Field Scientist

Field Scientists demonstrate educational training in an academic or technical subject. The Field Scientist spends most of their time away from the laboratory, performing hands-on research and working in the field as an expert on either a single topic or a multitude of topics. They excel at scientific theory and knowledge, with the ability to apply it in the field to solve problems and discover the truth of any situation.

An adventurous archaeologist who’s comfortable raiding dank tombs and dodging ancient traps fits into this advanced class. So does a hazmat specialist, an oceanographer willing to dive into the water and swim with the sharks, a meteorologist who chases tornadoes, a military mission specialist with a scientific background, a criminal psychologist who profiles crime scenes, and a zoologist eager to hunt crocodiles and handle poisonous reptiles.

The Field Scientist might be brainy or bookish. They may possess uncanny reasoning skills or the ability to puzzle their way out of any situation. They’re bright, quick-witted, and possessed of a great deal of knowledge - or at least the ability to gather that knowledge if they so choose.

## CLASS FEATURES

As a Field Scientist, you gain the following class features.

* **Hit Dice:** 1d8 per smart hero level

## PROFICIENCIES

* **Armour:** Light armour, medium armour
* **Weapons:** Simple weapons, Pistols
* **Tools:** One set of tools of your choice
* **Saving Throws:** Intelligence and one of Wisdom, Dexterity or Constitution.
* **Skills:** Choose three from Animal Handling, History, Insight, Investigation, Medicine, Nature, Perception, and Religion

## EXPERTISE

At 1st 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.

At 9th level, you can choose two more of your skill proficiencies (or one skill and one tool) to gain this benefit.

## PLAN

At 1st level, you can take an action to formulate a plan. You can choose up to six creatures (including yourself) to include in the plan. For each creature, choose one of the following; attack rolls, saving throws, or ability checks. In the next minute, each creature can activate their benefit once to gain a bonus equal to your Intelligence modifier to the chosen rolls until the start of their next turn.

You must complete a short or long rest before you can use this ability again. At 11th level you can use this feature twice between rests, and at 17th level you can use it three times between rests.

## TRICK

Beginning at 2nd level, you can take an action to attempt to trick one creature. The creature must have an Intelligence of 6 or higher, and be able to see and hear you (but not necessarily understand you). The creature must make an Intelligence saving throw with a DC of 8 + your proficiency bonus + your Intelligence modifier. If the saving throw fails, the creature is stunned until the end of its next turn.

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest.

## DELIBERATE DEFENCE

Starting at 2nd level, your careful maneuvering can help you avoid attacks. When you are not wearing any armour, your Armour Class equals 10 + your Dexterity modifier + your Intelligence modifier.

Additionally, you may use your Intelligence modifier in place of your Dexterity modifier for calculating your Armour Class when you are wearing armor.

If you have a negative Dexterity modifier, the penalty is applied even if you use your Intelligence modifier to calculate your Armour Class.

Additionally, when you make a saving throw against an effect you can see, you can use your reaction to add your Intelligence modifier to your roll. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest.

## ADVANCED FIELD SCIENTIST

At 3rd level, you begin gaining access to advanced skills of a Field Scientist. This grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level. *[See: Advanced Field Scientist]*

## 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. Alternatively, you can select a feat instead of increasing your ability scores.

## EXTRA ATTACK

Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

## SUBJECT ANALYSIS

Beginning at 5th level, your analytical skills improve further. As an action, you analyze one creature or object that you can see within 60 feet of you, and you learn whether the creature or object has any damage immunities, resistances or vulnerabilities and what they are. The next successful attack you make against the target is a critical hit.

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest.

You may use this feature without expending any uses when you spend one minute or more observing a creature or object.

Additionally, you have advantage on any checks to determine the function of a technological or magical device.

## EXPLOIT WEAKNESS

At 6th level, you can use a bonus action to assess a creature’s weaknesses. You use your Intelligence bonus instead of your Strength or Dexterity bonus to attack rolls and damage rolls against this creature for 1 minute as you spot weaknesses in its physiology or fighting style.

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest.

## POLYMATH

Starting at 6th level, you can study in preparation for completing a task. If you spend half an hour or more researching a given skill, you can add your proficiency bonus to the next skill check you make using that skill. To conduct this research, you must have access to suitable research materials, either in the form of written material or internet access.

## IMPROVED TRICK

At 11th level, you can target up to three creatures with your Trick. Additionally, you may use your Trick as a bonus action.

## QUICK MIND

Beginning at 13th level, your sharp wit allows you to act quickly. You add your Intelligence modifier to your Initiative bonus.

## INTUITIVE COMMUNICATION

Beginning at 13h level, you are usually able to understand speech and writing even if you don’t speak the language. When you read or hear a language you do not know, you can make an Intelligence (Investigation) check to try to understand the message. The DC for the check depends on the situation: DC 10 if the language is in the same lingual group as your language, DC 15 if the language is unrelated to any of your known languages, and DC 20 if the language is unique or ancient. On a success you understand the general meaning of the message, but this ability in no way simulates being able to converse or fluently read and write in a given language.

## IMPROVED PLAN

At 14th level, when you make a Plan, each creature included in the plan gains two of the listed benefits. Each benefit is activated separately.

## IMPROVED EXPLOIT WEAKNESS

Beginning at 17th level, when you use your Exploit Weakness feature, it applies to each creature you can see or have seen in the last minute. Additionally, the duration of your Exploit Weakness feature increases to 10 minutes, and there is no longer a limit to your usage of this feature.

## MASTER PLAN

At 20th level, when you make a Plan, each creature included in the plan gains all three of the listed benefits. Each benefit can be activated separately.