Geneticist

A human geneticist

A geneticist is a scientist trained and specialized in genetics and its modifications, which requires indepth knowledge of radiation and biology.

In a squad, they can provide utility by modifying genes, and collecting the most powerful mutations. Also they provide healing using their unconventional radiation treatments.

## Features

### Gene-Sequencing

You gain proficiency in *Biotic Consumables*, *Biology, Science* and *light armor*.

Your first science-kit purchased after you get this feature is for free. You gain two following abilities:

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> ***Identify Gene Sequence*** (1 minute)- Using a science-kit you can decipher the exact identity, mutations, age and race of a creature using any piece of organic material, as long as any knowledge exists about this on the public internet. You can also tell if this creature is related to a creature on which you have used this ability before and in what way.
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> ***Radiation Poisoning*** - Aslong you have a science-kit in one of your prepared items slot or hand, you may convert any poison damage you deal to radiant damage.
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### Genetic Deconstruction

With your knowledge of genetics and radiation, you are not only able to identify and map genes, you can now also transfer them at a whim. You gain three following abilities:

> ***Deconstruct Gene Sequence*** (1 minute)- Using a science-kit you can extract the genes responsible for a certain physical appearence from a humanoid. Then using 3AP, you can inject this trait to mutate another creature for 1 day. It changes only the physical appearance like hair color but does not affects the creature's statistics and cannot change the creature's height or width. If the creature has any mutation, 1 of these mutations is also transferred (your choice).
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> ***Duplicate Gene Sequence*** (1 minute, 10C) - Using a science-kit you can duplicate the effects of the last deconstructed gene sequence that you have done. This creates a consumable item (syringe) that you can consume for 3 AP to make your next Deconstruct Gene Sequence apply these effects.
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> **Harvest Genes** (1 minute, 1 Geneticist Charge, 10C) - Using a science-kit you can harvest 1 random mutation from a dead creature. This creates a consumable item (syringe) that you can consume for 3 AP to make your next Deconstruct Gene Sequence apply these effects. You can only use this once on a dead creature.
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### Genetic Mutation

You have found ways to force genes to mutate. You gain two following abilities:

> ***Mutate*** (1 minute, 1 Geneticist Charge) - Using a science-kit you can mutate a creature that you can touch, giving it a random mutation. If the creature is not willing, it can resist using a Constitution saving throw to your Geneticist Save DC.
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### Purify And Reincarnate

You have found ways to force genes to mutate or purge rapidly. You gain two following abilities:

> ***Reincarnate*** (1 minute, 2 Geneticist Charges) - Using a science-kit you can restart the body of a creature that has been dead for no longer than 1 week. Changed by this form of resurrect, the creature gains 3 random mutations and 5 stacks of insanity.
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> ***Purify Genes*** (1 minute, 3 Geneticist Charges) - Using a science-kit you can mutate a creature that you can touch, removing a mutation of choice. If the creature is not willing, it can resist using a Constitution saving throw to your Geneticist Save DC.
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### Radiation Treatment

Your experimental radiation treatments are now ready for battlefield testing. You gain two following abilities:

> ***Radiation Spray*** (3AP, 1 Geneticist Charge)- Using a science-kit, you unleash a spray of radiation in a 30ft line. All creatures must make a constitution saving throw or take 1d6 radiation damage
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> ***Radiation Treatment*** (1 Geneticist Charge) - Whenever you do radiation damage to a creature, you can decide to heal this creature for half the damage instead.
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### Devolve

You are able to temporarily devolve a creature. You gain the following ability:

> ***Devolution*** (3AP, 1 Geneticist Charge) - Targeting a creature within 30 ft and using a science-kit, you can attempt to devolve its genes for 1 minute. It makes a Constitution saving throw to your Geneticist Save DC. If failed, its skin rips, its brain shrinks and random patches of fur appear. They lose half their movement speed, all attack rolls and skill checks are made with disadvantage by the creature as long this effect lasts. At the end of their turn they reroll the saving roll.
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