You're more theoretical in your approach to Science seeking to understand the fundamental fabric of the universe.
Level 3: Fundamental Knowledge
You gain Profiency in another 2 skills and 2 Expertise in Proficient skills. For skills you're Proficient in you can use your Intelligence Modifier if higher.
Level 3: Study
You can spend 10 minutes to study an object, creature or feature to learn its properties. The DM decides if there's rolls involved and what you learn.
Level 6: Innovator
Choose a weapon, armor or skill/tool to improve with a revolutionary innovation. You can choose only one item. It has the following benefits:
- Weapon: You use your Intelligence Modifier for the weapon if higher. Add another bonus from below:
- Add your Proficiency Bonus to any Damage Rolls made with the weapon.
- Change the Damage Type to another.
- Double the range of the weapon.
- Armor: You use your Intelligence Modifier instead of your Dexterity if higher for the armor class bonus. Add another bonus from below:
- Remove the maximum Dexterity Bonus cap.
- Add Advantage on Stealth Checks or Remove Disadvantage.
- Add Resistance to one Damage Type.
- Skill/Tool: You always use your Intelligence Modifier for a skill or a tool. Choose another bonus from below:
- Double your Proficiency Modifier for the Ability Check. If you already have Expertise then you add your Proficiency Bonus again.
- Re-roll one of the dice and take the higher result.
- You can teach another character this skill.
Level 6: Researcher
You roll research checks with Advantage to create new schematics.
Level 9: Master Innovator
Add another Bonus to your Innovation from the list.
Level 17: Theory of Everything
You become so knowledgeable about the fabric of the universe that you use your Intelligence Modifier for all Ability Checks if higher.
Level 17: Genius Innovator
You gain all the bonuses on your innovation.