilities. When you activate a Mastermind forging technique through the firearm, roll a d8, and you gain a bonus to one of the power's damage rolls equal to the number rolled. #### Devestating Turrets Starting at 9th level, every automated turret you create is more destructive: * The turret's damage rolls all increase by ld8. * As an action, you can command the turret to self destruct if you are within 60 feet of it. Doing so destroys the turret and forces each creature within 20 feet of it to make a Dexterity saving throw against your forging save DC, taking 3d8 fire and force damage (counts as both types in terms of overcoming resistances and immunities) on a failed save or half as much damage on a successful one. #### Fortified Position Starting at 15th level, you are able to form well-defended emplacements around your Automated Turret: * You and your allies have half cover while within 10 feet of a turret you create with Automated Turret, as a result of weak force barrier emitted from the turret. * You can now have two turrets at the same time. You can create two with the same action (but not the same talent slot), and you can activate both of them with the same bonus action. You determine whether the turrets are identical to each other or different. You can't create a third turret while you have two active. ## Prototype Designs As a Mastermind, you have the capacity to forge a wide array of ingeniously usueful new technologies or to upgrade existing items. The description of each of the following prototypes details the type of item that you can add these properties to, along with whether the resulting item requires attunement. Some prototypes specify a minimum Mastermind level. You can't learn such a prototype until you are at least that level. Unless a prototype design's description says otherwise, you can't learn a particular design more than once. ### Phase Step Unit *Prerequisite: 6th-level artificer*
*Item: A pair of boots (requires attunement)* While wearing these boots, a creature can teleport up to 1 5 feet as a bonus action to an unoccupied space the creature can see. The creature must have occupied that space at some point during the current turn. ### Esper Enhancement *Item: A forging rig or implant used by an Esper to channel their powers (requires attunement)* While equipped with this item, a creature gains a + 1 bonus to channeling or forging attack rolls. In addition, the creature ignores half cover when making a channeling or forging power attack. The bonus increases to +2 when you reach 10th level in this class. ### Enhanced Defenses *Item: An armor suit or a shield* A creature gains a + 1 bonus to Armor Class while wearing (armor) or wielding (shield) the enhanced item. The bonus increases to +2 when you reach 10th level in this class. ### Enhanced Weapon *Item: A simple or martial weapon* This magic weapon grants a + 1 bonus to attack and damage rolls made with it. The bonus increases to +2 when you reach 10th level in this class. \pagebreakNum ### Synthoid *Prerequisite: 6th-level artificer*
*Item: A gem worth at least 100 gp or a dragonshard* You learn intricate methods for magically creating a special homunculus that serves you. The item you infuse serves as the creature's heart, around which the creature's body instantly forms. You determine the homunculus's appearance. Some artificers prefer mechanical-looking birds, whereas some like winged vials or miniature, animate cauldrons. The homunculus is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the Homunculus Servant stat block. In combat, the homunculus shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take the action in its stat block or the Dash, Disengage, Help, Hide, or Search action. The homunculus regains 2d6 hit points if the mending spell is cast on it. If it dies, it vanishes, leaving its heart in its space. ### Radiant Weapon *Prerequisite: 6th-level artificer*
*Item: A simple or martial weapon (requires attunement)* This magic weapon grants a + 1 bonus to attack and damage rolls made with it. While holding it, the wielder can take a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet. The wielder can extinguish the light as a bonus action. The weapon has 4 charges. As a reaction immediately after being hit by an attack, the wielder can expend 1 charge and cause the attacker to be blinded until the end of the attacker's next turn, unless the attacker succeeds on a Constitution saving throw against your spell save DC. The weapon regains ld4 expended charges daily at dawn. ### Repeating Shot *Item: A simple or martial weapon with the ammunition property (requires attunement)* This magic weapon grants a + 1 bonus to attack and damage rolls made with it when it's used to make a ranged attack, and it ignores the loading property if it has it. If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target. ### Replicate Item You are capable of designing your own version inspired by a particular item. You can learn prototype designs of this type multiple times; each time you do so, choose a magic item that you can make with it, picking from the Replicable Items tables below. A table's title tells you the level you must be in the class to choose an item from the table. In the tables, an item's entry tells you whether the item requires attunement. See the item's description in the Dungeon Master's Guide for more information about it, including the type of object required for its making. If you have Xanathar's Guide to Everything, you can choose from among the common magic items in that book when you pick a magic item you can replicate with. Replicable Items (2nd level Mastermind) Replicable Items (6th level Mastermind) Replicable Items (10h level Mastermind) Replicable Items (14th level Mastermind) ### Repulsion Shield *Prerequisite: 6th-level artificer*
*Item: A shield (requires attunement)* A creature gains a + 1 bonus to Armor Class while wielding this shield. The shield has 4 charges. While holding it, the wielder can use a reaction immediately after being hit by a melee attack to expend 1 of the shield's charges and push the attacker up to 15 feet away. The shield regains ld4 expended charges daily at dawn. ### Resistant Armor *Prerequisite: 6th-level artificer*
*Item: A suit of armor (requires attunement)* While wearing this armor, a creature has resistance to one of the following damage types, which you choose when you infuse the item: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. ### Returning Weapon *Item: A simple or martial weapon with the thrown property* This magic weapon grants a + 1 bonus to attack and damage rolls made with it, and it returns to the wielder's hand immediately after it is used to make a ranged attack. \pagebreakNum > ### Attributions >**Mastermind Class Art:** "Jefe Científico" by Oscar Manuel Martín >
>**Mastermind Class Art 2:** "Devoe" by Polygonatic >**Biochemical Expert Art:** "Evil Scientist" by Anthony Wolff >
>**Defense Expert Art:** "Salarian engineer/mechanist dude" by JHKris on DeviantArt >
>**Munitions Expert (Turret) Art:** "Sci-fi turret" by Artyom Antipov >
>Based on the Artificer class from Eberron: Rising from the Last War and re-skinned for Esper Genesis.