Simic Scientist

D&D 2024 background: Simic Scientist. Source: Guildmasters' Guide to Ravnica. skills Arcana, Medicine Skill Proficiencies: Arcana, Medicine Languages: Two of your choice Equipment: A Simic insignia, a set of common clothes, a book of research notes, an ink pen, a Ink (1-ounce bottle), a oil (flask) (made from blubber), a acid (vial) (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. 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 Research Options 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....