Hit Points

Hit Dice: 1d8 per scientist level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per scientist level after 1st


Armor: No armor
Weapons: Simple weapons
Tools: Any four from computers, any artisan's tools, or any science tools
Saving Throws: Dexterity, Intelligence
Skills: Choose five from Animal Handling, Arcana, History, Insight, Investigation, Medicine, Nature, Perception, Persuasion, Sciences, Survival


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

  • Any 1 science kit, 2 science packs, access to 1 science lab, labcoat, and credentials (scientific)
  • (a) scientist's pack or (b) explorer's pack
  • (a) desktop computer or (b) laptop computer
  • (a) business outfit, (b) uniform, or (c) any costume

The Scientist

Level Proficiency Bonus Features
1st +2 Field of Study, Field Expertise, Scientific Language
2nd +2 Intellectual
3rd +2 Scientist Archtype
4th +2 Ability Score Improvement
5th +3 Expert Dice (4d8 for skills or tools)
6th +3 Lab Rat
7th +3 Discovery
8th +3 Ability Score Improvement
9th +4 Scientist Archetype feature
10th +4 Scientist Improvement
11th +4 Reliable Talent
12th +4 Ability Score Improvement
13th +5 Scientist Archetype feature
14th +5 Discovery
15th +5 Scientist Improvement
16th +5 Ability Score Improvement
17th +6 Scientist Archtype feature
18th +6 Expert Dice (4d10)
19th +6 Ability Score Improvement
20th +6 Master of Science

Class Features

As a scientist, you gain the following class features.

Field of Study

Select an area of study (life sciences, medical sciences, physical sciences, or behavioral sciences) and a specialty. When dealing with this field of science, you gain a number of benefits as explained.

Life Sciences

  • Biology. You study life and living organisms
  • Botany. You study plants.
  • Endocrinology. You study the glands and hormones of the body.
  • Entomology. You study insects.
  • Genetics. You study heredity and inherited traits.
  • Immunology. You study the immune system of the body.
  • Marine biology. You study aquatic life.
  • Microbiology. You study of microorganisms and their effects on other living organisms.
  • Paleontology. You study prehistoric life through fossils.
  • Physiology. You study the functions of living organisms.
  • Xeno-biology. You study alien life.
  • Zoology. You study the structure, physiology, development, and classification of animals.

Medical Sciences

  • Oncology. You study the development, diagnosis, treatment, and prevention of tumors.
  • Pathology. You study diseases and their causes, processes, development, and consequences.
  • Pharmacology. You understand the effects of drugs and can create medicine.
  • Physician. You diagnose patients and prescribe medicine to promote, maintain, or restore health.
  • Radiology. You use radioactive substances in the diagnosis and treatment of disease.
  • Surgeon. You manually repair damaged organs and tissue.
  • Toxicology. You study of poisons and the treatment of poisoning.
  • Virology. You study viruses and viral diseases.

Physical Sciences

  • Astronomy. You study outer space.
  • Chemistry. You study the composition, structure, properties, and reactions of matter, especially of atomic and molecular systems.
  • Cosmology. You study the physical universe considered as a totality of phenomena in time and space.
  • Geology. You study the origin, history, and structure of the earth.
  • Geophysics. You study the physics of the earth and its environment.
  • Meteorology. You study the physics of weather and atmospheric conditions.
  • Oceanography. You explore and study the physics of the oceans.
  • Seismology. You study the physics of seismic activity.
  • Physics. You study matter and energy and interactions between the two.
  • Thermodynamics. You study of relationships and conversions between heat and other forms of energy.

Behavioral Sciences

  • Anthropology. You study the origin, behavior, and the physical, social, and cultural development of humans.
  • Archaeology. You study how past humans lived by examining the remaining material evidence.
  • Psychiatry. You study medications and help manage that medication to alleviate mental disorders.
  • Psychology. You study mental process and behavior.


  • Aeronautical engineer. You design and build aircraft.
  • Automotive engineer. You design and build automobiles.
  • Computer engineer. You design and build computers.
  • Computer science. You study the theory, experimentation, and engineering that form the basis for the design and use of computers.
  • Cybernetic engineer. You design and build cybernetics.
  • Electrical engineer. You design and build electronic devices.
  • Mechanical engineer. You design and build mechanical devices.
  • Robotics. You study the science of technology to design, fabricate, and apply robots.

You begin play with access to a lab devoted to your chosen field and with an expert colleague. Your expert colleague may be a co-worker, a mentor, or a superior. He has the same field of study and may be contacted for assistance. You can gain this assistance in 1d4 hours or sooner by offering compensation (usually 1d4 x $50, but could be a return favor of like value). The GM may determine this is easier or more difficult based on the circumstances.

The expert colleague is an NPC and has all the skill and tool proficiencies required to work within your field and can use the help action on your behalf.

Field Expertise

Choose two of your skill or tool proficiencies (or one of each) related to your field of study. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 10th level, you can choose another two skill or tool proficiencies to gain this benefit.

Scientific Language

You know an exclusive language spoken only by experts in your field. This could be binomial nomenclature, coding, or an ancient language.


At 2nd level, you add half your proficiency bonus to Intelligence checks and Science Tools checks you are not normally proficient in.

Scientist Archetype

At 3rd level, you choose an archetype that expresses the way you approach science. The archetype you choose grants you features at 3rd level and then again at 7th, 13th, and 17th level.

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. You can’t increase an ability score above 20 using this feature.

Expert Dice

The 5th level, you earn 4d8 to spend on skill or tool checks related to your field of study, your choice. At 10th level these Expert Dice can be used to improve skill and tool proficiency checks related to your field of study. At 18th level you earn 4d10.

Expert dice recharge after a long rest.

Lab Rat

At 6th level, you gain advantage on tools checks when using a lab related to your fields of study.


At 7th level, you make a profound discovery. It could be the secret to speeding up a process, a way to detect a substance previously undetectable, or any number of advancements.

The discovery must be related to your field or your scientist archtype. First, describe what you'd like to discover to your GM. "I'd like to reduce research on anthropology to minutes instead of hours." The mechanics are left to you and your GM, but are subject to the following limitations.

  • This discovery can reduce a process which takes a number of days to a like number of hours, a number of hours to a like number of minutes, or a number of minutes to a like number of rounds.
  • This discovery can be a device which replicates the effects of any power with a required level of 5 or lower.
  • This discovery can reduce the cost of creating an object by 50%.
  • This discovery can design a weapon similar to an existing weapon, but that deals a different damage type.
  • This discovery can design a device that grants resistance to a single damage type.
  • This discovery can design a device that can remove a single condition described in the Greater Restoration power.
  • This discovery can design a device that can immunity to a single power or other magical effect from a specific source for 1 hour. For example, you could make an armband that offers immunity to HighBorn power-drain.

You have the option to keep this discovery to yourself, making certain it doesn't fall into the wrong hands, or you can share your discovery with the world.

You uncover a new discovery at 14th level.

Scientist Improvement

At 10th and 15th level, you gain an additional field of study.

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.

Master of Science

At 20th level, you have mastered your field. If you fail any ability check or tool proficiency check related to your field of study, you can decide to succeed instead.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Scientist Archetypes

Scientists have many features in common, including their emphasis on knowledge, skills, and tools. But different scientists steer those talents in varying directions, embodied by the scientist archetypes. Your choice of archetype is a reflection of your focus—not necessarily an indication of your chosen profession, but a description of your preferred techniques.

Business Scientist

The Business Scientist underpins excellent management and business skills with scientific knowledge, supporting evidence-led decision-making within companies and other enterprises.

This type of scientist has the scientific and technical knowledge to be credible with both colleagues and competitors, as well as confidence in a business environment. They are found in science and technology companies in a wide variety of roles, from R&D or marketing, and to the C-suite itself.

Business Skills
At 3rd level, you gain proficiency in two of the following skills: Deception, Intimidation, and Persuasion. If you're already proficient in the skill, then you gain double your proficiency bonus.

Business Minded
At 3rd level, you also gain advantage on Charisma checks when dealing with scientists in a business environment.

R&D Budget
At 7th level, you have a research budget which helps to cover your scientific development. When paying for creating an item, your cost reduced by 25%.

Improved R&D Staff
You have a staff of scientists who put man-hours into research and development at your request. This number is double your scientist level.

Improved R&D Budget
At 17th level, you have an increased research budget which helps to cover your scientific development. When paying for creating an item, your cost is reduced by 50%, not 25%.

Entrepreneur Scientist

The Entrepreneur Scientist makes innovation happen. Their scientific knowledge and connections are deep enough to be able to see opportunities for innovation – not just in business, but also in the public sector and other sectors of society.

They blend their science knowledge and credibility with people management skills, entrepreneurial flair and a strong understanding of business and finance, to start their own businesses or help grow existing companies.

Business Skills
At 3rd level, you gain proficiency in two of the following skills: Deception, Intimidation, and Persuasion. If you're already proficient in the skill, then you gain double your proficiency bonus.

Early Discovery
At 3rd level, you make your first discovery. The discovery must be related to your field or your scientist archtype.

Slippery Charm
At 7th level, you level, you become proficient in Charisa saves.

Efficient Development
At 13th level, you subtract 25% from the required man-hours needed to make a prototype object.

Additional Discovery
At 17th level, you make another discovery. The discovery must be related to your field or your scientist archtype.

Medical Scientist

Medical Training
At 3rd level, your extensive medical training has made you a more effective healer. Whenever you restore hit points to a creature, the creature regains an additional 2 hit points times half your character level.

Doctor Wounds
Also at 3rd level, you can treat your allies during a short rest. By spending a few minutes checking wounds and applying medicine, you or any friendly creatures who you attend regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.

The extra hit points increase when you reach certain levels in this class: to 1d8 at 7th level, to 1d10 at 13th level, and to 1d12 at 17th level.

Medical Specilization
At 7th level, you have advantage on all Intelligence (Medicine) checks that relate to humanoids and two other creature types of your choice.

Patch Wounds
At 13th level, as a standard action, on a successful Intelligence (Medicine) check DC 15, you also heal a creature for half your Scientist level, rounded up in hit points. You may use this feature three times before completing a long rest.

Pinnacle of Healing
Your training has pushed your mental and physical limits to new level. By 17th level, when you would normally roll one or more dice to restore hit points, you instead use the highest number possible for each die.

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