Scientist (Fire Force Supplement)

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Scientist[edit]

These are soldiers that use their great intelligence to analyse the enemy and create scientific weapons. Most scientists will usually work at Hajima scientific centre.

Creating a Scientist[edit]

Quick Build

You can make a Scientist quickly by following these suggestions. First, put your highest ability score in Intelligence, followed by Charisma or Wisdom. Second, choose from the backgrounds.

Class Features

As a Scientist you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light
Weapons: None
Tools: Alchemist Tools
Saving Throws: Intelligence and Wisdom
Skills: Choose two from Insight, Perception, Stealth, History, Arcana, Investigation

Equipment

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

  • (a) Alchemist Tools or (b) Nothing else
  • (a) 1 Simple Weapon or (b) Nothing else
  • (a) 1 dagger or (b) 1 Handgun and 20 rounds
  • If you are using starting wealth, you have 6d4x10 in funds.

Table: The Scientist

Level Proficiency
Bonus
Features
1st +2 Unarmoured Defence, Part of the Force
2nd +2
3rd +2 Hand to Hand Training
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3
7th +3 Resistant
8th +3 Ability Score Improvement
9th +4
10th +4
11th +4
12th +4 Ability Score Improvement
13th +5
14th +5
15th +5 Ability Score Improvement
16th +5 Ability Score Improvement
17th +6 Extra Attack(2)
18th +6 Ability Score Improvement
19th +6 Ability Score Improvement
20th +6

Unarmoured Defence[edit]

Beginning at 1st level, while you are wearing no armour and not wielding a shield, your AC equals 8 + your Dexterity modifier + your Constitution modifier.

Part of the Force[edit]

At 1st level, you receive a Fire Force Uniform which is used to show membership in the Fire Force and also acts as a layer of protection.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 15th, 16th, 18th 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.

You may also ignore this increase to instead gain a Feats.

Extra Attack[edit]

Starting at 5th level, you can attack twice, instead of once, when you use the Attack action during your turn. The number of attacks increases to three when you reach 17th level.

Increased Utility[edit]

At 6th level, you've become practiced in the items that the fire force uses allowing you to deploy 3 fire force items within one action.

Resistant[edit]

At 7th level, your strength as a soldier allows you to resist certain area effects, such as a blue dragon’s lightning breath or a fireball spell. Choose one of the following ability scores:

Brawn - Strength

Evasion - Dexterity

Endurance - Constitution

Discernment - Intelligence

Intuition - Wisdom

When you are subjected to an effect that allows you to make a saving throw of the chosen ability to only take half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. At 20th level, you can choose one additional saving throw.

Fire Force Variant Rules[edit]

Momentum Feats[edit]

When a soldier approaches death, they may strengthen their bodies or awaken to new abilities. This rule serves as an alternative ways to get feats, meaning you just need to do certain acts on the campaign to unlock them.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into other unpowered classes by moving levels into other unpowered classes, you must meet these prerequisites: 14 Intelligence.


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