Scientist
Scientists strive for a more fundamental understanding of the world around them and how it functions through theory crafting and practical testing. Some desire to use their knowledge for good and others pursue knowledge for knowledge's sake, regardless of the consequences.
Class Features
Hit Points
Hit Dice 1d4 per Scientist level
Hit Points at 1st Level. 4 + Constitution modifier
Hit Points at Higher Levels. 1d4 (or 2) + Constitution modifier per Scientist level after 1st
Proficiencies
Armor. Light
Weapons. Simple weapons, light crossbows
Tools. Alchemist's Supplies, Herbalism Kit, Poisoner’s kit Saving Throws: Intelligence and Constitution
Skills. Choose three from Arcana, Insight, Medicine, History, Investigation, Religion, and Perception
Scientist
| Level | Proficiency Bonus | Cantrips Known | Class Features | Spells Known | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|---|---|---|
| 1st | +2 | 2 | Scientist's Journal, Note Taking, Spellcasting | — | — | — | — | — | — |
| 2nd | +2 | 2 | Book Smarts | 3 | 2 | — | — | — | — |
| 3rd | +2 | 2 | Study | 4 | 3 | — | — | — | — |
| 4th | +2 | 2 | Feat, Majors and Minors | 5 | 3 | — | — | — | — |
| 5th | +3 | 3 | ─ | 6 | 4 | 2 | — | — | — |
| 6th | +3 | 3 | Tinkerer | 7 | 4 | 2 | — | — | — |
| 7th | +3 | 4 | Study Feature | 8 | 4 | 3 | — | — | — |
| 8th | +3 | 4 | Feat | 9 | 4 | 3 | 2 | — | — |
| 9th | +4 | 4 | ─ | 10 | 4 | 3 | 2 | — | — |
| 10th | +4 | 5 | Mind and Body, Enriched Formulas | 11 | 4 | 3 | 2 | — | — |
| 11th | +4 | 5 | Study Feature | 12 | 4 | 3 | 3 | — | — |
| 12th | +4 | 5 | Feat | 13 | 4 | 3 | 3 | — | — |
| 13th | +5 | 6 | ─ | 14 | 4 | 3 | 3 | 1 | — |
| 14th | +5 | 6 | Surpass Limits | 15 | 4 | 3 | 3 | 1 | — |
| 15th | +5 | 6 | Study Feature | 16 | 4 | 3 | 3 | 2 | — |
| 16th | +5 | 6 | Feat | 17 | 4 | 3 | 3 | 2 | — |
| 17th | +6 | 6 | ─ | 18 | 4 | 3 | 3 | 3 | 1 |
| 18th | +6 | 6 | Eurika! | 19 | 4 | 3 | 3 | 3 | 1 |
| 19th | +6 | 6 | Feat | 20 | 4 | 3 | 3 | 3 | 2 |
| 20th | +6 | 6 | Doctorate | 21 | 4 | 3 | 3 | 3 | 2 |
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- Lab coat and common clothes
- (a) Dagger or (c) Light Crossbow
- (a) Herbalism Kit or (b) Poisoner’s kit or (c) Alchemist's Supplies
- (a) Scholar's pack or (b) Diplomat’s pack
- Scientist's Journal
Scientists's Journal
You have a journal in which you keep all your studies and formulas. This journal is required to cast spells and use features which utilize the journal itself. If you lose your journal you can recreate your notes in a new journal over a long rest.
If the journal is dropped or knocked out of your hand you must roll a dex saving throw in order to retrieve it quickly, if you fail you must spend a turn picking it back up. You automatically fail if you are proned, stunned, or grappled.
Note Taking
You have a knack of keeping track of important information, when rolling to recall information or details about an object, event, or person you've seen or heard of before roll with advantage.
Spellcasting
Cantrips known
Starting at 1st level you know 2 cantrips from any core spell caster’s spell lists except for Cleric and Warlock. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Scientist leveling table.
Spells Known of 1st Level and Higher
At 2nd level you know two 1st level spells of your choice from any core spell caster’s spell lists except for the Cleric and Warlock.
The Spells Known column of the Scientists table shows when you learn more spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5rd level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one spell you know and replace it with another spell from the available spell lists, which also must be of a level for which you have spell slots.
Spellcasting Ability
Intelligence is your spellcasting ability for your Scientist spells. The power of your spells comes from a well of magic within you. 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 Scientist 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
Book Smarts
At 2nd level, choose one intelligence based skill to gain proficiency, alternatively gain expertise in any skill you are already proficient in.
You can perform this again at 7th and 13th level.
Study
At 3rd level you chose a specific discipline of science to study further. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.
Majors and Minors
As a scientist you are not bound to any individual form of study. If you so choose, starting at 4th level, you may choose to take a level (sub-level) in a different study than the one you started with on level 3. You must then take the next 3 levels in that study to unlock the perks of it, after which you may continue leveling either of your studies or choose another study to learn.
This works similarly to subclassing however there are no prerequisites required to do so.
Tinkerer
At 6th level you now gain proficiency in one type of artisan’s tools and expertise in a set of tools you are already proficient in. You gain proficiency or expertise (if you are already proficient) in another set of tools at 11th, and 16th level.
Enriched Formulas
Your arcane studies lead your formulas to become more efficient. Starting at 10th level you may cast a first level spell as a cantrip once per long rest.
13th level you can cast up to level 2,
15th level you can do it 2 times,
17th level you can cast up to level 3,
19th level you can do it 3 times.
Mind and Body
As a scientist, you understand the importance of your own physical wellbeing and mental capacity. You keep them in shape by practicing physical and mental exercises regularly. At 10th level your Intelligence and Constution ability scores increase by 1.
Surpass Limits
At 14th level you have broken intelligence barriers and your brain has been permanently enhanced. Your Intelligence and Wisdom ability score maximums are increased by 2. You may also choose either Intelligence or Wisdom to be increased by 1.
Eurika!
At 16th level when you fail an ability check you may roll again and take the larger roll effectively giving you advantage. You may do this a number of times equal to your intelligence modifier per long rest.
Doctorate
You have reached the pinnacle of your studies, now recognized by the greater scientific community you will now be addressed to as a doctor by those who interact with you. At level 20 you no longer need your journal. Spell casting and feats that required the journal no longer needed to function. Having your journal, however, grants you advantage on all rolls relating to the journal. This includes spell rolls and study feature rolls If it involves the journal and you have it on your person. The journal can now be rewritten over the course of a short rest.
Subclasses - Study
At 3rd level chose one Study to enter and gain the following feats.
Scholar
Scholars bury themselves deep within studies of arcane knowledge. Spending their time learning the inner workings of spells they write within their journal entry, Scholars gain the ability to embower or even nullify spells they or their allies know.
Scholarly Journal Entry
Add a new entry to your journal. Starting at level 3 add a spell to this entry that you don't already know. You can choose from any spell the base scientist can learn. The level can be up to your highest available spell slot or below. Every 2 Scholar levels add a new spell to this entry. These spells are not considered known spells but are considered journal spells. Once a spell is entered into this entry it is no longer accessible to learn or cast. If you wish to change the spells in this entry you may, however, you must replace it with another. You may only switch spells when you level up.
Amplify and Disrupt
At 3rd level, as a reaction or bonus action, when a spell in your journal is cast you speak additional incantation to amplify or disrupt the spell. You can use Amplify on yourself or a friendly caster for their next turn. This effect only lasts until the end of their next turn and only affects one spell that exists in your journal. You may add 1d4 to the damage or healing roll or +1 to hit if the spell requires a roll.
Disrupt does the same as amplify but in reverse. Instead of adding to the damage or healing take away instead, and alternatively subtract from spell roll. Use this on an enemy as a reaction, you can use this ability a number of times equal to your intelligence modifier per long rest. At higher scholar levels the modifiers increase.
| Level | Damage/Healing | Hit |
|---|---|---|
| 3rd | 1d6 | +1 |
| 7th | 1d8 | +1 |
| 11th | 2d6 | +2 |
| 15th | 2d8 | +2 |
| 19th | 2d10 | +3 |
You must have your journal on you in order to use this feature.
Unravel and Perfect
At 7th level, as a reaction when a spell in your journal is cast, you speak additional incantation to unravel or perfect it. The spell you target must now roll with disadvantage or advantage to hit, alternatively if the spell does not need a roll half its total damage or add half of its damage onto itself. You may do this a number of times equal to half your intelligence modifier rounded down per long rest.
You must have your journal on you in order to use this feature.
Intensive Studies
At 11th level add an additional spell to your scholarly journal entry. For every subsequent level after 11 add one spell until you reach level 19, at 20 add 2.
Greater Unraveling
You perfect your studies and gain greater knowledge of spells in your journal. Starting at 15th level as a reaction when a spell in your journal is cast you may speak additional incantations to counter it. This does not require counter spell to use nor does it cost a spell slot. You may perform this a number of times equal to half your Intelligence modifier rounded down per long rest.
You must have your journal on you in order to use this feature.
Chemist
Chemists use their talent to formulate and create various elixirs and solutions to help themselves and their allies or harm their enemies.
Chemical Journal Entry
Add a new entry to your journal. Starting at 3rd level learn and write down different elixir and potion formulas. Start with 3 known potions and increase by 1 every 3 levels there after. Learn an additional potion at 20th level.
Morning Dew Brewer
You wake up early with the birds and get to brewing today’s potions. After taking a long rest you may choose what potions you will have available to you that day. At 3rd level, you know 3 potion formulas and can brew one level 1 potion to use at any point throughout the day. This increases to two at 4th level, and three at 5th level. At 6th level, you unlock 2nd level potions and at 14th level you get 3rd level potions.
You can replenish one first level potion when you take a short rest, This increases to 2 at 8th level.
At 13th level, you can also replenish a single level 2 potion, This increases to 2 at 18th level.
| level | Potions Known | Potion Features | 1st | 2nd | 3rd |
|---|---|---|---|---|---|
| 3rd | 3 | Nimble Thrower | 1 | - | - |
| 4th | 3 | - | 2 | - | - |
| 5th | 3 | - | 3 | - | - |
| 6th | 4 | - | 3 | 1 | - |
| 7th | 4 | Concentrated Formula | 3 | 1 | - |
| 8th | 4 | - | 3 | 2 | - |
| 9th | 5 | - | 3 | 2 | - |
| 10th | 5 | - | 3 | 3 | - |
| 11th | 5 | Enhancing Potions | 3 | 3 | - |
| 12th | 6 | - | 3 | 3 | 1 |
| 13th | 6 | - | 4 | 3 | 1 |
| 14th | 6 | - | 4 | 3 | 1 |
| 15th | 7 | Permanent Effect | 4 | 3 | 2 |
| 16th | 7 | - | 4 | 3 | 2 |
| 17th | 7 | - | 4 | 4 | 2 |
| 18th | 8 | - | 4 | 4 | 3 |
| 19th | 8 | - | 4 | 4 | 3 |
| 20th | 9 | - | 4 | 4 | 4 |
Potion Level
2nd and 3rd levels are stronger than 1st. 2nd level double the potions effects and 3rd level triples. this includes the stated time duration listed on the potion effect table.
For instance a 2nd level healing potion will do 4d4 +4 healing. where as a 3rd level will do 6d4 +6.
Potion Table
Chose from this table when learning new potions or switching them out. You may switch one of your formulas once per sub-level.
| Name | Effect | |
|---|---|---|
| Ethanol | 1d6 poison, + poisoned condition 1min | |
| Penicillin Solution | 2d4 +2 healing | |
| Exothermic Mixture | 1d8 fire damage | |
| Endothermic Mixture | 1d6 cold, -10 total movement speed for 1min | |
| Morphine | Subtract 1d6 from all incoming damage for 1 min | |
| Hydrochloric Acid | 1d8 acid damage | |
| Caffeine Shot | +10 movement, +1 to dex skill rolls for 1min | |
| Temporary Roids | +1 to str skill and attack rolls 1min | |
| Pirana Solution | 1d8 necrotic damage | |
| Lean | 1d6 psychic damage + frightened condition 1min | |
| Concentrated Charm | Charmed condition 1 min | |
| Squid Ink | Blinded condition 1min | |
| Bottled Thunder | 1d8 thunder damage | |
| Ibuprofen | 1d6 +3 temporary hit points | |
| Iron Skin | +1AC for 1min | |
| Brain Blast Soda | +1 to all int attack and skill based rolls for 1 min | |
| Expert-tea-s | Gain expertise in one skill you are proficient in for 1min |
Nimble Thrower
At 3rd level you gain proficiency with throwing your potions. When throwing potions use your dex modifier to hit.
Concentrated Formula
Your potions have gained potency. At 7th level add 1d4 to the damage or healing rolls of your potions per level.
Enhancing Potion
Your potion formulas are potent enough to linger on surfaces. At 11th level you can smear one of your potions over you or your friends' weapons or armor to enhance them. Damage dealing and negative condition potions when applied to a weapon will add its effect to attacks made with that weapon for 1 times the potion level amount of minutes. For positive effects when applied to worn armor will add its effect to the user for 1min plus the potion stated effect time.
Permanent Effect
In the morning when preparing your potions you brew an extra special concentrated concoction and infuse it into your lab coat. At 15th level you gain the effects of one positive effect potion of your choosing that you know, the effect will be equivalent to a level 1 potion. This effect lasts until you take a long rest or after 24 hours.
At level 17 the effect is equivalent to a 2nd level potion.
Biologist
Biologists find the study of nature and living beings fascinating. Through time and dedication Biologists learn to use their anatomical knowledge to make their attacks more powerful, and healing more potent.
Biological Journal Entry
You begin to take record of animals and monsters you interact with throughout your study. At 3rd level any animal you interact with or kill gets recorded into your journal. You learn much about them in the time spent interacting when encountering or looking for an animal in your journal roll with advantage on nature, medicine, or animal handling checks.
You can only record and use the perks of you have if the journal is on your person.
Anatomy
Your understanding of you and your partie’s physicality allows you to more effectively heal them. At 3rd level add 1d4 +Intelligence modifier to any healing spell you cast for friendly creatures. This bonus increases as your sub-level increases.
| Level | Healing |
|---|---|
| 3rd | 1d4 +Int |
| 7th | 1d6 +Int |
| 11th | 2d4 +Int |
| 15th | 2d6 +Int +pb |
| 19th | 2d8 +Int +pb |
You must have your journal on you in order to use this feature.
Recognise
At 7th level you can take advantage of the enemy’s weaknesses. When you or another friend interacts with and kills an enemy monster when you are present, record them in your journal after the encounter. If you run into a similar monster again you gain extra damage or accuracy when targeting that monster's weak spots. Add 1d8 to your damage roll or +1 to your attack roll.
Alternatively, you may spend a bonus action informing a friend where a weak spot is. Until the end of their next turn they will gain your bonus to damage or hit (they decide) for their attacks.
At 11th level add your intelligence modifier to damage rolls.
| Level | Damage | hit |
|---|---|---|
| 7th | 1d8 | +1 |
| 11th | 1d12 +Int | +2 |
| 15th | 2d8 +Int +pb | +3 |
| 19th | 2d12 +Int +pb | +4 |
You must have your journal on you in order to use this feature.
Proficient Nature
At 7th level gain proficiency in 1 of the following: Nature, Animal Handling, Medicine, or Insight
Chose a second one from this list when you reach 11th level
Enriched Self
At 11th level, at the end of a long rest, roll 1d4 +Con for half your biologist level rounded down. Gain that many temporary hit points which remains until you take a long rest or after 24 hours.
For example, at level 11 roll 5d4 +(5 • Con).
True Understanding
Your biological knowledge grows further. At 15th level add your proficiency bonus to your Healing rolls for Anatomy and to your damage rolls for Recognise. Also add your proficiency bonus to your temp hit points given to you by Enriched Self.
Alchemist
As an alchemist you chose to focus your attention to the power of the elements. With much experimentation and questionable methods you awaken several powerful abilities.
Alchemical Journal Entry
You begin to study the elements and the fundamental forces of the world. Starting at 3rd level you gain an Alchemical DC for your study feats. This is calculated by subtracting your intelligence modifier from 20. For example, if you have 18 intelligence your Alchemical DC will be 16 (20 -4).
Additionally when rolling arcana or investigation checks about elemental spells, roll with advantage.
You must have your journal on you in order to use this feature.