The Scholar

by aeyana

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The Scholar

In the midst of the battlefield, an elf clad in breastplate shouts orders to his troops. She smirks knowing that when the trap is sprung, it will surely award them a decisive victory.

A dwarf stands on a platform addressing the people around him, he knows these people and knows exactly what they need to hear to have them rally to his side, with their support he can do anything.

Scholars are master of the mundane arts, using methodical practices to turn the tables to their advantage. From years of study and testing, scholars take in the situation around them and quickly formulate the means to achieve whatever they have mind set to. Whatever pursuit they follow, a scholar will have a plan for anything that comes their way.

The Pursuit of Knowledge

A true scholar is never satisfied. They are always seeking out a new answer to a new question. This often goes hand-in-hand with seeking a life of adventure, to explore new, hidden areas, or accompany those that do. The life of a scholar often times begins in the mundane, as a teacher or sage. Sometimes they serve as members of the military or as doctors or diplomats.

But the mundane life is often too slow, and when life becomes stagnant or when an answer cannot be found, the call to adventure rings louder. Whether they're seeking some lost knowledge, want to test a new theory, or hoping to find new questions to ask, scholars often find themselves in ancient, lost, and often dangerous, places to find them.

Creating a Scholar

As you create a scholar, it's important to think of where you gained your knowledge. Did you serve as an apprentice under a master? Did you attend college or other formal education? Perhaps you gained it on your own, searching out and pouring over dusty tomes found in forgotten places. Where did your thirst of knowledge come from? Insatiable curiosity? Always wanting to know the right answer? Or maybe you have something to prove. Think about what field you wish to pursue and think of what would have driven you in that direction.

Quick Build

You can make a scholar quickly by following these suggestions. First make Intelligence your highest ability score. Your next-highest score should be Dexterity, or Charisma if you plan on following the Politician pursuit. Second choose the Sage background, or Noble background if you plan on following the Politician pursuit.

The Scholar
Level Proficiency Bonus Features Superiority Dice Analysis Die Discoveries
1st +2 Academic Superiority, Pursuit 2
2nd +2 Discoveries, Analysis 2 d6 2
3rd +2 Expertise, Researcher 2 d6 2
4th +2 Ability Score Improvement 2 d6 2
5th +3 Improved Academic Superiority (d8) 3 d6 3
6th +3 Pursuit Feature 3 d6 3
7th +3 Improved Analysis 3 d6 4
8th +3 Ability Score Improvement 3 d6 4
9th +4 Improved Academic Superiority (d10) 3 d6 5
10th +4 Expertise 3 d6 5
11th +4 Pursuit Feature 4 d8 5
12th +4 Ability Score Improvement 4 d8 6
13th +5 Improved Academic Superiority (d12) 4 d8 6
14th +5 Mental Resilience 4 d8 6
15th +5 Perpetually Prepared 4 d8 7
16th +5 Ability Score Improvement 4 d8 7
17th +6 Pursuit Feature 5 d10 7
18th +6 Lightning Execution 5 d10 8
19th +6 Ability Score Improvement 5 d10 8
20th +6 Genius Unbound 5 d10 8

Class Features

As a scholar, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per scholar level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per scholar level after 1st

Proficiencies


  • Armor: Light armor
  • Weapons: simple weapons, hand crossbows, shortswords
  • Tools: Any two

  • Saving Throws: Intelligence, Wisdom
  • Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, Nature, Religion, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a simple weapon or (b) a martial weapon (if proficient)
  • (a) a simple weapon or (b) a shield (if proficient)
  • (a) leather armor, (b) scale mail (if proficient), or (c) chain mail (if proficient)
  • (a) scholar's pack or (b) explorer's pack
  • a light crossbow and 20 bolts
  • any two tools of your choice

Alternatively, you may start with 5d4 x 10 gp to buy your own equipment.

Academic Superiority

Beginning at 1st level, you know practical applications of your studies, called maneuvers. Your maneuvers are fueled by special dice called superiority dice.

Maneuvers. You can prepare a number of maneuvers (detailed below) equal to your Intelligence modifier plus your proficiency bonus. Many of your maneuvers enhance an attack in some way, you can use only one maneuver per attack.

You can change your list of prepared maneuvers when you finish a long rest. Preparing a new list of maneuvers requires time spent in recollection and practice: at least 1 minute per maneuver on your list.

Superiority Dice. The Scholar table shows how many superiority dice you have, which are d6s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.

Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:

Maneuver Save DC = 8 + your proficiency bonus +

your Intelligence modifier

Maneuvers

The maneuvers are presented in alphabetical order.

Assess the Situation. You can expend one superiority die to make a Wisdom (Perception) or Intelligence (Investigation) check as a bonus action, adding the superiority die to the result of the check.

Distracting Strike. When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

Evasive Footwork. When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.

Exploit Weakness. When you hit a creature with a weapon attack, you can expend a superiority die and deal additional damage equal to the number rolled. Both the attack's damage and this additional damage cannot be reduced in any way.

Measured Action. When you make a contested skill check, you can use your reaction and expend a superiority die and add the number rolled to your roll. You can choose to use this maneuver after you’ve rolled the die, but must decide before the DM says if it succeeds or fails.

One Step Ahead. When you roll initiative, you can expend a superiority die and add the number rolled to your initiative.

Reasoned Defense. When you make a saving throw against an effect you can see, you can use your reaction and expend a superiority die and add the number rolled to your saving throw. You can choose to use this maneuver after you’ve rolled the die, but must decide before the DM says if it succeeds or fails.

Sage Advice. When you take the Help action to assist an ally with an attack or skill check, you can expend a superiority die. The ally can roll the superiority die and add the result to the attack roll or skill check.

Pursuit

At 1st level, you dedicate your studies towards a particular pursuit of your choice: physician, politician, tactician, engineer, or magus, detailed at the end of the class description. The pursuit you choose grants you features at 1st level, and again at 6th, 11th, and 17th level.

Discoveries

As you adventure, your studies have helped you discover new practices you can apply to your skills.

At 2nd level, you master two discoveries of your choice. Your discovery options are detailed at the end of the class description. When you gain certain scholar levels, you gain additional discoveries of your choice, as shown in the Discoveries column of the Scholar table.

Additionally, when you gain a level in this class, you can choose one of the discoveries you know and replace it with another discovery that you could learn at that level.

Analysis

At 2nd level, you are able to analyze a target, develop a plan on how to best overcome any potential obstacle, and execute that plan with ruthless efficiency. You can analyze a target you can see within 60 feet of you as a bonus action on your turn. Until the start of next your turn, you can use your Intelligence modifier for attack and damage rolls made with your weapons against your analyzed target.

Additionally, you deal an extra 1d6 damage to the target whenever you hit it with an attack. The die increases at higher levels, as shown in the Analysis Die column of the Scholar table.

Expertise

At 3rd level, choose two of your skill or tool proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 10th level, you can choose another two skill or tool proficiencies to gain this benefit.

Researcher

Beginning at 3rd level, you have learned to utilize the resources of written knowledge more efficiently. You can locate books pertaining to a topic of interest and read twice as fast as a normal individual. Additionally, you memorize the contents of every book you read.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Improved Academic Superiority (d8)

At 5th level, your superiority dice turn into d8s.

Improved Analysis

Beginning at 7th level, you learn to focus your maneuvers on your enemy's weak spots. When the target of your analysis makes a saving throw against one of your maneuvers, they must roll your analysis die and subtract it from the result of the saving throw.

Additionally, you can learn certain information about your target's capabilities compared to your own. As an action, you can probe the target of your analysis. The DM tells you information about one of the following characteristics of your choice:

  • Strength, Dexterity, or Constitution score
  • Any resistances, immunities, or vulnerabilities
  • Armor Class
  • Current hit points
  • Remaining spell slots (if any)
  • Class levels (if any)

Improved Academic Superiority (d10)

At 9th level, your superiority dice turn into d10s.

Improved Academic Superiority (d12)

At 13th level, your superiority dice turn into d12s.

Mental Resilience

By 14th level, you have acquired greater mental force of will. You gain proficiency in Charisma saving throws.

Perpetually Prepared

Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.

Lightning Execution

At 18th level, your mind works at incredible speeds, seconds turn into minutes allowing you ample time to react to any situation. You can take one additional reaction each round, but can only use one reaction per trigger. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Genius Unbound

When you reach 20th level, your genius has no equal. Your Intelligence and your choice of Wisdom or Charisma scores increase by 4. Your maximum for those scores is now 24.

Pursuits

Your pursuit is a representation of which fields you have studied or how you practically apply your knowledge.

Physician

The Physician pursuit reflects your studies into the medical, anatomical, and biological sciences. Those who follow this pursuit use their knowledge to patch up the allies on the field and deal crippling blows with surgical accuracy.

Bonus Proficiencies

Beginning at 1st level when you select this pursuit, you become proficient in Medicine.

Additionally, you gain proficiency with herbalism kits and alchemist’s supplies.

Medical Practitioner

At 1st level, you gain access to new maneuvers which reflect the progress of your studies into the medical arts. Whenever you prepare a list of maneuvers, you can choose from any of the following as well. The maneuvers are listed in alphabetical order.

Administer Aid. As an action, you can touch a creature and expend one superiority die. The creature regains a number of hit points equal to the result of the roll plus your Intelligence modifier. Alternatively, you can cure the target of one disease or one poison affecting it.

Dazing Strike. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to daze the creature. You add the superiority die to the attack's damage roll, and the target has disadvantage on the next attack roll it makes before the end of its next turn.

Hamstring. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to cripple the creature. You add the superiority die to the attack's damage roll, and the creature's speed is reduced by 10 feet until the end of its next turn.

Lacerate. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to cause a lacerating wound. You add the superiority die to the attack's damage roll, and the target must make a Constitution saving throw or lose 1d4 hit points at the start of each of its turns due to its wound. Any creature can take an action to stanch the wound with a successful DC 10 Wisdom (Medicine) check. The wound also closes if the target regains hit points.

Neuroblock. When you hit a creature with a weapon attack, you can expend one superiority die to halt its ability to heal. You add the superiority die to the attack's damage roll, and the creature cannot regain hit points until the end of your next turn.

Rapid Response. As a bonus action, you can expend one superiority die and add 5 times the number rolled to your movement speed until the end of your turn.

Reassure. As an action, you can expend one superiority die to call out to a creature within 60 feet that can hear or see you that has been charmed or frightened. The target can immediately make another saving throw to end the effect, adding the number rolled to the result of the saving throw.

Field Surgeon

At 6th level, whenever you expend superiority dice to restore hit points or grant temporary hit points, you can expend up to two dice instead of just one, adding both to the roll. Both dice are expended as normal.

Additionally, if the target of your analysis regains hit points or gains temporary hit points through one of your maneuvers, you can add your analysis die to the hit points restored.

Resuscitate

Beginning at 11th level, your medical studies have taught on the ways of cheating death itself. As an action, you can resuscitate a creature that died after the end of your last turn. That creature returns to life with 1 hit point. This feature can't return to life a creature that has died of old age, nor can it restore any missing body parts.

A creature can only regain hit points this way once before it finishes a long rest.

Panacea

When you reach 17th level, you develop a cure-all miracle solution: a panacea. Over the course of 10 minutes, you can expend rare medicinal herbs and oils worth 100 gp to create your panacea in a simple vial. The panacea retains its potency for 24 hours.

As an action, a creature can drink the elixir or administer it to another creature. The drinker has their exhaustion level reduced by one or has one of the following debilitating effects end:

  • One effect that petrified or cursed the target.
  • One magical effect afflicting the creature.
  • Any reduction to one of the target's ability scores.
  • One effect reducing the target's hit point maximum.

Once you create a panacea, you can't create another until you finish a long rest.

Politician

Scholars who choose to follow the Politician pursuit are those who study social & political sciences. They use their knowledge of the people to manipulate the masses into doing their bidding or allow them to carry out their business without being impeded.

Bonus Proficiencies

Beginning at 1st level when you select this pursuit, you become proficient in your choice of two of the following skills: Persuasion, Deception, Intimidation, or Performance.

Learned Diplomat

At 1st level, you gain access to new maneuvers which reflect the progress of your studies into the political world. Whenever you prepare a list of maneuvers, you can choose from any of the following as well. The maneuvers are listed in alphabetical order.

Call to Arms. If you are surprised at the beginning of combat and aren't incapacitated, you can expend one superiority die as a bonus action to make a call to arms. When you do so, creatures you choose within 30 feet who can hear or see who haven't gone yet can act normally on their first turn.

Overwhelming Presence. As an action, you can make a Charisma (Persuasion) or Charisma (Intimidation) skill check and expend one superiority die to attempt to charm or frighten a humanoid creature who can see or hear you within 60 feet. Add the superiority die to the roll. The target makes a contested Wisdom (Insight) check. If your check succeeds, the target is charmed by you if you used Persuasion, or frightened of you if you used Intimidation, until the end of your next turn.

Charge. As a bonus action on your turn, you can expend one superiority die to spurn your allies to move. Until the start of your next turn, each creature you choose within 30 feet who can see or hear you, have its speed increased by 10 feet and ignores nonmagical difficult terrain.

Goading Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attack you. You add the superiority die to the attacks damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

Inspiring Defense. When another creature you can see within 30 feet makes a saving throw, you can use your reaction and expend one superiority die to bolster them. Add the number rolled to the target's saving throw. You can wait until after it rolls the d20 before deciding to use is maneuver, but must decide before the DM says whether the roll succeeds or fails.

Rally. On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.

Tyrannical Strike. When you hit a creature with a weapon attack, you can expend one superiority and issue a one-word command to a creature who can hear or see you. You add the superiority die to the attacks damage roll, and the target must succeed on a Wisdom saving throw. On a failed save, the target must follow the command on its next turn. The target automatically succeeds if it an undead or construct, can't be charmed, doesn’t understand your language, or if your command is directly harmful to it.

Force of Personality

At 6th level, as an action, you suggest a course of activity (limited to a sentence or two) to influence a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the effect.

The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for up to 24 hours. If the suggested activity can be completed in a shorter time, the effect ends when the subject finishes what it was asked to do.

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn’t met before the effect ends, the activity isn’t performed.

If you or any of your companions damage the target, the effect ends.

Once you use this feature, you must finish a short or long rest before you can use it again.

Beguiling Presence

Beginning at 11th level, you learn to sniff out a creature's insecurities. when you use your analysis feature, the target of your analysis has disadvantage on any saving throws against any charm or fear effects caused by you.

Call to Victory

Starting at 17th level, you can call out to your allies, beckoning them to victory. As an action, choose a number of creatures up to your Charisma modifier. Each of those creatures gains temporary hit points equal to your Scholar level. While a creature has these temporary hit points it cannot be frightened or charmed and has advantage on the first attack roll it make on each of its turns.

Once you use this feature, you cannot use it again until you finish a short or long rest.

Tactician

To a tactician, the ways of war is just another subject to be studied. They train themselves and their allies in combat maneuvers to deftly eliminate their foes through clever positioning and fierce, timely attacks.

Bonus Proficiencies

Beginning at 1st level when you select this pursuit, you gain proficiency in martial weapons, medium armor, and shields.

Tactic Mastery

At 1st level, you gain access to new maneuvers which reflect your mastery in the field of combat. Whenever you prepare a list of maneuvers, you can choose from any of the following as well. The maneuvers are listed in alphabetical order.

Commander's Strike. When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll.

Disarming Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

Lunging Attack. When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack's damage roll.

Maneuvering Attack. When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

Pushing Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or small, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

Riposte. When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.

Parry. When another creature damages you with a weapon attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.

Precision Attack. When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

Sweeping Attack. When you hit a creature with a melee weapon attack, you expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes equal to the number you rolled on your superiority die. The damage is of the same type dealt by the original attack.

Trip Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Extended Analysis

At 11th level, when you use your analysis feature, its effect lasts until the end of your next turn. Additionally, you can choose one creature that can see or hear you within 30 feet. That creature's weapon attacks also deal additional damage equal to your analysis die to the analyzed target.

All-Out Attack

At 17th level, you can use your action to initiate an all-out attack. Choose a number of allies up to your Intelligence modifier within 60 feet who can see or hear you. The chosen allies can then immediately use their reaction to make one weapon attack against a target of your choice. You can choose the target for each attack separately.

Once you use this feature, you cannot use it again until you finish a short or long rest.

Engineer

Scholars of the Engineer pursuit are well learned in the mathematics and the sciences, and work tirelessly to apply their theories in the real world. Through careful design and crafting, they create tools that help them in various situations.

Bonus Proficiencies

Beginning at 1st level when you select this pursuit, you gain proficiency in improvised weapons, medium armor, shields, and heavy armor.

Additionally, you become proficient in your choice of two of the following tools: Mason's Tools, Smith's Tools, Tinker's Tools, or Woodcarver's Tools.

Applied Engineering

At 1st level, you gain access to new maneuvers which reflect your ingenuity in the field of engineering. Whenever you prepare a list of maneuvers, you can choose from any of the following as well. The maneuvers are listed in alphabetical order.

Disarming Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

Forced Collapse. As an action, you can expend one superiority die to cause a localized collapse. Roll the superiority die and choose a point within 60 feet of you that is also within 10 feet of the structure. Each creature in a 10 foot cube centered on that point must make a Dexterity saving throw. On a failed save, a target take damages damage equal to result of the roll plus your scholar level. On a success, they take half as much damage. Additionally, that area becomes difficult terrain until cleared, with each 5-foot cube portion requiring at least 1 minute to clear by hand.

Lunging Attack. When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack's damage roll.

Precision Attack. When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

Rapid Repairs. As an action, you can expend one superiority die and repair a structure, object, or construct. The target regains a number of hit points equal to the result of the roll plus your Intelligence modifier.

Structural Analysis. As an action, you can expend one superiority die to study the layout of a building or structure. Make an Intelligence (Investigation) check of the entire building and add the superiority die to the check's total. You form a mental map of all pathways, doors, support structures, and hidden features discoverable by your Intelligence (Investigation) check. Additionally, the next time you use Forced Collapse on this structure within the next hour, the damage on Forced Collapse is doubled.

Device

When you reach 6th level, you develop devices to assist you in your journey. Over the course of 1 hour, you can expend components worth 50 gp to create a device. The device remains intact for 8 hours or until it is used, after which it breaks down into components. You can have up to three such devices active at a time. You must be within 5 feet of a device in order to activate it.

When you create a device, choose one of the following options:

Alarm. Choose a door, a window, or an area within 30 feet of you that is no larger than a 20-foot cube. For 8 hours, the device produces the sound of a hand bell for 10 seconds within 60 feet whenever a Tiny or larger creature touches or enters the designated area.

Aquatic Fins. For 1 hour, you gain a swim speed equal to your movement speed. Activating this device requires a bonus action.

Armor Pack. You gain temporary hit points equal to your scholar level for 1 hour. While you have these temporary hit points, you gain a +2 bonus to AC. Activating this device requires a bonus action.

Mask. For 1 hour, you can breath underwater or within poisonous gas or smoke. Activating this device requires a bonus action.

Reel. You attach the device to a rope. When activated, the device pulls up to 120 feet in length of rope towards it. If the rope is attached to a creature, it must succeed a Strength saving throw or be pulled towards the device. If the rope is anchored to a structure, the device will instead be pulled towards the structure. Activating this device requires a bonus action.

Shard Bomb. You throw the device at a point you can see within 60 feet of you. Each creature in a 10-foot radius centered around that point must make a Dexterity saving throw against your maneuver DC. A target takes 4d10 piercing damage on a failed save, or half as much damage on a successful one. Activating this device requires an action.

Speed Booster. For 1 minute, your movement speed is increased by 10 feet and you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow. Activating the device requires a bonus action.

Trap. You place the device in a 5 foot cube within 5 feet of you. The device is camouflaged to look natural. Each creature must make a Wisdom (Perception) check against your maneuver DC to spot the device. When a creature enters the trap's area it must make a Dexterity saving throw. On a failed save, it takes 3d10 damage and is restrained. It can repeat the saving throw as an action in order to free itself. Activating this device requires an action.

Stress Analysis

At 11th level, you are able to discern weaknesses in equipment or objects around you. When you make an attack at the target of your critical analysis, you can choose to forgo the damage from your critical analysis and instead damage the target's equipment. Choose one weapon or piece of armor the target is wearing or holding. A nonmagical weapon takes a semi-permanent and cumulative -1 penalty to Damage Rolls. If its penalty drops to -3, the weapon is destroyed. A nonmagical suit of armor takes a semi-permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. Damaged weapons or armor can be repaired by over a the course of 8 hours, with the appropriate tools and skills.

Additionally, you can choose to use your analysis against constructs, structures, or objects. You deal double damage to the target if it is a construct, structure, or object.

Masterwork

At 17th level, you craft advanced devices with profound effects. Over the course of a 8 hours, you can expend components worth 500 gp to create a masterwork. You can have one masterwork active at a time.

When you create a masterwork, choose one of the following options:

Elemental Armor. You craft armor that guards you from a certain element. While wearing this armor, you have resistance to acid, cold, fire, lightning, and thunder damage.

Powered Armor. You craft heavy armor that empowers and protects you. While wearing this armor, your armor class and Strength score cannot be lower than your Intelligence score.

Flight Pack. You craft a booster that grants you flight. While wearing this pack, you have a fly speed of 60 feet.

Optical Camouflage. You craft a cloak that makes you hard to spot. While wearing this cloak, you can turn invisible as an action. Anything you are wearing or carrying is invisible with you. You remain invisible until the cloak is removed, until you attack or cast a spell, or until you use a bonus action to become visible again.

Magus

By trade, Magus inspect the arcane. Those who follow this pursuit strive to understand the fundamentals of magic, and use their knowledge to craft things arcane that go beyond mere spells.

Arcana

Beginning at 1st level, you learn to break down and reshape magical energy, and apply it as you will.

Cantrips. You know two cantrips of your choice from the magus list. You learn additional cantrips of your choice at higher levels, learning a 3rd cantrips at 6th, a 4th at 11th, and a 5th at 17th level.

Spellbook. Choose two 1st-level spells that have the ritual tag from any class's spell list. The spells needn't be from the same spell list. You add them to your spellbook.

On your adventures, you can add other ritual spells to your spellbook. When you find such a spell, you can add it to the book if the spell's level is equal to or less than a quarter of your scholar level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.

Ritual Casting. You can cast a spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.

Spellcasting Ability. Intelligence is your spellcasting ability for your spells, since you learn your spells through study and memorization. You use your Intelligence whenever an arcana refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Intelligence modifier

Spell attack modifier = your proficiency bonus +

your Intelligence modifier

Elemental Magician

At 1st level, you learn to eave elemental magics into your arcana. Whenever you prepare a list of maneuvers, you can choose from any of the following as well. The maneuvers are listed in alphabetical order.

Luminus. When you deal damage to a creature with a magus cantrip, you can expend one superiority die to illuminate one target. Choose a creature affected by the spell. The target takes additional radiant damage equal to the superiority die and sheds dim light in a 5-foot radius and can't become invisible until the end of your next turn.

Necrotus. When you deal damage to a creature with a magus cantrip, you can expend one superiority die to leech the life from one target. Choose a creature affected by the spell. The target takes additional necrotic damage equal to the superiority die, and you regain hit points equal to half the necrotic damage dealt.

Psionus. When you deal damage to a creature with a magus cantrip, you can expend one superiority die to attempt to mentally incapacitate one target. Choose a creature affected by the spell. The target takes additional psychic damage equal to the superiority die, and must make an Wisdom saving throw or become frightened of you until the end of your next turn.

Thunderus. When you deal damage to a creature with a magus cantrip, you can expend one superiority die to attempt to knock down one target. Choose a creature affected by the spell. The target takes additional thunder damage equal to the superiority die, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

Venomus. When you deal damage to a creature with a magus cantrip, you can expend one superiority die to attempt to poison one target. Choose a creature affected by the spell. The target takes additional poison damage equal to the superiority die, and must make a Constitution saving throw or become poisoned until the end of your next turn.

Vitrolus. When you deal damage to a creature with a magus cantrip, you can expend one superiority die to degrade one target's guard. Choose a creature affected by the spell. The target takes additional acid damage equal to the superiority die. The next attack roll made against this target before the end of your next turn has advantage.

Swift Magic

At 6th level, you learn to hasten your arcana. When you use a maneuver on your turn, you can cast a magus cantrip with casting time of 1 action as a bonus action. Additionally, casting a spell as a ritual only takes 5 minutes longer to cast, instead of 10 minutes.

Arcane Analysis

Beginning at 11th level, you hone your skills to quickly analyze and shut down spellcasters. When the target of your analysis casts a spell, you can use your reaction to cast bolt, strike, or curse at the target. The target must make a Concentration check against the damage from the cantrip. On a failed check, the creature's spell fails and has no effect.

Elemancy

Starting at 17th level, you get to do something cool as an action.

Magus Spells

Strike

Evocation cantrip (Magus)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V
  • Duration: Instantaneous

You choose cold, fire, or lightning for the type of strike you use, and then make a melee spell attack against a creature within 5 feet of you. On a hit, the target takes 1d10 damage of the type you chose.

This spell's damage increases by 1d10 when you reach 5th (2d10), 11th (3d10) and 17th level (4d10).

Bolt

Evocation cantrip (Magus)


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous

You choose cold, fire, or lightning for the type of bolt you evoke, and then make a ranged spell attack against a creature within the spell's range. On a hit, the target takes 1d8 of the type you chose.

This spell's damage increases by 1d8 when you reach 5th (2d8), 11th (3d8) and 17th level (4d8).

Burst

Evocation cantrip (Magus)


  • Casting Time: 1 action
  • Range: Self (5-foot sphere)
  • Components: V
  • Duration: Instantaneous

You choose cold, fire, or lightning for the type of burst you create, and then force each creature within the spell's range to make a Dexterity saving throw. A creature takes takes 1d6 of the type you chose on a failed save.

This spell's damage increases by 1d6 when you reach 5th (2d6), 11th (3d6) and 17th level (4d6).

Splash

Evocation cantrip (Magus)


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V
  • Duration: Instantaneous

You choose cold, fire, or lightning for the type of splash you create, and then force each creature within 5 feet of a point you can see within the spell's range to make a Dexterity saving throw. A creature takes takes 1d6 of the type you chose on a failed save.

This spell's damage increases by 1d6 when you reach 5th (2d6), 11th (3d6) and 17th level (4d6).

Curse

Enchantment cantrip (Magus)


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: Concentration, up to 1 minute

You choose cold, fire, or lightning for the type of curse you invoke, and then choose a creature that you can see within the spell's range. The target must succeed on a Constitution saving throw or take 1d8 damage of the type you chose. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 damage of the type you chose. On a successful save, the spell ends.

This spell's initial damage increases by 1d8 when you reach 5th (2d8), 11th (3d8) and 17th level (4d8).

Ward

Abjuration cantrip (Magus)


  • Casting Time: 1 reaction, which you take when you see a creature within range take cold, fire, or lightning damage
  • Range: 30 feet
  • Components: V
  • Duration: Concentration, up to 1 minute

You capture the incoming energy, converting it a harmless form. Reduce the incoming damage by 1d8. The next time the target is hit with a melee attack, the attacker takes 1d8 damage of the reduced damage type, and the spell ends.

This spell's damage reduction increases by 1d8 when you reach 5th (2d8), 11th (3d8) and 17th level (4d8).

Discoveries

The discoveries are presented in alphabetical order. If a discovery requires a level, you must be that level in this class to learn the discovery.

Arcanist

Prerequisite: Proficiency in Arcana
You learn one 1st-level spell from the Wizard spell list and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again using this discovery. Your spellcasting ability for this spell is Intelligence.

You can select this discovery multiple times. Each time you do so, you must choose a different spell.

Backstab

Prerequisite: 15th level, Politician Pursuit
Your attacks deal an additional 1d6 damage to creatures that are charmed by or frightened of you.

You can select this discovery multiple times, each time adding an additional 1d6.

Barrage Arcana

Prerequisite: 5th level, Magus Pursuit
When you cast strike or bolt, you can choose to make separate attack rolls for each damage dice the spell does (At 6th level, a 2d8 bolt would become two separate 1d8 bolts). You can direct the attacks at the same target or at different ones.

Battlefield Map

Prerequisite: Tactician or Engineer Pursuit
You learn to analyze the terrain around you in order to turn the tide of battle to your favor. You can spend 10 minutes making a battle map of an area that fits within a 500 foot cube. You and any friendly creatures privy to your map ignore difficult terrain in the area, and have advantage on hostile creatures in that difficult terrain.

Clockwork Companion

Prerequisite: Engineer Pursuit
You can cast the find familiar spell as a ritual. Your familiar is a construct instead of a celestial, fiend, or fey. Your familiar can attack on its turn. Additionally, when your familiar is reduced to 0 hit points, it explodes violently. Each creature within 10 feet of the familiar must make a Dexterity saving throw or take damage equal to your scholar level.

Developed Resistance

Prerequisite: 9th level
You gain resistance to poison damage and advantage on saving throws against poison.

Discerning Eyes

Prerequisite: 5th level
You have advantage on saving throws against illusions and on Intelligence (Investigation) checks to discern them from reality.

Distant Arcana

Prerequisite: 2nd level, Magus Pursuit
When you cast strike, bolt, splash, curse, or ward, the spell's range doubles, up to a maximum of 600 feet. If the spell has a range of Touch, it gains a reach of 10 feet.

You can select this discovery multiple times. Each time you do so, the range of the spell doubles again.

Doctor

Prerequisite: 12th level, Physician Pursuit.
When you make a Wisdom (Medicine) check or a check, if your total for that check is less than your Intelligence score, you can use that score in place of the total.

Dominating Presence

Prerequisite: 15th level, Politician Pursuit
As an action, you can call out to a humanoid that is charmed or frightened of you to direct their next action. The target must succeed a Wisdom saving throw. On a failed save, the creature takes only the actions you choose and doesn't do anything that you don't allow it to do or until the end of your next turn. As a reaction while a creature is under your control, you can also fore the creature to use its own reaction.

Once you use this feature, you can’t do so again until you finish a long rest.

Empowered Arcana

Prerequisite: 2nd level, Magus Pursuit
When you cast strike, bolt, or ward, you can add your Intelligence modifier to the damage and damage reduction rolls.

Environmentalist

Prerequisite: Proficiency in Nature
You learn one 1st-level spell from the Druid spell list and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again using this discovery. Your spellcasting ability for this spell is Intelligence.

You can select this discovery multiple times. Each time you do so, you must choose a different spell.

Expanded Arcana

Prerequisite: 5th level, Magus Pursuit
When you cast splash or burst, the radius of the spell's effect doubles, up to a maximum of 40 feet.

You can select this discovery multiple times. Each time you do so, the radius of the spell doubles again.

Fighting Style

Prerequisite: Tactician Pursuit
You adopt a particular style of fighting as your specialty. Choose one of the options available to the Fighter class. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Hardened Mind

Prerequisite: 5th level
You have advantage on saving throws against effects that charm or frighten, and gain resistance to psychic damage.

Lifelong Learning

Gain proficiency in two skills or two tools, or one skill and one tool.

You can select this discovery multiple times, each time choosing two new skills or tools.

Maestro

Prerequisite: Proficiency in Performance
You learn one 1st-level spell from the Bard spell list and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again using this discovery. Your spellcasting ability for this spell is Intelligence.

You can select this discovery multiple times. Each time you do so, you must choose a different spell.

Mental Map

Prerequisite: Engineer Pursuit
You can perfectly shape of any structures you are familiar with. While exploring a building, city, dungeon, or maze, you can automatically recall the layout of any part you have been in.

Mortician

Prerequisite: Physician Pursuit
You can use your analysis feature to examine a body that has died within the last 7 days. At the DM’s discretion, you are able to accurately determine the cause of death. The DM may call for additional checks, such as for determining a spell, type of poison, or bite marks of a creature.

Perfect Maneuver

Prerequisite: 5th level
When you roll a 1 or 2 on a superiority die, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.

Physical Conditioning

Your hit point maximum increases by 1 for every level you have in the scholar class, and increases by 1 again whenever you gain a level in this class. These hit points go away if you replace this discovery with another.

Polyglot

You learn two additional languages.

You can choose this discovery multiple times, each time choosing two new languages.

Potent Arcana

Prerequisite: 2nd level, Magus Pursuit
When a creature succeeds on a saving throw against your magus cantrip, the creature takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip.

Reliable Sources

Prerequisite: 12th level
You've double checked your reference materials, and know things with great certainty. When you make an Arcana, History, Nature, or Religion skill check and add your proficiency bonus to the check, if your total for that check is less than your Intelligence score, you can use that score in place of the total.

Reliable Tinkerer

Prerequisite: 12th level, Engineer Pursuit
You've learned the ins and outs of your tools. When you make a check with Artisan's Tools that you are proficient in, if your total for that check is less than your Intelligence score, you can use that score in place of the total.

Ruthless Execution

Prerequisite: 9th level
When you would expend one or more superiority die, you can expend one additional die, adding the number rolled to the total.

Shot Caller

Prerequisite: 7th level, Tactician Pursuit
You can call out to your allies in combat, informing them of an enemy's intentions. You gain the two following reactions:

  • As a reaction when the target of your analysis makes a weapon attack at an ally within 60 feet of you, you can impose disadvantage on the attack roll.
  • As a reaction when an ally makes a weapon attack at the target of your analysis within 60 feet of you, you can grant them advantage on the attack roll.

Sound Reasoning

Prerequisite: 12th level, Politician Pursuit
You've developed a tried and true strategy with your speeches. When you make a Charisma check with a skill you are proficient in, if your total for that check is less than your Intelligence score, you can use that score in place of the total.

Spell Breaker

Prerequisite: 7th level
When you damage the target of your analysis, and that creature that is concentrating on a spell, it has a penalty to the saving throw it makes to maintain its concentration equal to your analysis die.

Tactical Retreat

Prerequisite: Tactician Pursuit
When you take the dash action, opportunity attacks made against you are made at disadvantage.

Tend the Wounded

Prerequisite: 5th level, Physician Pursuit
When you or any friendly creatures spending Hit Dice at the end of the short rest, each of those creatures regains extra hit points equal to your analysis die.

Theologist

Prerequisite: Proficiency in Religion
You learn one 1st-level spell from the Cleric spell list and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again using this discovery. Your spellcasting ability for this spell is Intelligence.

You can select this discovery multiple times. Each time you do so, you must choose a different spell.

Tireless

Prerequisite: 5th level
Your body has adapted to sleepless nights and grueling conditions. You treat your levels of exhaustion as halved (rounded down), and suffer the effects accordingly. Additionally, when you are affected by a sleep spell, you are treated as having twice as many hit points for the purpose of resolving that spell.

Tyrant’s Ferocity

Prerequisite: Politician Pursuit
You have advantage on any attack against a creature that is charmed by you or frightened of you.

Multiclassing

As Scholar is a homebrew class, has the potential to open up synergies and interactions that we did not foresee. Multiclass at your own peril.

Prerequisites

To qualify for a new class, you must mee the ability score prerequisites for both your current class and your new one, as shown in the Multiclassing Prerequisites table.

Multiclassing Prerequisites
Class Ability Score Minimum
Scholar Intelligence 13

Proficiencies

When you gain a level in a class other than your first, you only gain some of that class's starting proficiencies, as shown in the Multiclassing Proficiencies table.

Multiclassing Proficiencies
Class Proficiencies Gained
Scholar Light armor, one skill from the class's skill list.

Class Features

When you gain a new level in a class, you get its features for that level. A few features, however, have additional rules when you're multiclassing: Extra Attack and Superiority Die.

Extra Attack

If you gain the Extra Attack class feature from more than one class, the features don’t add together. You can’t make more than two attacks with this feature unless it says you do (as the fighter’s version of Extra Attack does). Similarly, the warlock’s eldritch invocation Thirsting Blade doesn’t give you additional attacks if you also have Extra Attack.

Superiority Die

Superiority dice gained from another class or from a feat are entirely separate from those used by the Scholar class. Superiority dice from Academic Superiority cannot be used for maneuvers that are not from the scholar class, and maneuvers from the scholar class can only be used with Superiority dice from Academic Superiority.

Credits

The Scholar v4 - Created by /u/Charrmeleon
The Scholar v5 - Reworked by /u/aeyana
Engineer Pursuit - Created by /u/aeyana
Magus Pursuit - Created by /u/aeyana

Changelog

6/3/2018 (/u/aeyana)

  • Reformatted this document to include the Engineer subclass, and will likely dive into it in the future, making changes to streamline the play-style of the class.

9/27/2018 (/u/aeyana)

  • Reworked the Engineer subclass and removed Discoveries that stepped on that subclass's toes.
  • Critical Analysis was shortened to 1 turn
  • Calculated Defense was removed in favor of Strategic Positioning

10/13/2018 (/u/aeyana)

  • Removed Strategic Positioning
  • Reworked discoveries and maneuvers, introducing Arcanist, Environmentalist, Maestro, and Theologist.

11/14/2018 (/u/aeyana)

  • Sage Advice demoted to manuever
  • Critical Analysis renamed Analysis
  • Magus subclass and discoveries added
 

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