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 he’s 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.
Proficiency Level Bonus
Features
Hulk Damage
—Spell slots per Spell Level—
Spells 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
-
–
–
–
+3
Extra Attack, Fast Movement
+2
4
4
2
–
–
–
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
5th
Quick Build
Proficiencies
You can quickly make a Hulk by creating a human and making Intelligence your highest ability score, followed by Wisdom. A decent Dexterity score will keep you alive in your normal form. Then choose either the Hermit or Sage backgrounds.
Armor: Light Armor, Shields Weapons: Simple melee weapons, simple ranged weapons Tools: One artisan’s kit, Forgery Kit, Thieves’ Tools
Class Features As a Hulk, you gain the following class features.
Hit Points Hit Dice: 1d6 per hulk level Hit Points at 1st Level: 6 + your Constitution modifier Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per hulk level after 1st
Saving Throws: Intelligence, Wisdom Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, Perception, Religion, and Survival
Equipment • You start with the following equipment: • A dagger • (a) a light crossbow and 20 bolts or (b) a short bow and 20 arrows • Explorer’s pack
• (a) a scholar’s 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 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. You can’t cast spells or concentrate on them in Hulk Mode. While beginning Hulk Mode requires an action, ending it early requires only a bonus action. Left to its own course, Hulk Mode will last for a number of minutes equal to your level times 3. This ability can be used twice, and you regain expended uses when you finish a long rest.
Spellcasting 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 Hand Book 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 known 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
Primal Path
Fast Movement
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 advantages of these paths are only gained while in Hulk Mode.
Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor. You don’t have to be in Hulk Mode to use this feature.
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. As normal, 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.
Feral Instinct By 7th level, you have become twitchy with fear. You have reflexes like lightning. As such, you now get advantage on initiative rolls. Additionally, if you aren’t incapacitated, you don’t get disadvantage in the event a surprise attack. And you can use your reaction to start changing into hulk form, so you can attack on your next turn. However, any damage dealt until then is still applied to your normal form.
Brutal Critical 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.
Ressurection 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, even against your will. When you change back, you drop to 1 hit point.
Large Size 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 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.