You have spent years in grueling study, obscure research, and endless arguments with peers who don’t read your papers. Somehow, you emerged with a degree — and a collection of quirks that follow you everywhere.
Overworked, Underpaid. Increase your Intelligence by 1, to a maximum of 20.
Niche Expertise. Choose one knowledge skill (Arcana, History, Insight, Investigation, Medicine, Perception, Religion, or Stealth). You gain expertise in that skill, but whenever you roll a natural 1 with it, you must loudly explain why the question was badly framed.
Academic Fatigue. You have advantage on saving throws against exhaustion caused by overwork, study, or magical burnout, but disadvantage on saving throws against being charmed by anyone offering “funding.”
Publish or Perish. Once per long rest, you may spend 10 minutes furiously writing to gain advantage on one Intelligence-based check. If the roll fails anyway, you fall into a spiral of self-doubt and take 1d4 psychic damage.
Doctor ≠ Healer. When someone mistakes you for a medical doctor, you can choose to either sigh heavily (gaining temporary hit points equal to your proficiency bonus) or launch into a corrective lecture (imposing disadvantage on the next Charisma [Persuasion] check you make).
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