This is an example of class adaptation for the RPG Heroes & Villains. The Scientist is a variation of the Artificer from the official book "Tasha´s guide for everything". You can be a genius inventor like Rick from Rick and Morty or a multimillionaire playboy like Tony Stark who makes money with inventions.
**Hit Dice:** D8 HP 1st level: 8 + Constitution modifier HP higher levels: 1d8 (or 5) + Constitution modifier.
**Proficiencies:**
- Light and medium armor.
- Simple weapons and firearms.
- Has an advantage to understand alien technologies.
- Tools: Choose any 3 types.
- Saving Throws: Choose two among Intelligence, Constitution, and Wisdom.
- Skills: Choose three among Arcana, History, Investigation, Medicine, Animal Handling, Nature, Perception, and Survival. Also, choose 1 contemporary skill from Chapter 4.
**Create Gizmo:** At 1st level, you learn to invest your time in creating technological objects with various functions. To use this ability, you must have thief's tools, tinker's tools, or other tools in hand. Then, you spend 1d4 actions on an object and give it one of the following properties of your choice:
- The object emits bright light in a 1.5m radius and dim light for an additional 5 feet.
- Whenever touched by a creature, the object plays a recorded message that can be heard within 10 feet. You pronounce the message when you grant this property to the object, and the recording can last up to 6 seconds.
- The object continuously emits your choice of an odor or a non-verbal sound (wind, waves, chirping, or similar). The chosen phenomenon is perceptible up to 10 feet away.
- A static visual effect appears on one of the surfaces of the object. This effect can be an image, up to 25 words of text, lines and shapes, or a mix of these elements, as you wish.
The chosen property lasts until the battery runs out (check with the DM - can last an average of about 12 hours). As an action, you can tinker with the object and end the property earlier.
You can give this special property to various objects using this feature, applying it to one object at a time. You use the feature on a single object and can support only one of the properties at a time. The maximum number of objects you can affect is equal to your Intelligence modifier (minimum of one object). If you try to exceed the maximum, the oldest one ends immediately (the battery runs out :-P), and then the new property applies.
**Tricks and Technologies:** Through science and technology, you can mimic a limited spellcasting ability. It's as if you were producing wonders through various gadgets. Necessary tools - You produce your artificial effects through your tools and contraptions. You use your invention to produce an effect similar to that of a spell or magic. After gaining the "Infuse Item" feature at 2nd level, you can also use any item that contains one of your infusions as a spellcasting focus.
**Tricks:** At 1st level, you know and can technologically mimic two cantrips of your choice from the artificial spells list below. At higher levels, you learn additional tricks of your choice, as shown in the known column of the table below.
When you gain a level in this class, you can replace one of the artificial tricks you know with another from the artificial spells list.
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Well, I adapted only the first level of the artificer class to the scientist. The rest of the description can be used by the DM the same way as the Original Unearthed Arcana Artificer Class - including the spells. Just replace magical elements with technology "It's not magic, it's technology!"
This type of adaptation can be done with any class. For example, if you want to create a character focused entirely on the psychic, you can also use the Mystic class from Unearthed Arcana. I recommend replacing proficiency in shields with firearms for all classes.