Advanced Field Scientist

7th
 10th
 15th
 18th

## BONUS PROFICIENCIES

When you take this advanced class at 3rd level, you gain proficiency in two skills of your choice, and either one language or one tool of your choice.

## PREPARED EXPLORER

You are adept at navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:

* Attacks against you have disadvantage until the end of your first turn in combat.
* When you roll initiative, you may use your reaction to immediately move up to your speed. You may do this even if you are surprised.
* You have a climb or swim speed equal to your walking speed (your choice).

In addition, you are skilled preparing for travel. By studying a type of terrain arctic, coast, desert, forest, grassland, mountain, swamp, or underground) for at least four hours, you gain the following benefits when traveling for an hour or more:

* Difficult terrain doesn’t slow your group’s travel.
* Your group can’t become lost except by magical means.
* Even when you are engaged in another activity while traveling (such as documenting, navigating, or tracking), you remain alert to danger.
* If you are traveling alone, you can move stealthily at a normal pace.
* When you forage, you find twice as much food as you normally would.
* While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

You gain these benefits for the studied terrain until you study a new type of terrain.

## SCIENTIFIC IMPROVISATION

At 3rd level, you gain the ability to improvise solutions using common objects and scientific know-how. This ability lets you create objects in a dramatic situation quickly and cheaply, but that have a limited duration.

By spending 10 minutes and combining common objects, you can build a tool or device to deal with any situation.

Only objects that can normally be used more than once can be improvised. Electronic devices, special tools, weapons, mechanical devices, and more can be built with scientific improvisation. The object, when put into use, lasts for 1 minute before it breaks down. It can’t be repaired.

## ZOOLOGIST

Beginning at 7th level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds.

Choose a type of studied creature: beasts, fey, humanoids, monstrosities, or undead. When an ally within 30 feet of you attacks one of your studied creatures, you can use your reaction to briefly advise them. Until the start of their next turn, your ally gains a +2 bonus on damage rolls against your studied creatures. Additionally, you have advantage on Wisdom (Survival) checks to track your studied creatures, as well as on Intelligence checks to recall information about them.

When you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.

## WORLDLY STUDIES

Starting at 7th level, your broad studies and travels have left you with a natural aptitude in almost any task. You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.

## EXPERTISE

At 10th level, choose two of your skill proficiencies, or one of your skill proficiencies and one of your tool proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

## ERUDITION

Beginning at 10th level, you can apply your smarts to help convince other creatures. You can add your Intelligence modifier to a Charisma check that you make, as long as the target of the check has an Intelligence of at least 6. Additionally, your extensive experience in academia allows you to almost totally obscure the point of what you are saying. You know Smartspeak, a combination of highly technical terms, obscure phrases, and esoteric references that allows you to obscure messages such that only some can understand them. Other creatures can discern these messages if they also know Smartspeak, or if they succeed at an Intelligence (Investigation) check contested by your Intelligence (Deception) check. To a creature that doesn't discern the message, your conversation merely sounds like incomprehensible technobabble. It takes four times longer to convey such a message than it does to speak the same idea plainly.

## RELIABLE TALENT

By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

## EXPERT ZOOLOGIST

At 15th level, you have expanded your studies to even more esoteric creatures. Choose a type of greater favored enemy: aberrations, celestials, constructs, dragons, elementals, fiends, or giants. You gain all the benefits against this chosen enemy that you normally gain against your favored enemy, including an additional language. The bonus to damage rolls you can grant to your allies increases to +4.

Additionally, you have advantage on saving throws against the spells and abilities used by a greater favored enemy.

## DETAILED ANALYSIS

At 18th level, you know lots about lots. By spending an hour observing a creature or analyzing an item, you can gather extensive information about it. When you do so, make an Intelligence check. If you are observing a creature, the DC is equal to 8 + half the creatures challenge rating (round down). If you are analyzing an item, the DC is determined by the rarity of the item, as shown in the following table.

##### ITEM RARITY DC

 Common
 Uncommon
 Rare
 Very Rare
 Legendary

On a success, the GM shows you the statblock of an average example of the creature, or the details of the item. On a failure, you learn most of the information, but the GM can omit information or provide false information as they see fit.