Scientist (5e Class)

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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.

Creating a Scientist[edit]


The scientist, the brilliant, yet fragile scholar. Is your character the type of scientist who broods within his laboratory and shuts himself off from the world to focus on knowledge and discovering things other are too moral to set aside their ethics to discover..

Or are they the type of scientist who focuses on improving on things that have already been discovered? Or do they seek fortune for their findings?

You can make a Scientist quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose a scholar-based background.

Class Features

As a Scientist you gain the following class features.

Hit Points

Hit Dice: 1d4 per Scientist level
Hit Points at 1st Level: 1d4 + Constitution modifier
Hit Points at Higher Levels: 1d4 (or 3) + Constitution modifier per Scientist level after 1st


Armor: None
Weapons: Simple weapons, light crossbows, optionally firearms (based on Gm's choice)
Tools: Alchemist's Supplies, Herbalism Kit, Poisoner’s kit
Saving Throws: Intelligence and Constitution
Skills: Choose three from Arcana, Nature, Medicine, History, Religion, and Perception


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

  • (a) Cloak or (b) Robes or (c) Tunic
  • (a) Dagger or (b) Firearm (refer to above) or (c) Light Crossbow
  • (a) Herbalism Kit or (b) Poisoner’s kit or (c) Alchemist's Supplies
  • (a) Scholar's pack or (b) Diplomat’s pack
  • Scientist's Journal
  • If you are using starting wealth, you have 6d4 times 10gp in funds.

Table: The Scientist

Level Proficiency
Features Cantrips Known Number of Potions/Bombs capable of crafting per day —Spell Slots per Spell Level—
1st +2 Potions, Scientist’s Journal, Cantrips 2 3
2nd +2 Explosions 2 3
3rd +2 Scientific Specialization 2 4
4th +2 Ability Score Improvement, Tinkerer 2 5
5th +3 Take Blood 3 5
6th +3 More Potions & Explosions 3 5
7th +3 4 6
8th +3 Ability Score Improvement, School Feature 4 6
9th +4 Permanent Effect 4 6
10th +4 Max Ability Limit Increased 5 6
11th +4 Elixir 5 7
12th +4 Ability Score Improvement, School Feature 5 7
13th +5 Big Explosion 6 8
14th +5 School Feature 6 8
15th +5 Big Elixir 6 8
16th +5 Ability Score Improvement, Step In 6 8
17th +6 Potion Cost Decrease 6 8
18th +6 School Feature 6 9
19th +6 Ability Score Improvement, Elixir of Gold 6 9
20th +6 Living Creation 6 Unlimited

Scientist’s Journal[edit]

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.


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!

Potion Name Material Cost Potion Effect Potion Description Equipment Required
Vial of Poison 5gp 1d6 poison damage + poisoned conditioned for one minute To be put in any liquid or drunken raw Poisoner’s kit
Potion of Healing 10gp 2d8 hit points regained To drink raw, and takes an action to drink Herbalism Kit
Potion of Extra Magic 25gp Regains 1 spell slot (of the spell level used) Drink raw, takes a bonus action Spellcaster’s spellslot


As a scientist you yearn to push the limits of the cosmo. You have done so by taking magic and adding it in your arsenal. You can take any cantrip from any spell list


Intelligence is your spellcasting ability for any spell. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for any spell you cast and when making an Attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell Attack modifier = your proficiency bonus + your Intelligence modifier


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.

Bomb Name Material Cost Bomb Damage Damage and cost Change
Ice Ice Baby 75gp 1d8 cold damage in a 15 foot radius Every Two levels add a dice and increase cost by 25 gp
Boom Daddy 75gp 1d8 fire damage in a 15 foot radius Every Two levels add a dice and increase cost by 25 gp

Example, 1d8 at 2nd level, 2d8 at 4th level,


At the 3rd level you choose what School of Science your scientist has chosen to specialize in. The school of Genetic and Biological manipulation,


At the 4th level you now gain proficiency in one type of artisan’s tools and expertise in a set of tools you are already proficient in. You gain expertise in another set of tools at levels 7, 14, and 18.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 14th, and 18th 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[edit]

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.

Potion name Material Cost Potion Effect
Feature Gain One pint of the creature’s blood and 20gp Gain any one chosen racial feature from the creature

More Potions & Explosions[edit]

At the 6th level you have worked through many trials to get this far. Potions you create now do not need to be drunk raw to take effect. You learn the formula of 3 potions which are Common or Uncommon which you pick from the potions listed in the DMG, you gain 3 more at level 16 which can be Rare. These potions will be recorded in the journal.

Permanent Effect[edit]

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[edit]

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.


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.
Elixirs name Material Cost Elixir Effect
Elixir of Health 1500gp, sample of Dragon blood Permanently adds 1d4+2 to your max health
Elixir of Stone-skin 2000gp, sample of Stone Giant flesh Permanently adds +1 to your AC. Works with Unarmored Defense

Big Explosion[edit]

More explosions at level 13. 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.

Bomb Name Material Cost Bomb Damage Throwing Range
Boomie Mcboomboom 80gp 6d20 piercing damage in a 30 foot radius 10x your strength modifier in feet (minimum 20 feet)
Ice Grenade 90gp 8d20 cold damage in a 15 foot radius 10x your strength modifier in feet (minimum 20 feet)

Big Elixir[edit]

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 Name Material Cost Elixir Effect
Elixir of Life 300gp Restores half the total hit points and adds 2d20 temporary hit points
Elixir of Undying 100gp Whenever you are reduced to 0 hit points you are instead brought back to 1 hit point. This effect can occur a total of 1d4 times within 8 hours of consumption

Step In[edit]

At the 16th level tests have proven that more people than you are testing the boundaries. This is a race to figure everything out. You must bring people into your tests to speed the process. You can bring spellcasters into your potion studies to assist you. This potion is recorded into your journal.

Potion Name Material Cost Potion Effect
Magic Potion 25gp for each spell level A magic user can cast any spell into the potion and can be drunk, allowing the creature to cast this spell once regardless of the class and level.

Potion Cost Decrease[edit]

At the 17th level the cost of the potion making has been too much strain on the resources plus you know the potion well enough to make minor changes. All potions (Potions only) are decreased by 45% of the overall gp needed for potions. If the cost goes below 0 gp, it is increased to 5 gp.

Elixir of Gold[edit]

You have done it! At the 19th level you've figured out the formula to change the atomic structure to gold. This elixir will be recorded into the journal.

Elixir Name Material Cost Elixir Effect
Elixir of Gold 125gp

Pour this molten gold like substance and the object or creature, up to large size, that comes into contact with this elixir becomes solid gold. This effect can only be reversed by Greater Restoration for a creature, and is permanent for objects.

Living Creation[edit]

At the 20th level youve made a massive breakthrough. By combining blood, magic along with resources and money. You can now create golems and other creatures allowed by your DM. These creations are considered Constructs and follow your verbal instructions, they do not require to breathe, eat, drink, or sleep. Once they are reduced to 0 hit points they crumble to dust. These Creations take 24 hours to make.

Biological School[edit]

Scientists who focus their study into Biological Research, often


Multiclassing Prerequisites. To qualify for multiclassing into the Scientist class, you must meet these prerequisites: Intelligence 13 and Wisdom 10. When you multiclass into the Scientist class, you gain the following proficiencies: Light armor, Hide, Simple weapons, One martial weapon (Can not be heavy), Herbalism Kit, Poisoner’s kit Skills: Choose one from Arcana, Nature, Medicine, History, Religion, and Perception

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