Brain
Action Hero Blaster Brain Brawler Charmer Detective Scientist Zoomer

Class Features


As a brain, you gain the following class features.

Hit Points


Hit Dice: 1d8 per Brain level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per scientist level after 1st

Proficiencies


Saving Throws: Intelligence, Wisdom
Armor: No armor
Weapons: Simple weapons
Skills: Choose six from Arcana, History, Insight, Investigation, Medicine, Nature, Perception, Sciences, Sleight of Hand, Survival, Theology & Philosophy
Tools: Any three tools from the following categories: artisan's tools, computers, gaming sets, or science tools.

Equipment


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

  • Any 2 of the following: artisan's tool kits, gaming sets, or science tool kits
  • (a) academic's pack, (b) hero's pack, or (c) student's pack
  • (a) general library (specialized) or (b) any 1 research library (obscure)

The Brain

Level Proficiency Bonus Features
1st +2 Brainy Expertise, Trove of Trivia, Decipher Languages
2nd +2 Clever Action
3rd +2 Brainy Archtype
4th +2 Ability Score Improvement
5th +3 Bookworm
6th +3 Smart Defense
7th +3 Disorient
8th +3 Ability Score Improvement
9th +4 Brainy Archetype feature
10th +4 Ability Score Improvement

Class Features


As a Brain, you gain the following class features.

Brainy Expertise


At 1st level, choose two of your skill or tool proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Trove of Trivia


You can make an Intelligence check + double your proficiency bonus to see whether you know some relevant information about any topic.

A successful Trivia check will not reveal the powers of a magical amulet but may give a hint as to its general function.

Information DC Definition Example
Common 10 Known by at least a substantial minority of the local population. A local official’s hobbies and interests, the identity of a character or group by costume or logo, common legends or rumors about a powerful place of mystery, details of a celebrity's married life, stuff you learn in middle school.
Basic 15 Known by a less substantial minority, but still general knowledge. Active werewolf packs in a specific region, identify a power being manifested, territories and borders of gangs, stuff you learn in high school.
Specialized 17 Uncommon but available, known by only a few people in the area. The coordinates of a known but uncharted world, legends or rumors about a powerful magic artifact, the specifics of a diagram that creates a dimensional anchor, understand the difference between the subspecies of a creature, the identity of a publicly known figure by his appearance, stuff you learn in college.
Obscure 20 Known by few, hard to come by. The customs of a documented alien species, identify a substance by its components, where to hire a assassin, the true homeworld of an ancient royal dynasty, identify the ruler of a werewolf clan, stuff you learn while getting your masters degree.
Abstruse 22 Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don’t understand the knowledge’s significance. The most likely location of a long-lost pharaoh’s tomb, the history of a powerful artifact and its creator, an explanation for a strange or unique power effect such as the effects of a magic stream, the location of a gateway to Faerieland, stuff you write a doctoral thesis on.
Esoteric 25 Purposefully kept secret by those who enjoy keeping secrets. The location of a gateway to another plane of existence, where to hire an empowered assassin, plans to bypass a bank security vault, the identity of members of a secret society.
Protected 27 Knowledge of this sort is kept protected by organizations with means and determination. The exact location of a gateway to another plane of existence and how to activate it, identify an extra-planar disease.
Conspiratorial 30 This knowledge can be dangerous. The location of Area 51, the identity of a world leader's secret mistress, where to hire a world-class empowered assassin.
Arcane 32 This knowledge is protected by those who have it with extreme prejudice. Security codes to a government installation, the formula for a spell that summons a genie, the true purpose and history of a secret society.
Super-Secret Higher No one knows this knowledge even exists. The location of a gateway to the Astral Plane, the security protocols of a secret government.

Decipher Languages


You are skilled at deciphering languages, especially those related to languages you know. Whenever you encounter a language that you don't know, either spoken or written, you can make an Intelligence check plus your proficiency bonus to determine if you can understand it. Doing so requires a moment of concentration.

If the language is in the same group as a language you are proficient in (see Languages), this requires 1 round of concentration and an Intelligence check adding half your proficiency bonus (rounded down). The DC is 15. If the language is unrelated to any other languages you know, then it requires 1 minute of concentration and the DC is 20. If the language is ancient, alien, or unique, then it requires 10 minutes of concentration and a DC of 25.

You can glean enough meaning from a conversation or document to ascertain the basic message, but this feature does not grant you the ability to converse or fluently read and write in the language.

A single check covers roughly one minute of a spoken language or one page of a written language.

Clever Action


Starting at 2nd level, your quick thinking and mental agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Disengage, Help, or Search action.

Brainy Archetype


At 3rd level, you choose an archetype that you emulate in the exercise of your Brain abilities: Know-it-All or Trickster, both detailed at the end of the class description. Your archetype choice grants you features at 3rd level and then again at 9th.

Ability Score Improvement


When you reach 4th level, and again at 8th, 10th 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.

Bookworm


You know your way around a library. At 5th level, you gain advantage on research checks when using an appropriate library.

Smart Defense


You're smart enough to get out of the way. Once you reach 6th level, when wearing no armor, your AC equals 10 + your Dexterity modifier + your Intelligence modifier.

Disorient


At 7th level, you gain the ability to temporarily confuse a target through the use of ploy and deception. The target must have an Intelligence score of 3 or higher to be susceptible to disorientation, must be within 30 feet of you, and must be able to hear and understand you.

To disorient on a target, you must make an Intelligence check plus your proficiency bonus opposed by the target's Intelligence save. If you succeed, the target takes a negative to its next d20 roll equal to your Intelligence modifier, provided it makes a d20 roll on its next turn.

This ability can only be used on a target once per encounter.

Creatures immune to charm are unaffected by this ability.



Brainy Archetypes


Brains have many features in common, including their emphasis on knowledge, skills, and tools. But different scientists steer those talents in varying directions, embodied by the scientist archetypes. Your choice of archetype is a reflection of your focus—not necessarily an indication of your chosen profession, but a description of your preferred techniques.

Know-it-All


Intellectual. At 3rd level, you add half your proficiency bonus to Intelligence checks that you are not normally proficient in.

Learned Scholar. Also at 3rd level, you gain proficiency in your choice of three skills or tools.

Degrees and Credentials. At 9th level you have amassed a number of impressive degrees and scholarly credentials. You have a degree or credentials relevant to any skill or tool in which you are proficient.

You gain advantage on Charisma (Intimidation) and Charisma (Persuasion) checks made to influence NPCs who are proficient in skills associated with these degrees and credentials, provided they are aware of your degrees and credentials.

Your superior level of education increases your income, advancing you by one Lifestyle.

Trickster


Lies. At 3rd level, you can use your Intelligence modifier on Deception checks instead of Charisma. You gain proficiency in the Deception skill, and if you are already proficient in the Deception skill, you may double your proficiency bonus on Deception checks.

Feint. Also at 3rd level, as a bonus action, you can make a Deception check opposed by your target's Wisdom save to gain advantage on an attack roll you make within the same round. You can use this feature only once against a target within the same encounter.

Smart Mouth. At 9th level, you learn how to use your words to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that can hear and understand you and is within 60 feet of you can use an attack action to talk about why its doomed to fail. You must make an Intelligence check plus your proficiency bonus opposed by the target's Charisma save. If you succeed, the target has disadvantage on its next attack roll or skill check, provided it makes such a check within the next 1 minute. The creature is immune if it can’t hear you or if it’s immune to being Charmed.

Once you use this feature, you must complete a long or short rest before you can use it again.

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