Scientist

A human scientist

You have spent years studying and mastering the ins and out of your field of study.

Now you can bring this knowledge to the battle-field in order to support your allies, and learn from your enemies’ failure.

## Features

### Field of Study

You gain proficiency in Tinkering and in *deployables*. You gain expertise in *Science*.

You gain the following bonus:

> ***Field of Study*** - Based on your primary field of study, you gain another proficiency and a creature tag and damage type that you are specialized in studying. This will come into play later, but you may not repick these. Pick one of the following 2 fields:
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> * ***Biology and Ecology*** - You gain proficiency in *biology*. Specialized against creatures with tags 'Mutants', 'Beasts', 'Monsters', Plants'. Your specialized damage type is 'poison' and 'acid'.
> * ***Mechanics, Physics and Chemistry*** - You gain proficiency in *Tinkering*. You are specialized against creatures with tags 'Mutants', 'Psionic', 'Alien' and 'Mechanical'. Your specialized damage type is 'fire' and 'lightning'.
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### Academic Research

Using your academic research, you can find and exploit the weaknesses of any creature. Or perhaps just gamble… You gain two the following abilities:

> ***Researcher*** - You gain proficiency in *investigation*.
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> ***Exploit Weakness*** (3AP, 1 Science Charge, Concentration) - While having any tool or a med kit in one of your hands, you can attempt to guess an invulnerability, vulnerability or resistance of the target creature within 30ft. If the guess is correct or if the creature type of the target is one in which you are specialized (see field of study feature), your exploit could paralyze the creature.
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> The target must succeed on a Wisdom saving throw to your Science Save DC or be paralyzed for 1 minute. At the end of each of its turns, the target can make another Wisdom saving throw. On a success or if you break concentration, the effect ends on the target.
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### Reverse Engineering

After defeating a creature, you can take time to learn the secrets of their special abilities. You gain the following ability:

> ***Reverse Engineer*** (10 minutes, 1 battery, 50C worth of scrap) -  You can take time to study the remains and harvest crucials glands or other parts. The following rest you can reverse engineer one of their features or actions.
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> This requires 1 battery and other scraps costing 50 C in order to create the device needed to benefit from this feature, albeit in a changed version as the Dungeon Master seems fit.
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> As long as you still have access to the harvested parts of the creature, you can redo this process, however you can only maintain 1 reverse engineered feature at a time.
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> * You can only reverse engineer features from creatures that have a CR below your current level and that have a tag in which you are specialized (see field of study feature).
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### Innovation

You can innovate the effects of your allies. You gain the two following ability:

> ***Innovate Healing*** (reaction) - When an ally within 5ft is healing a creature, you can increase the healing by 1d4 hit points OR you can spend 1 Science Charge to cause all healing dice rolled to automatically become their maximum possible value.
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> ***Innovate Damage*** (reaction) - When an ally within 5ft deals damage using the damage type in which you are specialized (see field of study feature)   you can add 1d4 extra damage, OR you can spend 1 Science Charge to cause all damage dice rolled to automatically become their maximum possible value.
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### Brilliant Mind

Your ideas are simply brilliant. You gain the two following abilities:

> ***Brilliant Mind*** - When you do the ‘Help’ action on an attack roll or a skill check that targets a creature which has a tag in which you are specialized (see field of study feature), your Intelligence modifier is added to the roll.
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> ***Environmental Analysis*** (1 minute, 1 Science Charge) - You learn the following details through analyzing the environment:
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> * The current weather (if there is weather in the current climate) and how this is going to develop in the next 7 days.
> * You learn the current oxygen level in the current surrounding and how long it can be expected to last.
> * You learn the number of creatures within 1 mile with a tag in which you are specialized.
> * You gain resistance against all damage done by environmental effects (excluding falling damage), until the end of your next sleep-rest.
> * Any completed, successful, crafting rolls by you or a creature that you are helping before the end of your next sleep-rest, allows you to change the damage type of the produced item if it deals damage.
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### Specialized Weapons

You take great care in coating your weapon with a special substance that you are experimenting with. You gain the following ability:

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> ***Specialized Damage*** (3AP, 1 Science Charge) - You coat the weapon of a willing ally within 5ft. and imbue one of your specialized damage types  (see field of study feature). Until the end of your next sleep-rest rest, this weapon deals this damage type.
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                             ~ DikkBott ୧༼✿ ͡◕ д ◕͡ ༽୨