d20 Modern Conversion: Field Scientist and Techie (Draft 1)

by Dylan Richards

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Field Scientist

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.

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.

Select this advanced class if you want your character to 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.

The Field Scientist
Level Features
3rd Bonus Proficiencies, Explorer, Scientific Improvisation
7th Zoologist, Worldly Studies
10th Expertise, Respected Contributions
15th Reliable Talent, Expert Zoologist
18th Smart Survival

Class Features

As a field scientist, you gain the following class features.

Hit Points


  • Hit Dice: 1d8 per field scientist level
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per field scientist level

Bonus Proficiencies

Two skills of choice, and either language or 1 tool?

Explorer

You are adept at navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:

  • You have advantage on initiative rolls.
  • Attacks against you have disadvantage until the end of your first turn in combat.
  • You have a climb or swim speed equal to your walking speed (your choice).

In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:

  • Difficult terrain doesn’t slow your group’s travel.
  • Your group can’t become lost except by magical means.
  • Even when you are engaged in another activity while traveling (such as documenting, navigating, or tracking), you remain alert to danger.
  • If you are traveling alone, you can move stealthily at a normal pace.
  • When you forage, you find twice as much food as you normally would.
  • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

Scientific Improvisation

At 3rd level, you gain the ability to improvise solutions using common objects and scientific know-how. This ability lets you create objects in a dramatic situation quickly and cheaply, but that have a limited duration.

By spending 10 minutes and combining common objects with an Intelligence check made with the proper tools, you can build a tool or device to deal with any situation. The DC for the Intelligence check is equal to 5 + the Value of the object that most closely matches the desired function. So, to improvise a single-use weapon that mimics a revolver, the DC for the check is 12 (5 + 7).

Only objects that can normally be used more than once can be improvised. Electronic devices, special tools, weapons, mechanical devices, and more can be built with scientific improvisation. The object, when put into use, lasts for 1 minute before it breaks down. It can’t be repaired.

Scientific Improvisation Without Wealth

The Field Scientist "Scientific Improvisation" ability makes use of the wealth system introduced in this book. For those that don't wish to use the wealth system, the DC for the check can be set by translating the approximate price of the item being improvised into a Value score using the "Values and Dollar Amounts" table in the wealth section.

Zoologist

Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds.

Choose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.

When you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.

Worldly Studies

Starting at 3nd level, your broad studies and travels have left you with a natural aptitude in almost any task. You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.

Expertise

At 10th 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.

Respected Contributions

Beginning at 7th level, you are respected in the scientific community for your discoveries. When you leverage your reputation to succeed on a Charisma check against someone who is familiar with your field of study, you treat your reputation score as 10 points higher when determining how much your reputation decreases.

Alternate Respected Contributions

The Field Scientist "Respected Contributions" ability makes use of the reputation system introduced in this book. For those that don't wish to use the reputation system, the following alternative ability is offered.

If you fail on a Charisma check against someone who is familiar with your field of study, you can reroll the check and must use the new result. Once you have used this ability, you cannot use it again until you have finished a short or long rest.

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.

Expert Zoologist

At 6th level, you are ready to hunt even deadlier game. Choose a type of greater favored enemy: aberrations, celestials, constructs, dragons, elementals, fiends, or giants. You gain all the benefits against this chosen enemy that you normally gain against your favored enemy, including an additional language. Your bonus to damage rolls against all your favored enemies increases to +4.

Additionally, you have advantage on saving throws against the spells and abilities used by a greater favored enemy.

Smart Survival

At 18th level, you gain proficiency in one saving throw of your choice.

Techie

The Techie combines natural genius with expert training to become a master of technology and technological devices. Sometimes the Techie seems to be more comfortable around machines than around people, and they know how to get those machines to perform beyond their specifications.

The Techie might be a computer hardware expert, an engineer capable of miraculous inventions, or a top-notch mechanic who can modify and overhaul engines with the best of them to get that extra ounce of power when it’s needed most.

Select this advanced class if you want your character to be an expert with technological devices, whether as a specialist or a jack of all technological trades.

The Techie
Level Features
3rd Additional Proficiencies, Robotic Minion, Jury-Rig
7th Extreme Machine (one use)
10th Insightful Substitution
15th Extreme Machine (two uses)
18th Mastercraft

Class Features

As a techie, you gain the following class features.

Hit Points


  • Hit Dice: 1d6 per techie level
  • Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per techie level

Additional Proficiencies

You have a knack for knowing how tools work. At 3rd level, you gain proficiency in 3 tools of your choice.

Robotic Minion

At 3rd level, you can build a robotic minion to aid in your tasks. The robot takes 8 hours to build and expends a Value of 12. You can only have one robot active at a time.

By default, the robot has a crude manipulator arm that allows it to interact with objects in the environment, but it is incapable of fine manipulation, such as picking a lock or typing a message. A robot's carrying capacity is halved while it is flying.

The robot's abilities and game statistics are determined in part by your level. It uses your proficiency bonus rather than its own, and it's number of hit dice is equal to your level. A damaged robot can conduct repairs on itself during a short rest, expending hit dice to restore hit points. You can equip a robot with a light one-handed weapon, but doing so prevents it from using its manipulator arm. It is unable to equip a weapon by itself, but it can drop an equipped weapon. In addition to the areas where it normally uses its proficiency bonus, your robot also adds its proficiency bonus to its AC and to its damage rolls. The robot is considered proficient in simple weapons and light and medium armour.

Your robotic minion gains proficiency in two skills of your choice. It is also proficient with all saving throws. If a robot is killed, you can return it to operation by undergoing 4 hours of work and expending a Value of 7. Alternatively, you can create an entirely new robot to replace it.


Robot Minion

Tiny construct, unaligned


  • Armor Class 11
  • Hit Points 17 (7d4)
  • Speed 20 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA
4 (-3) 12 (+1) 14 (+2) 4 (-3) 12 (+1) 6 (-2)

  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses passive Perception 8
  • Languages understands the languages of its creator but can't speak
  • Challenge 0 (10 XP)

Actions

Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage

The robot obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your robot acts on its own.

You can wirelessly connect to the robot using most computers, allowing you to see what it is seeing and make Investigation and Perception checks through the robot's vision.

Additionally, you have a number of upgrade points equal to your level. During a long rest you can spend these points to add various improvements to your robot, or reclaim them by removing improvements. Over the course of a long rest, you can spend or reclaim a maximum number of upgrade points equal to your Intelligence modifier (minimum of one). See "Robot Upgrades" at the end of this advanced class.

Jury-Rig

Beginning at 3rd level, you have advantage on ability checks to make temporary or jury-rigged repairs, and you make such repairs in half the normal time.

Extreme Machine

Starting at 7th level, you can modify a weapon or a piece of armor on the fly. You spend 10 minutes to make the necessary modifications to the device with an Intelligence check made with the proper tools. The DC for the Intelligence check is equal to the Value of the modification.

For the next hour, the weapon or armor gains one modification (see Equipment). At the end of the hour, or when a natural 1 is rolled while using the device, the modification ceases to function.

Once you have used this ability, you cannot use it again until you have finished a short or long rest. You can use this feature twice between long rests starting at 15th level.

Insightful Substitution

Beginning at 10th level, you have a knack for cutting corners without harming the end result. When crafting or repairing a mechanical or electronic device the Value you must expend is reduced by 3.

Mastercraft

At 18th level, when you create a mechanical or electronic device from scratch, you do so in only one quarter of the time normally required.

Additionally, when crafting or repairing a mechanical or electronic device, you can treat the roll as a natural 20. Once you have used this ability, you cannot use it again until you have finished a long rest.

Robot Upgrades

If an upgrade has prerequisites, you (or your robot where necessary) must meet them to utilise it. The following improvements can be applied to your robotic minion.

Ability Score Improvement

Cost: 1 point.
You can increase one of the minion's ability scores of your choice by 2, or you can increase two of the minion's ability scores of your choice by 2. You can't increase an ability score above 20 with this feature.

Adamantium Coating

Cost: 4 points.
Any critical hit against the robot becomes a normal hit. The robot gains resistance to nonmagical bludgeoning, piercing and slashing damage. This upgrade can only be applied once.

Advanced Manipulators

Cost: 2 points.
Any manipulators the minion has are replaced with much more advanced models that mimic human hands. Your minion can do anything with your manipulators that a humanoid can do with their hands. This upgrade can only be applied once.

Bigger Bot

Cost: 4 points.
Your robotic minion increases a size category to a maximum size of large, and other statistics are impacted as shown in the following table. A robot of small size or larger has two manipulators rather than one, and weapons it uses do not have to be light one handed weapons.

Size Strength Score Speed Hit Die Slam Damage
Small 8 25 ft. d6 1d4 + Str
Medium 12 30 ft. d8 1d6 + Str
Large 16 35 ft. d10 1d10 + Str
Specialised Equipment

Robots of tiny and large size cannot make use of conventional equipment designed for a typical humanoid. Specialised equipment must be purchased or created. The Vale of such equipment is the same as the normal Value for the item +3.

Chatbot

Prerequisite: Robot has at least 6 Intelligence.
Cost: 1 point.
Your robot can speak any languages that it understands. This upgrade can only be applied once.

Cloaking Field

Cost: 4 points.
Your robot has an integrated cloaking field. Operating this cloaking field is functionally identically to casting invisibility on itself, but it is not a magical effect and they ignore components for the spell. Once they use this ability, they cannot use it again until they finish a long rest. This upgrade can be applied up to 3 times, granting an additional use before a long rest is required each time it is applied.

Cockpit

Prerequisite: Robot is large.
Cost: 3 points.
Your robot has an internal space for a pilot. Your robot will only accept a pilot that you have given it permission to do so. While a creature is piloting the robot, their game statistics are replaced by the statistics of the robot, though they retain their alignment and Intelligence, Wisdom, and Charisma scores. They also retain all of their skill and saving throw proficiencies, in addition to gaining those of the creature.

When a creature piloting the robot exits it, they return to the number of hit points they had before entering the robot. If the robot is reduced to 0 hit points while a creature is piloting it, that creature is ejected to a space adjacent to the robot. If there is no empty space adjacent to the robot, the creature is trapped inside it, and is only able to exit once there is an empty space adjacent to the robot.

A creature piloting the robot retains the benefit of any features from their class, race, or other source and can use them, provided that the robot is physically capable of doing so. They can’t use any special senses they have (for example, darkvision) unless the robot also has that sense. They can speak through a speaker on the outside of the robot. This upgrade can only be applied once.

Combat Module

Cost: 2 points.
Your robot gains proficiency in martial melee weapons, martial ranged weapons, or heavy armour. This upgrade can be applied up to 3 times, granting a different proficiency each time it is applied.

Darkvision

Cost: 2 points.
Your robot has superior vision in dark and dim conditions. They can see in dim light within 60 feet of them as if it were bright light, and in darkness as if it were dim light. They can't discern colour in darkness, only shades of gray. This upgrade can only be applied once.

Enhanced Servos

Cost: 2 points.
The robot's flying speed is increased by 10 feet. This upgrade can be applied twice.

Exoskeleton Form

Cost: 4 points.
Your robot can change its form drastically, wrapping around a creature to form an exoskeleton. As an action, your robot can attach to a willing creature or a creature that it is grappling. When your robot is attached to a creature, you can choose for it to help or hinder that creature.

When your robot is helping a creature it is attached to, that creature's AC cannot be lower than your robot's AC. Additionally, they have advantage on saving throws and ability checks using Strength or Dexterity, and their speed is increased by 10 feet. If they take any damage, it is split evenly between them and the robot.

When your robot is hindering a creature it is attached to, that creature has disadvantage on saving throws and ability checks using Strength or Dexterity. Additionally, your robot has advantage on attacks against that creature. A creature the robot is hindering can make a Strength saving throw (DC 8 + your Intelligence modifier + your proficiency bonus) at the end of each of its turns. On a successful save, the robot is removed. This upgrade can only be applied once.

Extra Attack

Cost: 3 points.
Your robot can attack twice, instead of once, whenever they take the Attack action on their turn. This upgrade can be applied twice. The second time it is applied your robot can attack three times rather than twice whenever they take the attack action on their turn.

Languages Module

Cost: 1 point.
Your robot learns one language of your choice. This upgrade can be applied up to 3 times.

Mimicry

Cost: 2 points.
Your robot passively records and analyses sounds that it hears and is able to replicate them. creature that hears the copied sounds your robot makes can tell they are imitations with a successful Wisdom (Insight) check opposed by your robot's Charisma (Deception) check. This upgrade can only be applied once.

Pop-Up Screen

Cost: 2 points.
Your minion is fitted with a screen which can display contents of your choice. While you are using this screen to display yourself, you can make Charisma checks through the robot. This upgrade can only be applied once.

Powerful Thrusters

Cost: 2 points.
The robot's flying speed is increased by 10 feet. This upgrade can be applied twice.

Self Destruct

Cost: 2 points.
The robot has an internal space packed with explosives. Your robot can activate these explosives at it's location as an action, destroying itself in the process. You can set conditions to activate these explosives, such as when the robot drops to 0 hit points or is hit by a melee attack.

By default, the explosive contained is a single unit of plastic explosive, but you can replace this with a different explosive in your possession when you apply this improvement (see "Equipment" for types of explosive). The saving throw DC for the explosive 8 + your Intelligence modifier + your proficiency bonus.

Skills Module

Cost: 2 points.
Your robot gains proficiency in one skill of your choice. This upgrade can be applied up to 3 times.

Sonar

Cost: 4 points.
Your robot is able to form a 3D image of their surroundings by using sonar technology. They have blindsight up to 30 feet away. If your robot cannot hear, they cannot make use of this blindsight. This upgrade can only be applied once.

Torch

Cost: 1 point.
Your robot has a torch integrated into their chassis, allowing them to emit a beam of light. This torch doesn't require any additional power to operate. Your robot can project bright light in a 30-foot cone, and dim light for an additional 30 feet. They can control their lights during their turn without using an action, such as dimming them, or turning them off. This upgrade can only be applied once.

Tough

Cost: 2 points.
The robot gains a +1 bonus to AC, and their Constitution modifier is treated as being 1 higher when calculating the robot's hit points. This upgrade can only be applied once.

Waterborne

Cost: 2 points.
Your robot gains a swim speed equal to its walking speed or flying speed (whichever is lower). This upgrade can only be applied once.

Weapon Slot

Cost: 2 points.
Your robot has an integrated system for using a particular weapon. To apply this upgrade, you must have a weapon to equip to the robot. On applying this upgrade, that weapon is seamlessly integrated with the robot's body. The form this takes is up to you, for example the robot could have a shoulder-mounted missile launcher, a blade that slides out of their wrist, or a machine gun that extends from their chest. Regardless, the weapon is integrated into the robot and can be used at any time, hands free. This upgrade can be applied up to 3 times.

Credits

Document and contents by Dylan Richards (Reddit: u/Altavus , Tumblr: decision-paralysis, Blogger: Decision Paralysis)

Source Material

"d20 Modern" role-playing game by Wizards of the Coast.

Built heavily upon "d20 Modern 5e Conversion" by Edward Wilson.

 

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