Remove these ads. Join the Worldbuilders Guild

Scientist


Hit Points

Hit Dice: d6 per Scientist level
Hit Points at first Level: 6 + Your Constitution Modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per scientist level after 1st

Proficiences

Armor: Light Armour
Weapons: Dagger, Simple Melee or Simple Ranged
Tools: Alchemist's Supplies, Herbalism Kit, Poisoner’s Kit
Saving Throws: Intelligence, Wisdom
Skills: Perception, and choose one from Animal Handling, Arcana, History, Insight, Investigation, Medicine, Nature, Persuasion, and Sleight of Hand

Overview & Creation

Note that this class was heavily and directly inspired by the Scientist Class here: https://www.dandwiki.com/wiki/Scientist_(5e_Class)
  The Scientist has devoted their life to understanding the intricacies of the world through hypothesis and experimenting. These practices have led to great advances in many fields. It is thanks to these practices that we have mechanical devices, and an understanding that ideals held in the past were inaccurate. A Scientist is always striving to improve the world around them, but they tend to be obsessive in their fields. It is not uncommon for a Scientist to lose touch with the social dynamics of the world around them, and they often don't recognize how their ideas will change the world.

Quick Build

You can make a Scientist quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Wisdom. Second, choose the Sage background.


Class Features

Intelligent Focus - Because of your devotion to self education, add +2 to your Intelligence stat.   Intellectual Inspiration - Starting at 1st level, you begin having Eureka moments. These are moments of particularly potent Intellectual Inspiration. Once per day you can add +5 to any Intelligence roll. This amount increases according to the table below.   Potions - You have the ability to make potions. Doing so requires the material components of the spell, and the use of either an Herbalism Kit, or an Alchemist's Supplies. Depending on the potion, the DM may rule to allow the use of a Poisoner's Kit. If the spell does not have material components, then it cannot be made into a potion. At 1st Level, any cantrip can be brewed into a potion in 6 hours, and any other level spell can be brewed in 1 full day times the number of levels(so a 3rd level spell would require 3 full days to prepare). The maximum number of potion formulae per level is listed below. It is possible to make the potion in half the time, however the resulting potion has a 50% chance of failure. You can choose to remove a potion formula from your Scientist Journal to replace it with a different one, however the process of study to do this does take a full day (12 hours).   Scientific Specialization - When you reach 2nd level, you choose a Scientific Specialization.   Your choice grants you features at 2nd level and again at 6th, 10th, 14th, 18th and 20th level.   Clear Thinking - At 3rd level your mental focus is sharper. You now have advantage on all Intelligence checks and saves.   Ability Score Increase - 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.   Process Refinement - At 6th level, you have gotten better at making your creations, it now takes half the time. (Round down to the nearest day, unless it's less then a day, then round down to the nearest hour)(ie. a 4th Level Spell would require 2 days to brew)   Max Ability Limit Increase - At 10th level you have reached the pinnacle of brain power and your brain has been permanently enhanced through SCIENCE. Your Intelligence and Wisdom ability score maximum is increased to 22. You can increase either Intelligence or Wisdom by 2, or you can increase both Intelligence and Wisdom by 1.   Improved Refinement - You have gained further skill at making your creations, it now takes half of the previous amount of time. (Round down to the nearest day, unless it's less then a day, then round down to the nearest hour)(ie. a 4th Level Spell would require 1 day to brew)   Max Refinement - You have gained a mastery of your craft, it now takes half of the previous amount of time to produce your creations. (Round down to the nearest day, unless it's less then a day, then round down to the nearest hour)(ie. a 4th Level Spell would require half a day(6 hours) to brew)


Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background:  

  • (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
  • If you are using starting wealth, you have 6d4 times 10gp in funds.

 


Subclass Options

Chemist

Explosions - Starting at the 2nd level, you have figured out how to make your potions explode in your face and now can stir up a big boom with chemical bombs. While brewing potions, roll a d20 and on a one, the potion explodes and does 1d4 fire damage to you. But, you can now brew bombs (These are put into the journal). Creatures in range of your bombs must succeed in a dexterity saving throw to take half damage.   Bombs:
Name Material Cost Damage Range
Ice Daddy 10gp 3d8 cold damage in a 15 foot radius Range: 10x your strength modifier in feet (minimum 20 feet)
Boom Daddy 25gp 3d8 fire damage in a 15 foot radius 10x your strength modifier in feet (minimum 20 feet)
  Take Blood - At the 6th level you have figured out how to use the blood from a creature to create a potion giving a feature from that creature’s stats. The potion's consumer may only have 1 of these effects at any given time; at level 12 this increases to 2. Upon consumption, there is a 20% chance of becoming poisoned and taking 1d4 poison damage for each turn for 1 minute. Regardless of poisoning, the consumed trait lasts for 24 hours.
Name Material Cost Effect
Potion of Gain Feature One pint of the creature’s blood and 20gp Gain any one chosen racial feature from the creature.
  Permanent Effect - At the 10th level the great scientist has figured out a way to give themselves(or others) permanent features from Taking Blood. If you drink the same Feature Gain potions five times in a row, you will permanently gain that feature. You may only ever have one of these effects, should you attempt another permanent effect you will lose the previous one and gain the new one.   Big Explosion - By the 14th level, more potions blowing up in your face have allowed you to add even more to your arsenal. All bombs do additional damage equal to half your level. These following bombs are added to your journal. Creatures in range of your bombs must succeed a dexterity saving throw to take half damage.   Bombs:
Name Material Cost Damage Range
Boomie Mcboomboom 80gp 3d20 piercing damage in a 30 foot radius 10x your strength modifier in feet (minimum 20 feet)
Ice Grenade 90gp 4d20 cold damage in a 15 foot radius 10x your strength modifier in feet (minimum 20 feet)
  Elixir - At the 18th level you are able to spend a week creating an elixir made specifically for the subject. Each successive use of an elixir has a chance of success reduced by 25% (1st time = 100%, 2nd time = 75%, 3rd time = 50%, 4th time = 25%, 5th time = 0%). If the subject is successfully affected by the elixir, then they gain the benefits, if not, then they will never be able to gain the benefit again, they have become immune.   Elixirs
Name Material Cost Effect
Elixir of Health 1500gp worth of Healing Potions, sample of Dragon blood Permanently adds 1d4+2 to your max health.
Elixir of Stone-Skin 2000gp worth of Diamond Dust, sample of Stone Giant flesh Permanently adds +1 to your AC. Works with Unarmored Defense.
  Big Elixir - At the 20th level you are able to spend two weeks creating an elixir made specifically for the subject. Each successive use of an elixir has a chance of success reduced by 25% (1st time = 100%, 2nd time = 75%, 3rd time = 50%, 4th time = 25%, 5th time = 0%). If the subject is successfully affected by the elixir, then they gain the benefits, if not, then they will never be able to gain the benefit again, they have become immune.   Elixirs
Name Material Cost Effect
Elixir of Life 3000gp, Blood of a Celestial (or Part Celestial) Restores the subject to life (from death or unconsciousness) with 2d20 hit points. If the subject has been dead for more than a day, then it will return the subject to 1hp, and restore all the muscles, organs and skin. It will appear as if the subject has never been dead. If the subject is not dead or unconscious, then it restores half the total hit points and adds 2d20 temporary hit points.
Elixir of Undying 100gp Whenever you are reduced to 0 hit points you are instead brought back to 1 hit point. This effect can occur a total of 1d4 times within 8 hours of consumption.
 

Cybernetics Engineer

Devices - Starting at the 2nd level, you have figured out how to use potions as ammunition for a weapon. Occasionally these weapons misfire. When rolling to hit with this weapon, both 1 & 2 are considered to be a critical failure, causing you to feel the effects of the weapon instead. You can build a weapon to use any potion that you have on hand, assuming you have the materials, in a week. The weapon can be recalibrated to use a different potion as ammunition over the course of a day (12 hours). 1 potion equates to 15 shots, 1 vial equates to 5 shots.   Weapons:
Name Material Cost Type Properties
Baton 6-8" Metal Tube, Potion (Specifically the one to be used as ammunition), 50gp(for the cost of the various provisions) Simple Melee Ammunition, Finesse, Light
Pulse Rifle 8-10" Metal Tube, Tinkerers Kit, Potion (Specifically the one to be used as ammunition), 200gp(for the cost of the various provisions) Martial Ranged Ammunition, Range 60/120
  Prosthesis - At the 6th level you have studied and experimented enough to be able to produce prosthetics for major limbs. This can result in either an increase to strength or an increase to dexterity. The process takes 2 weeks, and can only be applied to someone missing a limb. (The DM may rule to allow extra appendages.) At the end of the two weeks, make a Medicine check, DC 15. If this check fails, you must devote another week of work to refining the prosthetic and make the check again. If the check fails again, continue this week then check pattern until the check is successful or you choose to abandon the project. Each subsequent week the DC drops by 5. If the check succeeds, then the prosthetic is successfully attached to your patient. This prosthetic can be removed and reattached of the owner of the limb should choose to do so for cleaning, maintenance, it whatever other reason. The prosthetic does not operate on its own. The prosthetic acts as a full replacement for the original limb. This timeline is shortened by the Process Refinements of this class.
Name Material Cost Effect
Arm 3 Metal rods, 1 large ball joint, 1 medium ball joint, 2 motors, cables, metal bands, a power source, 1000gp(for the cost of the various provisions) Strength stat is raised by 2. This can cause the stat to be raised above 20.
Leg 4 Metal rods, 1 large ball joint, 1 medium ball joint, 2 motors, cables, metal bands, a power source, 1000gp(for the cost of the various provisions) Dexterity stat is raised by 2. This can cause the stat to be raised above 20. Speed is also increased by 20.
Hand 2 dozen metal rods ranging in length from 1/2" to 2", a dozen small ball joints, cables, metal bands, a power source, a Tinkerers Kit, 1000gp(for the cost of the various provisions) +1 to strength checks and saves involving grip strength. +1 to hit and +1 to damage with any polearm, or bludgeoning weapon.
Tail 1 motor, cables, metal bands, a power source, 1000gp(for the cost of the various provisions) You gain a Tail attack. This is considered a non-proficient weapon until its owner gains a level. Once its owner becomes proficient, then the Tail can be used to make one extra Attack Action per round. The Tail does 1d6 Bludgeoning.
  Nanotech - At the 10th level the Cybernetic Engineer has unraveled the mysteries of nanotechnology. These Nanites can be used for healing or for combat. The Nanites have a limited life span once separated from the power source of their storage container, and so the effects are not permanent. The Nanites can be programmed to replicate the effects of any cantrip. The effect of the spell lasts as long as the spell indicates to a maximum of 10 minutes. This means that a concentration spell would not require concentration to maintain, however the duration would only be 10 minutes maximum. Enough Nanites to perform one cantrip can be produced in one hour, as long as the Cybernetic Engineer has access to a lab of any kind. Without a lab would depend on DM ruling and availability of supplies. The effect which is stored in the Nanites can be changed over the course of 30 minutes. At 14th level, the Nanites can be programmed for level 1 spells, at 18th level they can be programmed for level 2 spells.   Nanotech Prosthetics - By the 14th level, the Cybernetic Engineer has learned to make the Nanites self replicating and self healing. Any limb can be replaced, whether it has been amputated or not, over the course of a long rest. An existing Nanotech Prosthesis cannot be replaced through this process, however it can be reprogrammed. The Nanotech Prosthesis cannot be removed at will. Refer to the Prosthesis feature for details on the major limbs. Using Nanites to create these limbs imbues the limb with permanent spell-like effects up to the capabilities of the Nanotech feature. This feature can also be used to create the following prosthetics which cannot be programmed with spell like effects.
Name Material Cost Effect
Eye Crystal worth 2000gp, 3000gp(for the cost of the various provisions) Grants 60ft Dark Vision or grants 60ft Heat Vision orTelescopic Vision(up to 10X magnification - ie: Seeing objects 200ft away as clearly as at 20ft without magnification.)(All can be applied to the same eye but the Material Cost must be paid for each.)
Ear Magnet worth 1000gp, wire, 1000gp(for the cost of the various provisions) Grants supersonic hearing or subsonic hearing or up to 10X amplification or translating all languages(All can be applied to the same ear but the Material Cost must be paid for each.)
  AI Drones - At the 18th level you are able to spend time creating small drones about the size of a bumblebee. You can create 1 per day assuming you have the required materials (800gp worth of provisions). These drones obey all instructions given by their master(who does not have to be the Cybernetic Engineer), and if there is ambiguity in the instruction the drone will do its best to do what it's master would want it to do. The drones can be used to spy visually or audibly, and can see invisible lifeforms via heat vision. The drones can also be used to attack. The basic statistics for the drones can found elsewhere on this site when they become available, however the DM may allow you to customize the drones to some degree. The drones communicate with their master via a "psychic link" created via nanotech implanted in the   The owner of the drones cannot maintain a link for more than 10 drones. If it is attempted to link to more than 10 drones, the original drone will become free and cannot be controlled. Additionally the owner needs to succeed on a DC 10 Wisdom Save. If the save is failed, then 1d6 of additional drones break their connection as their master has a mental shock. On this failed save, the master is stunned for 1 round.   Android - At the 20th level the Cybernetic Engineer has built on the principles of the drones to create full fledged Androids. It takes 2 weeks of work in a lab environment and 8000gp worth of components to construct an android, however after the first android is built, it can be given instruction to build another. It will still take 2 weeks to build any additional android, but it will not require the Cybernetic Engineers presence to do so. The android (and any subsequent android) is intensely loyal to the Cybernetic Engineer. The stats are not generic, building an android is the same as creating a Warforged character, however if an android is given instruction to create another android, then that android(and subsequent androids) will be constructed to the exact same specifications as the original android. The android is purely copying itself when constructing a new android. Androids function as an independent entity, with the Cybernetic Engineers best interests in mind, but will follow all instructions given by the Cybernetic Engineer. Should it be required, the Cybernetic Engineer can override an Androids actions through the "psychic link." Additionally, the Cybernetic Engineer can relinquish control of their body to take up residence in any one of the androids at any time, effectively becoming that android for that period of time. This does not count as a rest period for the Cybernetic Engineer.  

Inventor

  Tool Alteration - Starting at the 2nd level, you have gained enough experience with existing tools, that you've started to imagine ways of improving them. Starting with an existing to our weapon, you can spend 1 hour making a simple alteration, 3 hours making an involved alteration, 6 hours making an elaborate alteration, or 10 hours making an intricate alteration. It is the DMs discretion how elaborate the alteration will be. Examples are given on the chart below. Occasionally these weapons misfire, or the tools breakdown. When using this tool or weapon make an intelligence check against DC10. (If this tool or weapon is being used by someone other than the inventor, then the intelligence check is based on the inventors intelligence score. If the check fails, then the item doesn’t work as expected. Using the table below determine (by degrees of failure) what the result will be. At 6th level, the time required to produce an item using this ability is half the listed time, at 10th it is a quarter of the listed time.
  Complexity Examples: 1 Hour Simple Alteration Attaching another pre-existing object(ie. Adding blades to the hilt of a sword, fixing two blades together to make shears 3 Hours Involved Alteration Attaching another pre-existing object, and modifying the original piece so that the two work mechanically together (ie converting a single barrel gun to a double barrel gun, converting a telescope to a set of telescopic binoculars.) 6 Hours Elaborate Alteration Using math in the process of attaching the alteration (ie figuring out which lenses need to be used to convert a telescope into a microscope) 10 Hours Intricate Alteration Adding various interdependent moving parts; Needing to perform extremely precise math and confirming the creation to it. (ie adding a clockwork countdown timer, creating a targeting system)   Degrees of Failure: DC -1 or -2 The item seems like it's going to work, but at the critical moment, fails. (This is akin to a screwdriver slipping off the screw.) DC -3 or -4 The item simply fails to work. DC -5 or -6 The item has broken and will require one round to repair it. DC -7 or -8 The item has broken and will require 10 minutes to repair it. DC -9 or less The item has broken catastrophically. Depending on the DMs ruling, the item may explode or otherwise inflict 1d4 damage to the weilder.   Jury-Rig - At the 6th level the Inventor is able to improvise using the random scraps around them as useful contributions to the item they are fixing or making. It is possible that the DM will rule that there are no scraps available. To establish success in this jury rigging, perform an Intelligence Check (DC 10). The DM may rule that a particular application of this skill is exceptionally challenging (Such as building a parachute from random debris as you're falling out of a plane), in which case the DM may set the DC to 15, or even as high as 20. Refer to the Degrees of Failure below to determine the effects of failing with this ability. DC -1 or -2 The item seems like it's going to work, but in fact it will only work for one use. DC -3 or -4 The item simply fails to come together, the pieces you were using are still easily restored to their original state. DC -5 or -6 The pieces you were attempting to use broke. DC -7 or -8 The pieces you were using broke and snapped back at you causing 1d4 damage. DC -9 or less The pieces you were using are utterly destroyed causing an area effect as appropriate, whether that be a gaseous effect or a shrapnel effect.   Minor Invention - At the 10th level you have studied and experimented enough to be able to refine items made through Tool Alteration so that they are sturdy and no longer have a chance of failing. You can also produce items of your own design, however these items have a chance of malfunction (refer to the Degrees of Failure listed in Tool Alteration). When the item is used, an Intelligence check (DC 10) based on the inventors intelligence must be performed. When making a new invention consider a) The Source of Power, b) It's Purpose, c) It's Form. Considering these may also give you a name, like Gravity Bricklaying Slingshot, but you can be as creative as you wish with the name. The complexity of the device will be the guideline that the DM uses to determine the required time and/or materials needed. It could be that the device can be made in as little as an hour, or as much as 2 months. It could also be that the DM determines that you will need something that you don't already have, such as angel’s tears, or the pure thought of an infant. The better you conceptualize your invention, the easier it will be for you to make it. In effect, your pitch to the DM accounts for the planning time that would normally be part of the process. So, a better pitch equates to a shorter time for development. When developing this item perform an intelligence check (DC10) at the beginning of the project and each subsequent day afterwards. On a success, that part of development is successful, otherwise it is a failure and the project flops. Resources are still consumed. Magi-Tech - By the 14th level, the Inventor has learned how to imbue objects with a certain degree of magic. The inventor is capable of adding a magical +1 bonus(to hit and damage, or defense) to any item, or adding any spell of Casting Level 1 or less. In order to add the spell, the inventor must have access to a spell book or scroll containing the required spell, and must use the material components. The process of imbuing an object with magic requires one hour of intense concentration plus any additional time required for the spell itself. For this purpose Intelligence is counted as the Inventors Spellcasting Ability. Refer to page 114 in the PHB for additional information on Spellcasting calculations. You must succeed at a DC12 Intelligence Check in order to successfully perform this ability. A natural 20 grants additional benefit to the magic. This means that a +1 becomes a +2, and a spell that has additional effect at higher casting levels gains the benefit of the next casting level step above 1 for that spell. A natural 1 however, causes the Inventor themselves to feel the effect of the spell. If the spell has an area effect, then everyone within that area will also experience the effects of the spell. Major Invention - At the 18th level you are able to improve upon your earlier designs and skills. When creating an invention, you can choose to reduce the production time to one hour, or negate one of the requirements set by the DM, or choose to make the invention guaranteed. If an object is guaranteed, then there is no chance of failure when it is being used based on the Inventors capabilities. This does not guarantee that an individual can use it flawlessly. You can also now imbue any object with Casting Level 4 spell or lower. You can imbue the spell into the object at the same time that you are constructing it. In this way you do not need to spend the additional hour of casting time. Assuming all requirements are met, you can use this ability up to 3 times a day. The same Intelligence Check which would apply to Minor Invention also applies here. Master Inventor – At 20th level the Inventor has perfected his skills. Any invention can be made in an hour. It is assumed that any requirement the DM could impose would already be available to the Inventor as long as they are at their personal workshop. Their work is guaranteed. They can imbue any object with a spell of casting level 6 or lower. They can use this ability up to 6 times a day. Success is determined with an intelligence check DC5.    

Biologist

Living Creation - At the 20th level you've made a massive breakthrough. By combining blood and magic, along with resources and money. You can now create golems and other creatures allowed by your DM. These creations are considered Constructs and follow your verbal instructions, they do not require to breathe, eat, drink, or sleep. Once they are reduced to 0 hit points they crumble to dust. These Creations take 24 hours to make.   Creations
  • Stone Giant - Material Cost: 1500gp -- Note: See Stone Giant stats in the Monster Manual
  • Iron Golem - Material Cost: 1500gp -- Note: See Iron Golem stats in the Monster Manual
  • Grung Elite Warrior Squad - Material Cost: 500gp -- Note: Create (4) Grung Elite Warriors. See stats in the Monster Manual
  • Alchemical Servants - Material Cost: 80gp -- Note: Create (4) Homunculus. See stats in the Monster Manual
  • Stone Golem - Material Cost: 1200gp -- Note: See Stone Golem stats in the Monster Manual
Physicist
Astrophysicist
Pharmacist

 



Created by

CGWise.

Statblock Type

Class Features

Link/Embed