Scientist (5e Class)

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Scientist[edit]

Scientists are crazy people who experiment and meddle with other people’s stuff. They enjoy exploring the new frontier and blowing things up.


Creating a Scientist[edit]


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

As a Scientist you gain the following class features.

Hit Points

Hit Dice: 1d8 per Scientist level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Scientist level after 1st

Proficiencies

Armor: Light armor, Hide
Weapons: Simple weapons, One martial weapon (Can not be heavy)
Tools: Alchemist's Supplies, Herbalism Kit, Poisoner’s kit
Saving Throws: Intelligence and Wisdom
Skills: Choose three from Arcana, Nature, Medicine, History, Religion, and Perception

Equipment

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

  • (a) Studded Leather or (b) Hide
  • (a) Handaxe, Daggers (5) or (b) Any martial weapon (Not heavy)
  • (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.

Table: The Scientist

Level Proficiency
Bonus
Features Cantrips Known Potions available per day
1st +2 Potions, Scientist’s Journal, Cantrips 2 3
2nd +2 Explosions 2 3
3rd +2 Tinkerer 2 4
4th +2 Ability Score Improvement 2 5
5th +3 Take Blood 3 5
6th +3 More Potions & Explosions 3 5
7th +3 4 6
8th +3 Ability Score Improvement 4 6
9th +4 Permanent Effect 4 6
10th +4 Max Ability Limit Increased 5 6
11th +4 Elixir 5 7
12th +4 Ability Score Improvement 5 7
13th +5 Big Explosion 6 8
14th +5 6 8
15th +5 Big Elixir 6 8
16th +5 Ability Score Improvement, Step In 6 8
17th +6 Potion Cost Decrease 6 8
18th +6 6 9
19th +6 Ability Score Improvement, Elixir of Gold 6 9
20th +6 Living Creation 6 Unlimited

Scientist’s Journal[edit]

You have a journal in which you keep all your scientific formulas, if you lose your journal you can recreate your notes in a new journal over a long rest.

Potions[edit]

You have started a path to the frontier of science, learning secrets and combining magic with the real world. This is the age of discovery!

Potions
Potion Name Material Cost Potion Effect Potion Description Equipment Required
Vial of Poison 5gp 1d6 poison damage + poisoned conditioned for one minute To be put in any liquid or drunken raw Poisoner’s kit
Potion of Healing 10gp 2d8 hit points regained To drink raw, and takes an action to drink Herbalism Kit
Potion of Magic Slot 25gp Regains 1 spell slot (of the spell level used) Drink raw, takes a bonus action Spellcaster’s spellslot

Cantrips[edit]

As a scientist you yearn to push the limits of the cosmo. You have done so by taking magic and adding it in your arsenal. You can take any cantrip from any spell list

Spellcasting[edit]

Intelligence is your spellcasting ability for any spell. 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 any 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

Explosions[edit]

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 wastes your time by being useless. But, you can now brew bombs (These are put into the journal). Creatures in range of your bombs must succeed a dexterity saving throw to take half damage.

Bombs
Bomb Name Material Cost Bomb Damage Throwing Range
Ice Daddy 10gp 3d8 cold damage in a 15 foot radius 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)

Tinkerer[edit]

At the 3rd 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 expertise in another set of tools at levels 7, 14, and 18.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 14th, and 18th 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.

Take Blood[edit]

At the 5th 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.

Potion name Material Cost Potion Effect
Feature Gain One pint of the creature’s blood and 20gp Gain any one chosen racial feature from the creature

More Potions & Explosions[edit]

At the 6th level you have worked through many trials to get this far, and can now craft more potions at your DM’s choice along with any potions you create now do not need to be drunk raw to take effect. You learn the formula of 3 potions which are Common or Uncommon which you pick from the potions listed in the DMG, you gain 3 more at level 16 which can be Rare. These potions will be recorded in the journal.

Permanent Effect[edit]

At the 9th level the great scientist has figured out a way to give themselves 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.

Max Abilities Limit Increased[edit]

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 scores are increased by 2 and maximum is increased to 22.

Elixir[edit]

At the 11th level you are able to create elixir made specifically for the subject, further tinkering could have drastic results or unimaginable break throughs. These potions may only be taken once.
Elixirs name Material Cost Elixir Effect
Elixir of Health 1500gp, sample of Dragon blood Permanently adds 1d4+2 to your max health
Elixir of Stone-skin 2000gp, sample of Stone Giant flesh Permanently adds +1 to your AC. Works with Unarmored Defense

Big Explosion[edit]

More explosions at level 13. 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(rounded down). These following bombs are added to your journal. Creatures in range of your bombs must succeed a dexterity saving throw to take half damage.

Bomb Name Material Cost Bomb Damage Throwing 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)

Big Elixir[edit]

At the 15th level the scientist has discovered the secret to more elixirs. These have taken up much time and resources, but the Elixir of Life & Undying have been brewed.

Elixir Name Material Cost Elixir Effect
Elixir of Life 300gp 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

Step In[edit]

At the 16th level tests have proven that more people than you are testing the boundaries. This is a race to figure everything out. You must bring people into your tests to speed the process. You can bring spellcasters into your potion studies to assist you. This potion is recorded into your journal.

Potion
Potion Name Material Cost Potion Effect
Magic Potion 25gp for each spell level A magic user can cast any spell into the potion and can be drunk, allowing the creature to cast this spell once regardless of the class and level.

Potion Cost Decrease[edit]

At the 17th level the cost of the potion making has been too much strain on the resources plus you know the potion well enough to make minor changes. All potions (Potions only) are decreased by 20 gp. If the cost goes below 0 gp, it is increased to 5 gp.

Elixir of Gold[edit]

You have done it! At the 19th level you've figured out the formula to change the atomic structure to gold. This elixir will be recorded into the journal.

Elixir Name Material Cost Elixir Effect
Elixir of Gold 60gp

Pour this molten gold like substance and the object or creature, up to large size, that comes into contact with this elixir becomes solid gold. This effect can only be reversed by Greater Restoration for a creature, and is permanent for objects.

Living Creation[edit]

At the 20th level youve made a massive breakthrough. By combining blood, 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.

Creation
Creation Name Material Cost Creature Created
Stone Giant 1500gp Create this giant: Stone Giant. See stats in the Monster Manual
Iron Golem 1500gp Create this golem: Iron Golem. See stats in the Monster Manual
Grung Elite Warrior Squad 500gp Create (4) Grung Elite Warrios: Grung Elite Warrior Squad. See stats in the Monster Manual
Alchemical Servants 80gp Create (4) Homunculus: Homunculus. See stats in the Monster Manual
Stone Golem 1200gp Create this golem: Stone Golem. See stats in the Monster Manual

Multiclassing[edit]

Multiclassing Prerequisites. To qualify for multiclassing into the Scientist class, you must meet these prerequisites: Intelligence 13 and Wisdom 10. When you multiclass into the Scientist class, you gain the following proficiencies: Light armor, Hide, Simple weapons, One martial weapon (Can not be heavy), Herbalism Kit, Poisoner’s kit Skills: Choose one from Arcana, Nature, Medicine, History, Religion, and Perception



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