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Research is important for science and for combat. If you don’t know just the right fighting technique, you’re pretty sure someone else has published a thesis about it. You gain proficiency in one martial melee and one martial ranged weapon.

In addition, every martial scientist learns the Experimental Strike technique. During the campaign you will have the opportunity to learn new techniques. Keep track of which you know. At the end of a long rest, choose one technique you know. You have access to that technique for the day.

Experimental Strike (Martial Scientist Technique)

Scientific breakthroughs are born of both careful study and wild experimentation. Whenever you use the Attack action and miss with every attack, you may make an improvised attack without spending an action, such as slicing a rope to pin an enemy with a chandelier, or smashing a pipe to spray blinding steam on an enemy. Make an Intelligence check and add your proficiency bonus; the GM determines the DC based on how difficult the task is. For example, dropping a chandelier straight down might very easy (DC 5), but slicing it, grabbing it to arrest its fall and make it jostle, then releasing it at the perfect moment so it swings laterally and flies at an enemy ten feet away might be hard (DC 20).

The GM should refer to the core rules for guidelines on the effects of improvised attacks. Circumstances will dictate how many foes are affected, how much damage is dealt, and whether any conditions can be applied (such as prone or blinded), but generally this should do at least “setback” damage.

After you use experimental strike you cannot use it again until you finish a short or long rest.

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