A Rick and Morty D&D 5E starter set is being announced later today so I’ll just reprint my statblocks for them here. ;D
Mad Scientist class playtest version is free in this PDF –> https://www.drivethrurpg.com/product/214069/The-Mad-Scientist-Class-Playtest-5E
The Exemplar playtest is free on James Introcaso’s Worldbuilder Blog –> https://worldbuilderblog.wordpress.com/2017/06/08/4530/
Medium humanoid (human), chaotic neutral mad scientist* (trickster) 20
Armor Class 17 (armored lab coat)
Hit Points 170 (20d8+80)
Speed 30 ft.
|13 (+1)||18 (+4)||19 (+4)||20 (+5)||15 (+2)||16 (+3)|
Saving Throws Dex +10, Int +11
Skills Deception +9, Investigation +11, Medicine +8, Perception +8, Science +11, Sleight of Hand +10, Technology +17
Tools alchemist’s supplies +12
Damage Resistances acid, poison, lightning
Condition Immunities charmed, frightened
Senses passive Perception 18
Languages Common and 3 other languages
Challenge 19 (22,000 XP)
Analyze Weakness. By spending a bonus action Rick may make an Intelligence check against a DC equal to the CR of a creature he is able to see or hear. On a success, he learns the attacks, immunities, features, and resistances granted by the target’s race or type. Rick can only use this feature against an individual target once every 24 hours.
Deadly Terrain (6/long rest). Rick can spend a bonus action throwing down a device (saw-toothed steel ring, bag of goo, electricity-generating mine) that activates when a creature steps on a pressure plate in the center. The trap blends in with its surroundings, and a creature requires a DC 19 Perception check 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 DC 19 Dexterity saving throw or take 6d4 piercing damage and gain the restrained condition. A creature can use its action to make a DC 19 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 6d4 piercing damage to the trapped creature.
Diviner of Secrets. Rick has three ritual feats of the GM’s choice and can cast ritual spells from both the cleric and wizard spell lists.
Grenadier. Each day when Rick prepares his spells, he may make up to 400 gp worth of grenades. These grenades do not cost him gold to produce but do require a part of his essence to remain unignited, causing them to explode 1d6 rounds after being given to another creature (DC 19).
Hide Out of Place. Rick is able to hide using Charisma (Deception) and while doing so may hide in plain sight (without any cover or obscurement).
Master Blaster. Rick has advantage on spell attacks using his technological weapon.
Master Technologist. Rick has advantage on Intelligence (Technology) checks. In addition, so long as they are able to hear him, Rick may advise an ally on how to activate one of his scientific gadgets after he has altered it for their use. He can keep up to 5 modified scientific gadgets at a time.
Overcharged Shot (6/long rest). When Rick has advantage on a spell attack using his technological weapon, he may choose to lose advantage but deal an extra 10d4 damage on a successful hit.
Prototype Drones. Rick can cast the find familiar spell as a ritual, summoning (i.e.: activating) 6 drones. The drone familiars he creates are constructs with the appearance and abilities of any of the animals listed under the spell, or drones with an appearance chosen by him. Drones that are not duplicating the appearance and abilities of an animal use the statistics for a Homunculus. As constructs the drones do not need to eat, sleep, or breathe, and are immune to both poison damage and the poisoned condition.
Rick may not dismiss drones as the spell. He may share senses with the drones or communicate with them while they remain within distance of his special transmitter (a device that broadcasts 1,000 feet).
Scientific Gadgets (each 1/long rest). Rick’s scientific gadgets weigh 1 pound per spell level. The AC of a gadget is equal to his AC while it is on his person and each has 40 hit points. While not in Rick’s possession, his gadgets have an AC equal to 10 + spell level. At the GM’s discretion, other creatures are unable to understand how his scientific gadgets function and only Rick is able to use them. Scientific gadgets that allow Rick to cast spells do not expend a spell slot or require concentration.
- Arachno Belt. Rick casts spider climb or web
- Arcodivinus Negator. Rick casts counterspell or dispel magic.
- Cortex Disassembler. Rick casts fear or hypnotic pattern.
- Emergency Boosters (1/short rest). When Rick would take more than 1d6 damage from falling, he automatically casts feather fall.
- Implometastitizer. Rick casts nondetection or vampiric touch.
- Quantum Kineticizer. Rick casts misty step or pass without trace.
- Spatial Prism. Rick casts mirror image or see invisibility.
- Visual Compiler. Rick casts improved invisibility or hallucinatory terrain.
Technological Crafting. Rick can create technological items that duplicate the effects of magic items. He’s only able to craft one technological item at a time—a common technological item over the course of a week of tinkering for 25 gold, an uncommon technological item over the course of a month for 500 gold, or a rare technological item over the course of 3 months of tinkering (cost in materials is at the GM’s discretion). This feature covers Rick’s ship and portal gun (treat as a helm of teleportation that creates a 1 round portal).
Weaponized Spellcasting (Recharge on short rest). Rick is a 20th-level mad scientist that uses Intelligence as his spellcasting ability (spell save DC 19; +11 to hit with spell attacks). Rick can cast the following spells from the mad scientist’s spell list, though only when his technological weapon (usually some kind of ray gun) is on his person:
- Cantrips: acid splash, eldritch blast, fire bolt, mage hand
- 7th-level (4 spell slots): acid arrow, chain lightning, cloudkill, cone of cold, confusion, disintegrate, fireball, fire storm, haste, hold monster, lightning bolt, phantasmal killer, shatter, sleep, wall of ice
Multi-Tool. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (1d8+7) magical bludgeoning, piercing, or slashing damage plus 9 (2d8) energy damage (of the GM’s choice).
Ray Gun. Ranged Weapon Attack: +11 to hit, range 150/600 ft., one target. Hit: 23 (4d8+5) energy damage (of the GM’s choice).
Grenadier. Rick can throw up to 5 grenades (DC 19) at different squares within range using the Attack action.
Small humanoid (human), neutral good exemplar (people’s champion) 4
Armor Class 13
Hit Points 30 (4d10+8)
Speed 30 ft.
|10 (+0)||16 (+3)||14 (+2)||12 (+1)||12 (+1)||16 (+3)|
Saving Throws Dex +5, Cha +5
Skills Athletics +2, Insight +3, Perception +3, Persuasion +5, Science +3, Stealth +5, Technology +3
Senses passive Perception 13
Challenge 1 (200 XP)
Bravery. Morty has advantage on saving throws against fear.
Friendly Reputation. Morty’s uplifting reputation is well-known and earns him some small acts of kindness. When he reaches an inn or tavern, Morty can make a DC 8 Charisma check to see if his reputation precedes him. On a success he’s given free lodging, drink, and food. The GM may decide that no check to be recognized is required because someone who works in the establishment knows Morty already or has seen him recently, or that it is impossible for Morty to be known in an establishment. In addition, Morty can convince merchants to sell him goods for a more modest price. If he succeeds on a DC 12 Charisma check to be recognized, he gains advantage on an ability check to determine the final price of an item that costs 50 gp or less. Morty can exploit his reputation to persuade merchants this way 3 times before he requires a long rest to do so again.
Heroic Effort (3 points). When Morty spends an effort point to fuel one of the following abilities, it is unavailable until he finishes a short or long rest, at the end of which his spirit replenishes.
- Hero’s Ire. As a bonus action, Morty can spend 2 effort points and choose a creature that he can see. For the next minute Morty gain a +2 bonus to attack rolls and weapon damage rolls when attacking that creature.
- Heroic Stand. Morty can spend 1 effort point to take the Dodge action as a bonus action on his turn.
- Implacable Resolve. As a reaction, Morty can spend 2 effort points to gain 8 temporary hit points. These temporary hit points last until the beginning of his next turn.
- Stroke of Luck. As a reaction, Morty can spend 2 effort points to reroll an attack roll or saving throw.
- With Style. Morty can spend 1 effort point as a bonus action to gain advantage on an ability check that uses Athletics, Insight, Perception, or Technology.
Unarmed. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
Blaster. Ranged Weapon Attack: +5 to hit, range 100/300 ft., one target. Hit: 12 (2d8+3) force damage.
Note: Morty should probably spend most of his turns using the Dodge action.