You are on page 1of 4

HULK

Highway robbers await in the cliffside of a


canyon pass. One of them spots a figure in the
distance. As he draws near, he seems to be some
sort of scholar, or perhaps a priest. It is no matter;
he is clearly not experienced in combat. And hes
travelling alone.
The band of thieves rush into the pass. Their
misfortunate victim tries to run, but he is quickly
cornered. As one bandit swings his mace, the man raises
his open hand and halts it with a force much more powerful
than would befit his frail frame.
His eyes flash with a green glare, and his skin begins to bubble.
The now wary bandits slowly shuffle backwards. The man shoots to
well over 8 feet tall and his flesh ripples as it adjusts to a new muscular
form. As the bandits turn tail, the monster hurls a nearby boulder and
bellows a thunderous roar.

Life of Solitude
Those 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.
Spell slots per Spell Level
Proficiency Hulk Spells
Level Bonus Features Damage Known 1st 2nd 3rd 4th 5th
1st +2 Hulk Mode +2
2nd +2 Spellcasting +2 2 2
3rd +2 Primal Path +2 3 3 -
4th +2 Ability Score Improvement +2 3 3 -
Extra Attack,
+3 +2 4 4 2
5th Fast Movement
6th +3 Path Feature +2 4 4 2
7th +3 Feral Instinct +2 5 4 3 -
8th +3 Ability Score Improvement +2 5 4 3 -
9th +4 Brutal Critical (1 die) +3 6 4 3 2
10th +4 Path Feature +3 6 4 3 2
11th +4 Resurrection +3 7 4 3 3
12th +4 Ability Score Improvement +3 7 4 3 3
13th +5 Brutal Critical (2 die) +3 8 4 3 3 1
14th +5 Primal Path +3 8 4 3 3 1
15th +5 Large Size +3 9 4 3 3 2
16th +5 Ability Score Improvement +4 9 4 3 3 2
17th +6 Brutal Critical (3 die) +4 10 4 3 3 3 1
18th +6 Indomitable Might +4 10 4 3 3 3 1
19th +6 Ability Score Improvement +4 11 4 3 3 3 2

20th +6 Primal Champion +4 11 4 3 3 3 2

Quick Build Proficiencies


You can quickly make a Hulk by creating a human and Armor: Light Armor, Shields
making Intelligence your highest ability score, followed by Weapons: Simple melee weapons, simple ranged
Wisdom. A decent Dexterity score will keep you alive in weapons
your normal form. Then choose either the Hermit or Sage Tools: One artisans kit, Forgery Kit, Thieves Tools
backgrounds. Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, History, Insight,
Class Features Investigation, Medicine, Perception, Religion, and
Survival
As a Hulk, you gain the following class features.

Hit Points Equipment


You start with the following equipment:
Hit Dice: 1d6 per hulk level
A dagger
Hit Points at 1st Level: 6 + your Constitution modifier
(a) a light crossbow and 20 bolts or (b) a short bow and
Hit Points at Higher Levels: 1d6 (or 4) + your 20 arrows
Constitution modifier per hulk level after 1st Explorers pack
(a) a scholars pack or (b) one kit you are proficient in
Hulk Mode
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 lose all skill, tool, and saving throw
proficiencies. Instead, you gain proficiency in Athletics,
Acrobatics, Intimidation, with martial melee weapons and
in Strength and Constitution saving throws. All these
changes are reverted on ending your Hulk Mode.
You also gain the following benefits in Hulk Mode (if
youre not wearing heavy armor): level or higher. You regain all expended spell slots when
You gain advantage on Strength checks and saving you finish a long rest.
throws Spells Known of 1st-Level and Higher. You know
While making a melee attack, you can add a damage two 1st-level spells of your choice from the wizard spell
bonus that increases with level, as listed in the Hulk list. The Spells Known column of the class table shows
Damage column of the class table when you learn more wizard spells of your choice. Each of
You have resistance to bludgeoning, piercing, and these spells must be of a level for which you have spell
slashing damage. slots, and must be from the abjuration, divination, illusion,
or transmutation schools of magic. You may use any
You cant cast spells or concentrate on them in Hulk
combination of spells from these schools.
Mode. While beginning Hulk Mode requires an action,
Additionally, when you gain a level in this class, you can
ending it early requires only a bonus action. Left to its own
choose one of the wizard spells you known and replace it
course, Hulk Mode will last for a number of minutes equal
with another spell from the wizard spell list.
to your level times 3. This ability can be used twice, and
Spellcasting Ability. Intelligence is your spellcasting
you regain expended uses when you finish a long rest.
ability for your wizard spells, since you learn your spells

Spellcasting through study and memorization. You use your


Intelligence whenever a spell refers to your spellcasting
When you reach 2nd level, your search for knowledge of ability. In addition, you use your Intelligence modifier
whatever is afflicting you has resulted in you learning when setting the saving throw DC for a wizard spell you
simple magic. See chapter 10 of the Players Hand Book for cast and when making an attack roll with one.
general rules regarding spellcasting and chapter 11 for the
Spell save DC = 8 + your proficiency bonus +
wizard spell list.
your Intelligence modifier
Spell Slots. The class table shows how many spell slots
you have to cast your spells of 1st level and higher. To cast Spell attack modifier = your proficiency bonus
one of these spells, you must expend a slot of the spells + your Intelligence modifier
Primal Path Fast Movement
Not every hulk is a mindless raging beast, although that Starting at 5th level, your speed increases by 10 feet while
does seem to be the trend. Some of them are just you arent wearing heavy armor. You dont have to be in
misunderstood. Some seek to commune with nature. They Hulk Mode to use this feature.
are green after all. Each hulks unique self is reflected in
their primal path. Any Barbarian primal path can be used, Feral Instinct
but advantages of these paths are only gained while in By 7th level, you have become twitchy with fear. You have
Hulk Mode. reflexes like lightning. As such, you now get advantage on
initiative rolls.
Ability Score Improvement Additionally, if you arent incapacitated, you dont get
When you reach 4th level, and again at 8th, 12th, 16th, and disadvantage in the event a surprise attack. And you can
19th level, you can increase one ability score of your choice use your reaction to start changing into hulk form, so you
by 2, or you can increase two ability scores of your choice can attack on your next turn. However, any damage dealt
by 1. As normal, you cant increase an ability score above until then is still applied to your normal form.
20 using this feature.
Brutal Critical
Extra Attack Beginning at 9th level, you can roll one additional weapon
Beginning at 5th level, whenever you are in Hulk Mode, damage die when determining the extra damage for a
you can attack twice, instead of once, whenever you take critical hit with a melee attack while in Hulk Mode.
the Attack action on your turn. This increases to two additional dice at 13th level and
three additional dice at 17th level.

Ressurection
At 11th level, the hulk can take over when youre on the
brink of death. If you drop to 0 hit points while in normal
form, and dont die outright, you automatically go into
Hulk Mode, even against your will.
When you change back, you drop to 1 hit point.

Large Size
At 15th level, the Hulks 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 Masters Guide contains more information on
creature sizes.

Indomitable Might
Beginning at 18th level, and 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.

Primal Champion
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, to a new cap of 24.

You might also like