Homebrew - MMoT
Looking through a microscope while making notes. A human wearing a lab-coat has locked themselves in a labratory yet again, as they aim to change the world. The answer to a longer and better must lie somewhere in the cells they are looking at, but where?
A human carefully puts the ingredients together and steps back. Not a moment too soon, as the substance explodes. The human smiles, a new advance towards their goal to make weapons.
Scientists are people with a high intelligence, and often a life-long dream to change themselves or the world. They commit to hours of studying and experimenting to reach these dreams.
hit dice:
1d6
hit points at 1st level:
6 + you Constitution modifier
hit points at higher levels:
6 + you Constitution modifier per level after 1st
armor proficiencies:
None
weapon proficiencies:
dagger, club, flamethrower, precision knife
tools:
First Aid kit, Alchemist supplies, Science kit
saving throws:
Intelligence, Constitiution
skills:
Choose three from Arcana (Science), Medicine, Persuasion, Performance, Sleight of Hand, Investigation, and Perception
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:
- (a) one club or (b) one dagger
- (a) a component pouch (science) or (b) scientific focus
- (a) a scholars pack or (b) a scientists pack
- one dagger
- a precision knife
- a scientists notebook
spellcasting:
Your smarts, dedication and research led you to a point you know a lot about your field of science. You can use this knowledge to make objects to help you and weapons. The way to make these objects and weapons are called recipes, and the object or weapon is called the product.
Please note that a recipe must be in the scientists notebook, and the player must have access to this notebook, in order to prepare it. If the player has a recipe higher than their recipe slots allows (like a lvl 1 player having a lvl 3 recipe), the player lacks the expertise to prepare the recipe.
Cantrips
You know a number of basic recepices, and you can make as much as you want from these, collecting them like ammo. You can select three cantrips at first level, this number increases when you level up.
Product slots
Besides your cantrips, you know a number of more tedious or difficult recipes. You often need special equipment to prepare these recepices, and you can only carry a certain number of the product.
Recipes known at 1st level and higher
You know two 1st-level recipes of your choice from the Scientist recipe list at level 1.
The Recipes Known column of the Scientist table shows when you can learn more recipes, although you must have a means to finding these recipes. This means that you can fill up recipes slots later, or switch them out when you find a recipe. You can't make any product of recipes you don't have on you.
The Recipes Known column also shows how many product of each recipe you own you can make, depending on level. If you have two level 2 recipes and the table shows you can make two product, that means you can make two product of both recipes, totalling in four product.
Throwing ability
To attack using a product, you must throw the product and use your strength modifier. The Spell Save DC also uses your strength modifier.
Spell Save DC = 8 + your proficiency modifier + your strength modifier
Spell attack modifier = your proficiency modifier + your strength modifier
Scientific focus
Having scientific focus means you can make the ingredients for recipes from stuff you can (more) easily find in the world. Without Scientific focus you need to find the exact ingredients for the recipe. Since you do need to make the ingredients, making the product could take extra time.
class features:
Text Book Knowledge
Starting at first level, you get advantage on persusasion checks regarding science in general, and your subclass specificly. The DM decides wether or not you get advantage based on context.
Science tricks
Starting from level 2, you start to know a few tricks using science you can use to create a small performance. Using these tricks, you get advantage on your performance roll.
Know your ingredienst
Because you work a lot with the ingredients of the recipes you posses, you get expertise over three skills regarding your subclass. At level 3, you can pick the first skill, at level 5 the second and at level 7 the last.
Tinkerer
At level 2 you can either get proficiency in a toolkit you are not yet proficient with, or you can gain expertise with a kit you are proficient in.
Ability Score Improvement
At levels 4, 6 and 9 you can improve one ability score by 2, or two ability scores by 1 as long as the ability score doesn't exceed 20.
subclass options:
Chemist
Devoting their lives to the study of atoms and elements, chemists know how to change elements to the ones they need. The lab a chemist needs to work are often the more extensive ones, but the weapons they can create are powerful.
Know Your Ingredients
Because you work a lot with the ingredients of the recipes you posses, you get expertise on nature, medicine and survival skills if you are looking for ingredients. At third level, you can choose one of these expertises, at level 5 the second and at level 7 the third.
Combustious Concontion
Starting from level 4, you are able to recognize a few substances and what would happen if they are mixed. You get advantage on perception, insight and straight intelligence rolls regarding different materials and substances.
Biologist
Biologists look at everything that lives in one way or another. They try to figure out what life is, and how it works. A lot of experiments for biologists can be done as field test, but for more accurate information they require a lab with the right equipment.
Field Tests
Starting from level 4, you carry a field testing kit with you. You have proficiency with this kit, and can use the equipment to gain information on a number of things. As your level increases, you gain access to more information and better equipment, allowing you to get better information.
Level | Prof. Bonus | Abilities | Cantrips | Recipes Known | 1st | 2nd | 3rd | 4th | 5th | 6th |
---|
1 | +2 | Text Book Knowledge | 2 | 2 | 2 | | | | | |
2 | +2 | Tinkerer | 2 | 4 | 2 | 1 | | | | |
3 | +2 | Subclass, Know Your Ingredients | 4 | 4 | 3 | 2 | | | | |
4 | +2 | Ability Score Improvement, Combustious Concontion (Chem), Field Tests (Bio), | 4 | 5 | 3 | 2 | 1 | | | |
5 | +3 | Know Your Ingredients |
6 | +3 | Ability Score Improvement |
7 | + 3 | Know Your Ingredients |
8 | +3 | |
9 | +4 | Ability Score Improvement |
10 | +4 | |