Background: Simic Scientist
Imagine a perfect world: one in which nature and civilization exist in harmony, adapted to each other; one in which life is shaped to match its environment and the environment is shaped to match life. That’s the world you have been trying to grow in the laboratories of the Simic Combine. Nature is all about adaptation, evolution, and balance — but for it to keep up with the pace of advancing civilization, nature needs some help from biomancers and terraformers. If, along the way, you happen to create super-soldiers and mutant monsters that can bolster the combine’s defenses against the schemes and ambitions of the other guilds, so much the better.
Skill Proficiencies: Arcana, Medicine
Languages: Two of your choice
Equipment: A Simic insignia, a set of commoner’s clothes, a book of research notes, an ink pen, a bottle of squid ink, a flask of oil (made from blubber), a vial of acid (derived from digestive juices), a vial of fish scales, a vial of seaweed, a vial of jellyfish stingers, a glass bottle of unidentified slime, and a belt pouch containing 10 gp (Azorius 1-zino coins)
Clades and Projects As a Simic researcher, you are part of a clade — a diverse group of individuals combining disparate talents in pursuit of a common goal — or a researcher on a specialized, short-term project focused on addressing an immediate need. You can roll a d6 or choose from the options in the Research Options table to determine your area of research.
Research Options
ROLL TABLE TO VTT d6 Clade/Project 1 Hull Clade, focused on protection and durability 2 Fin Clade, focused on movement 3 Gyre Clade, focused on cyclical patterns and metamagic 4 Guardian Project, focused on creating guard monsters and super soldiers 5 Crypsis Project, focused on intelligence and counterintelligence 6 Independent research in a new area Feature: Researcher When you attempt to learn or recall a magical or scientific fact, if you don’t know that information, you know where and from whom you can obtain it. Usually, this information comes from a Simic laboratory, or sometimes from an Izzet facility, a library, a university, or an independent scholar or other learned person or creature. Knowing where the information can be found doesn’t automatically enable you to learn it; you might need to offer bribes, favors, or other incentives to induce people to reveal their secrets.
Your DM might rule that the knowledge you seek is secreted away in an inaccessible place, or that it simply can’t be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.
Simic Guild Spells Prerequisite: Spellcasting or Pact Magic class feature
For you, the spells on the Simic Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)
Simic Guild Spells
Spell Level Spells Cantrip acid splash, druidcraft 1st detect poison and disease, expeditious retreat, jump 2nd alter self, enhance ability, enlarge/reduce 3rd gaseous form, water breathing, wind wall 4th freedom of movement, polymorph 5th creation
When your magic causes physical alterations in yourself or others, the result often displays the characteristics of fish, amphibians, or other water-dwelling creatures. Blue-green eddies of magical energy sometimes accompany your spellcasting, forming spirals that reflect the mathematical perfection of nature.
Skill Proficiencies: Arcana, Medicine
Languages: Two of your choice
Equipment: A Simic insignia, a set of commoner’s clothes, a book of research notes, an ink pen, a bottle of squid ink, a flask of oil (made from blubber), a vial of acid (derived from digestive juices), a vial of fish scales, a vial of seaweed, a vial of jellyfish stingers, a glass bottle of unidentified slime, and a belt pouch containing 10 gp (Azorius 1-zino coins)
Clades and Projects As a Simic researcher, you are part of a clade — a diverse group of individuals combining disparate talents in pursuit of a common goal — or a researcher on a specialized, short-term project focused on addressing an immediate need. You can roll a d6 or choose from the options in the Research Options table to determine your area of research.
Research Options
ROLL TABLE TO VTT d6 Clade/Project 1 Hull Clade, focused on protection and durability 2 Fin Clade, focused on movement 3 Gyre Clade, focused on cyclical patterns and metamagic 4 Guardian Project, focused on creating guard monsters and super soldiers 5 Crypsis Project, focused on intelligence and counterintelligence 6 Independent research in a new area Feature: Researcher When you attempt to learn or recall a magical or scientific fact, if you don’t know that information, you know where and from whom you can obtain it. Usually, this information comes from a Simic laboratory, or sometimes from an Izzet facility, a library, a university, or an independent scholar or other learned person or creature. Knowing where the information can be found doesn’t automatically enable you to learn it; you might need to offer bribes, favors, or other incentives to induce people to reveal their secrets.
Your DM might rule that the knowledge you seek is secreted away in an inaccessible place, or that it simply can’t be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.
Simic Guild Spells Prerequisite: Spellcasting or Pact Magic class feature
For you, the spells on the Simic Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)
Simic Guild Spells
Spell Level Spells Cantrip acid splash, druidcraft 1st detect poison and disease, expeditious retreat, jump 2nd alter self, enhance ability, enlarge/reduce 3rd gaseous form, water breathing, wind wall 4th freedom of movement, polymorph 5th creation
When your magic causes physical alterations in yourself or others, the result often displays the characteristics of fish, amphibians, or other water-dwelling creatures. Blue-green eddies of magical energy sometimes accompany your spellcasting, forming spirals that reflect the mathematical perfection of nature.
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