The basic gist of this class is that you start out as a smart, but weak individual. I mean 1d6 hit die. It's pitiful. Like a comatose magikarp, really. But in the heat of combat, you can turn green, get big, and...well, you've seen the movies. So, without further ado, I present...
HulkThose few unlucky ones to be afflicted by a dark, twisted transmutation magic tend to lead isolated lives. Their unpredictable and dangerous alter ego makes them a pariah, so they avoid cities whenever possible. Although they do tend to frequent libraries, as their lonely lifestyle has led them to confide in books. These tortured souls are often well learned and even know some magic.
Hit Dice: 1d6
Hit Points at 1st level: 6 + your Constitution modifier
Hit Points at higher levels: 1d6(or 4) + your Constitution modifier
- Armor: Light Armor, shields
- Weapons: Simple melee weapons, simple ranged weapons
- Tools: One artisan's kit, Forgery Kits, Thieve's Tools
Saving Throws: Intelligence Wisdom
Skills: Two from: Arcana, History, Insight, Investigation, Medicine, Perception, Religion, and Survival
- A dagger
- (a) a light crossbow or (b) a shortbow
- a quiver of (a) 20 bolts or (b) 20 arrows
- Explorer's pack
- (a) a scholar's pack or (b) one kit you're proficient in
At 1st level, some bizarre dark magic possesses you. Now you have the ability to use an action to transform into a mighty humanoid beast. When this happens any armor you are currently wearing is destroyed. Your size is now medium if it was not before, and your weight doubles. Unless you put on new armor, your armor class is now equal to 10 + your Constitution modifier + your Dexterity Modifier. You can use a shield and still gain this benefit.
While in hulk form, you gain 3 + your Constitution modifier per hulk level in temporary hit points, and you revert back to your normal form when these run out.
In addition to wardrobe malfunctions, your stats change. Ability scores swap like so:
- Strength with Intelligence
- Dexterity with Charisma
- Constitution with Wisdom
You also gain the following benefits in Hulk Mode (if you’re not wearing heavy armor):
- You gain advantage on Strength checks and saving throws
- While making a melee attack, you can add a damage bonus that increases with level, as listed in the Hulk Damage column of the class table
- You have resistance to bludgeoning, piercing, and slashing damage.
When you reach 2nd level, your search for knowledge of whatever is afflicting you has resulted in you learning simple magic. See chapter 10 of the Player’s Handbook for general rules regarding spellcasting and chapter 11 for the wizard spell list.
Spell Slots. The class table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
Spells Known of 1st-Level and Higher. You know two 1st-level spells of your choice from the wizard spell list. The Spells Known column of the class table shows when you learn more wizard spells of your choice. Each of these spells must be of a level for which you have spell slots, and must be from the abjuration, divination, illusion, or transmutation schools of magic. You may use any combination of spells from these schools. Additionally, when you gain a level in this class, you can choose one of the wizard spells you know and replace it with another spell from the wizard spell list.
Spellcasting Ability. Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
At 2nd level, the Hulk has gained sentience and fights for control. When you take a critical hit in Hulk Mode, make a Wisdom saving throw (using your Hulk Mode stats), with a DC equal to 10 + your Hulk level divided by 2 (round down).
On a successful save, the DC increases by 2. On a failed save, your alignment switches to its opposite, and you are unable to end Hulk Mode early by your own will. Your alignment and the DC reset when Hulk Mode ends.
Not every hulk is a mindless raging beast, although that does seem to be the trend. Some of them are just misunderstood. Some seek to commune with nature. They are green after all. Each hulk’s unique self is reflected in their primal path. Any Barbarian primal path can be used, but any features or advantages of these paths, including stat improvements, are only available while in Hulk Mode.
Ability Score Improvement
When you reach 4th level, and again at 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. You can’t increase an ability score above 20 using this feature.Extra Attack
Beginning at 5th level, whenever you are in Hulk Mode, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor. This applies even when you are not in Hulk Mode.
By 7th level, you have become twitchy with fear. Your reflexes are like lightning. As such, you now get advantage on initiative rolls.
Additionally, if you are surprised at the beginning of combat and you aren’t incapacitated, you can act normally and creatures don't get advantage on attacks against you if you use your reaction to start changing into hulk form, which will complete at the beginning of your turn. However, any damage dealt until the beginning of your turn is still applied to your normal form.
Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack while in Hulk Mode. This increases to two additional dice at 13th level and three additional dice at 17th level.
At 11th level, the hulk can take over when you’re on the brink of death. If you drop to 0 hit points while in normal form and don’t die outright, you automatically go into Hulk Mode, as long as all the uses haven't been expended. This will happen even against your will. When you change back, you drop to 1 hit point.
At 15th level, the Hulk's might is manifesting itself in physical size. Your hulk form is now a large creature, and your hulk weight is triple that of your normal form. The Dungeon Master's Guide contains more information about creature sizes.
Beginning at 18th level, while in Hulk Mode, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.
At 20th level, begin to embrace your dark side, rather than fight it. While in Hulk Mode, your Strength and Constitution scores increase by 4.
Note from the Pinky: The War Hulk path has a feature that raises the Strength and Constitution cap to 30. You cannot exceed that cap even with the Primal Champion feature.
Banner - 2013
Hulk (pg 1) - PReilly
Hulk (pg 4) - spidey-dude
Changelog: 6/25/15: Made clarifications, added Split Personality Feature
9/3/15: Split Personality only applies when you are already in Hulk Mode.
6/19/16: Hulk Mode: Wording changes and changes to Hulk proficiencies