Scientist

A hoard of Zombies approaches a group of Survivors. Most of them start fleeing, wanting to get as far away from the undead as they can. But the Scientist steps out in front of the Zombies, alone. The other humans turn and look at him, believing him to be doing something stupid that will get him killed. They call his name to try and get him to run away, but the Scientist stays and fights. He takes a small handheld device out of his lab coat and throws it several feet, landing in the center of the Zombies and exploding. "Boom" he says as he turns to walk over to his companions, leaving a mound of burning Zombie flesh behind him.

A Human wearing a white lab coat steps out in front of a hostile Survivor to distract him, allowing his companions to get away. He opens his lab coat to reveal several potions lying in the pockets on the inside. It takes a moment for him to decide which one to take but eventually, he grabs a bottle with red liquid and drinks the whole thing in an instant. Afterwards, he cracks his knuckles and cracks his neck. Then he and the Hostile Survivor fight.

Scientists are individuals tasked with the job of unlocking the secrets of the Universe. They are usually methodical, logical and level headed, though scientists come in many shapes and sizes. Some are humanitarian while others pursue science for science sake, regardless of the consequences.

### **Questionable Motives**

Not many understand why one would choose to become a Scientist or what goes on in the brain of a Scientist. Some scientist strive to create a cure for a previously incurable (often fatal) disease. Other Scientists go down this career path for the intellectual challenge. Though almost all of them experienced curiosity and interest regarding Science growing up. Whether that was Physical Science, Life Science, Earth Science, or even Chemistry. Some Scientists, however, strive to accomplish the impossible, with little regard for the Consequences. Thou a Scientists motivations might make sense to him or her, this may not be the case for everyone else.

### **Masters of Creation**

Being Masters of Creation, Scientists are adept at mixing potions and elixirs most would regard as Magic. They are experts at achieving Feats not possible by modern Technology or Science. Not possible yet, anyway. Their potions and elixirs are capable of enhancing ones physical and mental capabilities, which can be useful asset to have on the field of battle.

## **Creating a Scientist**

When creating a Scientist, consider why your character chose to become a Scientist. Were they inspired by a close friend or relative who was a Scientist? Or were they inspired by a celebrity who was a scientist and they wanted to be just like them. How long have they been wanting to be a Scientist? Or did they want to be a Scientist? Perhaps your characters father or mother forced them to go down this path so they can follow in their footsteps. What school did they end up going to in order to get the training necessary to become a Scientist?

#### **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 Inventor Background. Third, choose Crafting, Tinkering, and Perception as your class skills. And finally, choose a Machete, a Crossbow and 20 Bolts, and Scientists Supplies as your equipment.

## **Class Features**

As a Scientist you gain the following class features.

### **Hit Points**

* **Hit Dice:** 1d10 per Scientist level
* **Hit Points at 1st Level:** 10 + Intelligence modifier
* **Hit Points at Higher Levels:** 1d10 (or 6) + Intelligence modifier per Scientist level after 1st

### **Proficiencies**

* **Armor:** Light armor
* **Weapons:** Sharp melee weapons, One blunt melee weapon (Can not be heavy)
* **Tools:** Scientists Supplies
* **Saving Throws:** Intelligence and Wisdom
* **Skills:** Choose three from Nature, First Aid, Tinkering, History, Religion, Crafting, Endurance, and Perception

### **Equipment**

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

* (a) A Machete or (b) Any Blunt Melee Weapons
* (a) A Crossbow and 20 Bolts or (b) A Handgun and 10 Bullets
* (a) Scholars Pack or (b) Scientists Supplies
* A Lab Coat and a Scientists Journal

### **Scientist’s Journal**

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**

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!

### **Chemical Bombs**

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.

 Boom Daddy

### **Inspiration**

Upon reaching 2nd level, you can use your voice to Inspire your allies. Choose one ally within 60 ft. of you that can hear you. That ally gains one Inspiration that they can use. You can use this feature a number of times equal to your Charisma modifier, regaining all expended uses after completing a short or long rest.

### **Scientist Archetype**

Starting at 3rd level, you can choose a scientist archetype that embodies your skills as a scientist. Choose from Alchemist, Physicist, Biologist, Geologist, or Mad Scientist.Your choice grants you features at 3rd level and again at 6th, 10th, 14th, and 20th levels.

### **Ability Score Improvement**

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

### **Take Blood**

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.

### **Cure**

Also at 5th level, you have learned to create a potion that can cure a character of the infection. During a long rest, you can spend 1 hour creating this potion. You can only have one created at a time. This increases to 2 at 10th level and 3 at 15th. It takes one action to drink the potion and it removes the Infected condition from the characters. This only works on characters who haven't been turned yet. It doesn't work on zombies.

### **Improved Potions**

At 6th level, your the effects of the potions you create have been doubled.

### **Splash Potions**

Starting at 7th level, you have learned to weaponize a potion to use it at long range. You can spend an extra hour creating a potion to create a Splash Potion. The Range is 30 Ft and it effects all creatures in a radius of 5 Ft from where it lands. Splash Potions take a bonus action to throw.

### **Permanent Effect**

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**

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**

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. If a character attempts to take one of these potions, they will need to make a DC 15 Constitution saving throw. On a Failure, they get the poisoned condition for 1 minute.

 Elixir of Resistance
 Elixir of Speed
 Elixir of Nimbleness
 Elixir of Strength

### **Big Explosion**

More explosions at 13th level. 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.

 Ice Grenade

### **Big Elixir**

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 of Undying

## **Multiclassing**

* ***Multiclassing Prerequisites.*** To qualify for multiclassing into the Scientist class, you must meet these prerequisites: Intelligence 13 and Wisdom 10.
* ***Proficiencies.*** When you multiclass into the Scientist class, you gain the following proficiencies: Light armor, Sharp Melee Weapons, Healers Kit