Scientist class

by TheLostJournal

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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.

Part 1 | The Scientist

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.

Part 2 | Subclasses

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.

Part 2 | Subclasses

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.

Part 2 | Subclasses

Elemental Focus

At 3rd level when casting a spell that deals elemental damage add additional dice when rolling the spell’s damage. This increases as your sub level increases.

In addition, you can roll against your Alchemical DC to increase the added damage. Roll 1d20 +int +wis, if your roll exceeds your Alchemical DC double the dice given to you by the Elemental Focus table. You may roll to double the dice a number of times equal to your wisdom modifier.

Level Damage
3rd 1d4
7th 1d6
11th 1d8
15th 1d10
19th 1d12

You must have your journal on you in order to use this feature.

Elemental Transmutation

At 7th level when attacking a monster with an elemental spell, if that creature is resistant or immune to the spell’s elemental damage, roll a d20 +int +wis. If that check beats your Alchemical DC, roll to transmute the damage. Roll 1d8 to determine the spell’s new elemental damage type. If your roll lands on the same damage type again your transmutation fails. You may do this a number of times equal to your wisdom modifier.

Additionally, as a reaction, you may use this feature on a friendly caster to transmute their magic into a different element.

Roll Elemental Effect
1 Fire
2 Cold
3 Poison
4 Acid
5 Lightning
6 Thunder
7 Radiant
8 Necrotic

You must have your journal on you in order to use this feature.

Ascended Casting

At 11th level you can upcast spells beyond your current spell-casting capabilities. You can cast any spell as one level above the spell level you chose to cast. This consumes the spell slot of the initial spell level and is required to use this feature. This feature allows you to go beyond your maximum spell slot and cast one level above your max level spell slot. For example, at 11th level you can use this feature to cast a 3rd level spell as a 4th while consuming one 3rd level spell slot.

At 17th level this feature gains an additional charge.

You must have your journal in order to create a new Philosopher's Stone.

Philosophers Stone

You channel a considerable amount of magic energy into a stone of your choosing transmuting that stone into a philosopher's stone. Starting at 15th level you choose an elemental affinity at the end of a long rest. When casting spells that correspond to your affinity gain +2 to hit if the spell requires a roll and add your wisdom modifier to your damage roll for those spells.

In addition, when casting any spell with your affinity you can perform several different modifications to your spell which cost charges. The number of charges your stone has is equal to 1 + your wisdom modifier.

Cost Name Description
1 Swift cast Target rolls dex saving throws at disadvantage
2 Speed of Sound Target instantly fails dex saving throws
3 Undodgeable Target instantly fails all saving throws.
1 Strong Add the spell's level number of d4’s to its damage roll.
2 Powerful Add the spell's level number of d8’s to its damage roll.
3 Unfathomable Add the spell's level number of d12’s to its damage roll.
1 Accurate +1 to hit for the spell.
2 Precise +3 to hit for the spell.
3 Dead Shot Guaranteed hit.
1 Relief Add the spell's level number of d4’s to the its healing roll.
2 Vital Add the spell's level number of d6’s to its healing roll.
3 Critical Add the spell's level number of d10’s to its healing roll.

If the Philosopher's stone is dropped or lost and it is taken more than 10ft from you the power will diminish and it will be reverted back to a normal stone. If this happens you will need to create a new one.

You must have a Philosopher's Stone to use this feature. If the stone is lost, stolen, or broken you may create a new one over the span of a short or long rest.

You must have your journal in order to create a new Philosopher's Stone.

Part 2 | Subclasses

The

Lost

Journal

The lost Journal is the personal passion project created by Samantha as an outlet for my creativity.

As I continue writing I find myself becoming inspired time and time again to innovate on my own work and push the boundaries of what I had once though possible.

If you have found any issues, errors, or general balancing suggestions please send me a message either on my twitter or on my discord server listed to the right.

Thank You

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Credits

Special thank you to Zustos for the wonderful character illustration for this class

Additional credits to user /u/flamableconcrete for their library of free to use water color page designs available here

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