Stientists are a new kind of professional, studyibng the art of Stience. Most are akeptical with their work, however they seem to have had some successes recently. They reject traditional notions and beliefs such as alchemy and magic and prefer to say that there is something called 'logic' that guides the world.
hit dice:
1d8
hit points at 1st level:
8+constitution
hit points at higher levels:
1d8 + constitution
armor proficiencies:
Light armour
weapon proficiencies:
tools:
Herbalism Kit, Chemist's Kit
saving throws:
skills:
starting equipment:
Chemist's kit - can make concoctions using items they find around them or have on them. They can do this as an action during combat.
Scientist's Notebook - as you discover new concoctions, creatures and other interesting discoveries you can note them in your notebook.
spellcasting:
class features:
Level 1- Stientific Research- Due to your stientific method of reseach, you have proficiency on checks when researching anything.
Level 2-It's simple chemistry- You can start to decipher what effects adding items to a potion have and can use basic logic to try to create desired effects using items around you.
Level 3-EUREKA! - You may randomly come up with ideas for contraptions or concoctions during the day.
subclass options:
Chemist
You have chosen the path of the chemist, a terrible choice if you ask me but you didn't. You focus on creating concoctions and discovering their effects.
Features:
Level 3 - An alchemist by any other name - You feel you are getting better at creating concoctions and identifying the ingredients you have and those around you and utilising them
Level 5-
Tinkerer
You are a tinkerer, you use your gift for stience and logic to create increasingly complex contraptions.