Scientist
Action Hero Blaster Brain Brawler Charmer Detective Scientist Zoomer

Class Features


As a scientist, you gain the following class features.

Hit Points


Hit Dice: 1d8 per Scientist 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: Dexterity, Intelligence
Armor: No armor
Weapons: Simple weapons
Skills: Choose five from Animal Handling, Arcana, History, Insight, Investigation, Medicine, Nature, Perception, Persuasion, Sciences, Survival
Tools: Any one science tool and any three from computers, any artisan's tools, or any 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 or science kit,
  • Any 3 science packs
  • A lab coat, and credentials (scientific)
  • (a) adventurer's pack, (b) medic's pack, or (c) scientist's pack
  • (a) any basic costume and mask or (b) $100

The Scientist

Level Proficiency Bonus Features
1st +2 Field of Study, Field Expertise, Scientific Language
2nd +2 Intellectual
3rd +2 Scientist Archtype
4th +2 Ability Score Improvement
5th +3 Expert Dice (4d8 for skills or tools)
6th +3 Lab Rat
7th +3 Discovery
8th +3 Ability Score Improvement
9th +4 Scientist Archetype feature
10th +4 Scientist Improvement

Class Features


As a Scientist, you gain the following class features.

Field of Study


Select an area of study (life sciences, medical sciences, physical sciences, or engineering) and a specialty. When dealing with this field of science, you gain a number of benefits as explained.

Life Sciences Specialities

  • Biology. You study life and living organisms
  • Botany. You study plants.
  • Endocrinology. You study the glands and hormones of the body.
  • Entomology. You study insects.
  • Genetics. You study heredity and inherited traits.
  • Immunology. You study the immune system of the body.
  • Marine biology. You study aquatic life.
  • Microbiology. You study of microorganisms and their effects on other living organisms.
  • Paleontology. You study prehistoric life through fossils.
  • Physiology. You study the functions of living organisms.
  • Xeno-biology. You study alien life.
  • Zoology. You study the structure, physiology, development, and classification of animals.

Medical Sciences Specialities

  • Oncology. You study the development, diagnosis, treatment, and prevention of tumors.
  • Pathology. You study diseases and their causes, processes, development, and consequences.
  • Pharmacology. You understand the effects of drugs and can create medicine.
  • Physician. You diagnose patients and prescribe medicine to promote, maintain, or restore health.
  • Radiology. You use radioactive substances in the diagnosis and treatment of disease.
  • Surgeon. You manually repair damaged organs and tissue.
  • Toxicology. You study of poisons and the treatment of poisoning.
  • Virology. You study viruses and viral diseases.

Physical Sciences Specialities

  • Astronomy. You study outer space.
  • Chemistry. You study the composition, structure, properties, and reactions of matter, especially of atomic and molecular systems.
  • Cosmology. You study the physical universe considered as a totality of phenomena in time and space.
  • Geology. You study the origin, history, and structure of the earth.
  • Geophysics. You study the physics of the earth and its environment.
  • Meteorology. You study the physics of weather and atmospheric conditions.
  • Oceanography. You explore and study the physics of the oceans.
  • Seismology. You study the physics of seismic activity.
  • Physics. You study matter and energy and interactions between the two.
  • Thermodynamics. You study of relationships and conversions between heat and other forms of energy.

Engineering Specialities

  • Aeronautical engineer. You design and build aircraft.
  • Automotive engineer. You design and build automobiles.
  • Computer engineer. You design and build computers.
  • Computer science. You study the theory, experimentation, and engineering that form the basis for the design and use of computers.
  • Cybernetic engineer. You design and build cybernetics.
  • Electrical engineer. You design and build electronic devices.
  • Mechanical engineer. You design and build mechanical devices.
  • Robotics. You study the science of technology to design, fabricate, and apply robots.

You begin play with access to a lab devoted to your chosen field and with an expert colleague. Your expert colleague may be an assistant, a co-worker, a mentor, or a superior. He has the same field of study and may be contacted for assistance. You can gain this assistance in 1d4 hours or sooner by offering compensation (usually 1d4 x $50, but could be a return favor of like value). The GM may determine this is easier or more difficult based on the circumstances.

The expert colleague is an NPC and has all the skill and tool proficiencies required to work within your field and can use the help action on your behalf. The NPC has an Intelligence modifier of +3 and a proficiency bonus equal to your own.

Field Expertise


Choose two of your skill or tool proficiencies (or one of each) related to your field of study. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 10th level, you can choose another two skill or tool proficiencies to gain this benefit.

Scientific Language


You know a scientific language used by experts in your field. This could be binomial nomenclature, coding, or an ancient language.

Intellectual


At 2nd level, you add half your proficiency bonus to Intelligence checks and Science Tools checks you are not normally proficient in.

Scientist Archetype


At 3rd level, you choose an archetype that expresses the way you approach science, such as Entrepreneurial Scientist or Medical Scientist. The archetype you choose grants you features at 3rd level and then again at 7th level.

Ability Score Improvement


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

Expert Dice


The 5th level, you earn 4d8 to spend on skill or tool checks related to your field of study, your choice. Whenever you make an appropriate skill or tool check, you may choose to add the result of up to two of these dice to the total. At 10th level these Expert Dice can be used to improve both skill and tool proficiency checks related to your field of study.

Expert dice recharge after a long rest.

Lab Rat


At 6th level, you gain advantage on tools checks when using a lab related to your fields of study.

Discovery


At 7th level, you make a profound discovery. It could be the secret to speeding up a process, a way to detect a substance previously undetectable, or any number of advancements.

The discovery is often related to your field or your Scientist archtype. First, describe what you'd like to discover to your GM. "I'd like to reduce research on anthropology to minutes instead of hours." The mechanics are left to you and your GM, but are subject to the following limitations.

  • This discovery can reduce a process which takes a number of days to a like number of hours, a number of hours to a like number of minutes, or a number of minutes to a like number of rounds. This can be applied to the process by you or by other creatures working under your supervision.
  • This discovery can reduce the cost of creating an object by 50%. This can be applied to the process by you or by other creatures working under your supervision.
  • This discovery can be a unique, Small device weighing 20 pounds which replicates the effects of any power and will use your proficiency bonus and Intelligence modifier to determine it's saving throw or other statistics (if any). The device can be used once. It can be recharged during a short or long rest. The cost of creating the device is $1,000 x the saving throw DC.
  • This discovery can design a weapon similar to an existing weapon, but that deals a different damage type. This device can be replicated with 8 hours of work. The components cost the same as the completed base weapon.
  • This discovery can design a Small device, such as a breastplate, helmet, or armband weighing 10 pounds that grants resistance to a single damage type when held or worn. This device can be replicated with 12 hours of work. The cost of creating the device is $10,000.
  • This discovery can design a Tiny device weighing 1 pound that can reduce a creatures exhaustion level by one. Using the device requires an action to touch the creature and the device can be used once. A creature can benefit from the device only once per long rest. It can be recharged during a short or long rest. This device can be replicated with 12 hours of work. The cost of creating the device is $1,000.
  • This discovery can design a Tiny device weighing 1 pound that can end one of the following conditions on it: blinded, deafened, charmed, invisible, poisoned, stunned. Select which condition the device will affect when it's discovered. Using the device requires an action to touch the creature and the device can be used once. A creature can benefit from the device only once per long rest. It can be recharged during a short or long rest. This device can be replicated with 12 hours of work. The cost of creating the device is $8,000.
  • This discovery can design a Tiny device weighing 1 pound that can end any reduction to one ability score. Select which ability the device will affect when it's discovered. Using the device requires an action to touch the creature and the device can be used once. A creature can benefit from the device only once per long rest. It can be recharged during a short or long rest. This device can be replicated with 8 hours of work. The cost of creating the device is $2,000.
  • This discovery can design a Tiny device weighing 1 pound that can end one effect reducing a creature's hit point maximum. Using the device requires an action to touch the creature and the device can be used once. A creature can benefit from the device only once per long rest. It can be recharged during a short or long rest. This device can be replicated with 8 hours of work. The cost of creating the device is $2,000.
  • This discovery can design an outfit weighing 20 pounds that can grant immunity to a single damage type or power for 1 hour. It can be recharged during a short or long rest. This device can be replicated with 12 hours of work. The cost of creating the device is $10,000.

You have the option to keep this discovery to yourself, making certain it doesn't fall into the wrong hands, or you can share your discovery with the world. If you share this discovery with the world, you increase your Lifestyle by one rank. A unique item cannot be recreated by others.

Hereafter, every odd-numbered level you may make an additional discovery of this type.

Scientist Improvement


At 10th level, you gain an additional field of study.



Scientist Archetypes


Scientists 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.

Entrepreneurial Scientist


The Entrepreneurial Scientist makes innovation happen. Their scientific knowledge and connections are deep enough to be able to see opportunities for innovation—not just in business, but also in the public sector and other areas of society.

They blend their science knowledge and credibility with people management skills, entrepreneurial flair and a strong understanding of business and finance, to start their own businesses or help grow existing companies.

Business Skills. At 3rd level, you gain proficiency in two of the following skills: Deception, Intimidation, and Persuasion. If you're already proficient in the skill, then you gain double your proficiency bonus.

Early Discovery. At 3rd level, you make your first discovery. The discovery must be related to your field or your Scientist archtype.

Slippery Charm. At 7th level, you level, you become proficient in Charisa saves.

Medical Scientist


You are an expert in the fields of medicine and medical practices, both in the exam room and the lab.

Medical Training. At 3rd level, your extensive medical training has made you a more effective healer. Whenever you restore hit points to a creature, the creature regains an additional 2 hit points times half your character level.

Doctor Wounds. Also at 3rd level, you can treat your allies during a short rest. By spending a few minutes checking wounds and applying medicine, you or any friendly creatures who you attend regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.

The extra hit points increase when you reach certain levels in this class: to 1d8 at 7th level, to 1d10 at 13th level, and to 1d12 at 17th level.

Medical Specialization. At 7th level, you have advantage on all Intelligence (Medicine) checks that relate to humanoids and two other creature types of your choice.

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License