What the Scientist is:
A Scientist is the Vault’s “spellcaster” by pure rigor and hardware—turning physics, chemistry, and innovation into effects that look miraculous but are explicitly non-magical. In Chronos Vault, a Scientist doesn’t “cast spells,” they deploy experiments: calibrated coils, pressure canisters, catalytic reagents, nanite swarms, signal emitters, and field-tested prototypes.
Prepare a toolkit loadout (prepared casting) → deploy effects as devices (full spellcasting rules) → control collateral (exclude allies from blasts) → optimize output (add INT to damage; overcharge) → adapt mid-mission (swap prepared spell on short rest).
Spellcaster: Yes (Full caster)
Spellcasting Ability: Intelligence
Preparation Type: Prepared
Flavor in Chronos Vault: Every spell is a scientific outcome: steam pressure, plasma discharge, coolant bloom, magnetic shear, chemical fog, kinetic barriers, nano-stitching, etc.
Even though their effects count as spells for mechanics, they are non-magical in-world.
A “fire spell” might be an ignited microcell burst.
A “healing spell” might be nanite injection + pressure-seal cauterization.
An “illusion” might be a holo-projector with signal distortion.
Experimental Spellcasting (Lv1): Their spells are “scientific effects.” Follow normal spellcasting rules unless stated otherwise; effects are non-magical in-world but count as spells mechanically.
Field Kit (Lv1): Modular kit acts as spell focus; effects are always described as gadgets/chemical reactions/experimental tech.
Rapid Prototyping (Lv1): Once per long rest, cast one prepared 1st-level spell without spending a slot.
Discipline of Science (Lv2): Choose a Scientific Discipline (subclass) at level 2.
Controlled Detonation (Lv2): When casting an area-damage spell, exclude a number of creatures equal to INT modifier.
Improved Apparatus (Lv5): When dealing damage with a spell, add INT modifier to one damage roll.
Field Adaptation (Lv7): After a short rest, swap one prepared spell for another from the Scientist list.
Overcharge (Lv11): Once per long rest, treat a spell as cast one slot higher without spending a higher slot.
Dangerous Innovation (Lv15): When casting a 3rd-level+ spell, reroll one damage die (must keep the new roll).
Master Inventor (Lv18): You can maintain concentration on two Scientist spells at once. If you fail a concentration save, both spells end.
Use engineering language + sensory detail:
“Valve release,” “coil charge,” “capacitor whine,” “pressure-lock,” “nanite bloom,” “chemical ignition,” “holo-flicker,” “electrostatic snap,” “gyroscopic stabilizers,” “vacuum tube glow.”
The Scientist should feel like they are always measuring, calibrating, and iterating.
Give Scientists problems to solve: sealed doors, malfunctioning machinery, hazard zones, anomaly interference, power routing, improvised repairs.
Reward preparation and investigation: correct analysis yields better outcomes.
Threats to the Field Kit matter (confiscation/damage), but don’t hard-lock the player—encourage improvisation.