The Scholar

by aeyana

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The Scholar


version [1.6.3]


In the midst of the battlefield, an elf clad in breastplate shouts orders to his troops. Normally stoic and emotionless, she allows herself a brief smirk, knowing that the moment the trap is sprung will be the moment victory is achieved.

A finely-robed dwarf stands behind a podium, addressing the gathered masses below. From his mouth flows honeyed words, hard facts mixed in with elaborate and eloquent lies. The crowd stirs; he knows his audience well, and tells them exactly what they need to hear to bring them over to his side. Though his face does not let it show, the dwarf smiles to himself inside. With their support, he can do anything.

Under the straw-thatched roof of a quiet hut, in a remove village miles from the bustling city, a leather-clad gnome stands atop a stool, hunching over the bedside of a wounded soldier. With surgical precision, he deliberately works to remove the iron shard embedded within the man's leg, knowing full well that a mistake could spell the young man's doom.

Scholars are master of the knowledge, 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, as doctors, or as 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.

Powerful Allies

As the adage goes, "any sufficiently advanced technology is indistinguishable from magic." Scholars exemplify this, performing feats that others might think as miracles or witchcraft through their knowledge of anatomy, psychology, nature, or other fields. Though not necessarily against the use or exploration of magic, scholars set themselves apart through fundamental understandings of the world that are not inherently tied to magic.

Though not the mightiest warriors in single combat, scholars are naturally suited to aiding and guiding others. Their abilities amplify the strengths of their allies, allowing them to work smarter, not harder, at solving the problems at hand. This ability to support allies fosters teamwork and ultimately a magnification of power.

The Scholar
Level Proficiency Bonus Features                                        Intellect Dice
1st +2 Scholar's Intellect, Analysis 2
2nd +2 Expertise 2
3rd +2 Academic Pursuit 2
4th +2 Ability Score Improvement 2
5th +3 Improved Intellect (d8),
Opportune Attack
3
6th +3 Prediction 3
7th +3 Academic Pursuit feature 3
8th +3 Ability Score Improvement 3
9th +4 Improved Analysis 4
10th +4 Expertise,
Improved Intellect (d10)
4
11th +4 Reliable Talent 4
12th +4 Ability Score Improvement 4
13th +5 Clear Mind 5
14th +5 Academic Pursuit feature 5
15th +5 Mental Resilience,
Improved Intellect (d12)
5
16th +5 Ability Score Improvement 5
17th +6 Pursuit feature 6
18th +6 Rapid Reflexes 6
19th +6 Ability Score Improvement 6
20th +6 Genius Unbound 6

Creating a Scholar

When you create a scholar, it is 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 what drove 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 Diplomat pursuit. Second choose the Sage background, or Noble background if you plan on following the Diplomat pursuit.

SCHOLAR

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: None
  • Weapons: simple weapons, hand crossbows, shortswords
  • Tools: One type of artisan's tools of your choice or thieves' tools

  • Saving Throws: Intelligence, Wisdom
  • Skills: Choose three from Animal Handling, Arcana, History, Insight, Investigation, Medicine, Nature, Perception, Performance, Religion, or Survival

Equipment

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

  • (a) scholar's pack or (b) explorer's pack
  • two simple weapons
  • a light crossbow and 20 bolts
  • (a) one type of artisan's tools of your choice or (b) thieves' tools

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

Scholar's Intellect

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

Maneuvers. You can prepare a number of maneuvers equal to your Intelligence modifier + half your scholar level, rounded down (minimum of one maneuver). 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.

Intellect Dice. The Scholar table shows how many intellect dice you have, which are d6s. An intellect die is expended when you use it. You regain all of your expended intellect 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 intellect die to make a Wisdom (Perception) or Intelligence (Investigation) check as a bonus action, adding the intellect die to the result of the check.

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 intellect die. That creature can immediately use its reaction to make one weapon attack, adding the intellect die to the attack's damage roll.

Exploit Weakness. When you hit a creature with an attack, you can expend one intellect die and deal additional damage equal to the number rolled. Both the attack's damage and this additional damage ignores resistance to damage, but not to immunity.

Maneuvering Attack. When you hit a creature with a weapon attack, you can expend one intellect die to maneuver one of your comrades into a more advantageous position. You add the intellect 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.

Measured Action. When you make an ability check, you can use your reaction and expend one intellect 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 one intellect die and add the number rolled to your initiative.

Precision Attack. When you make a weapon attack roll against a creature, you can expend one intellect 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.

Reasoned Defense. When you are hit by an attack or are forced to make a saving throw, you can use your reaction and expend one intellect die. Roll the die and add it to your armor class against the triggering attack or to the result of your saving throw. You can choose to use this maneuver after you've rolled the saving throw, but must decide before the DM says if it succeeds or fails.

Sage Advice. You can expend one intellect die to take the Help action as a bonus action. The ally can roll the intellect die and add the result to the attack roll or skill check that benefits from your Help.

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Analysis

At 1st 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. As a bonus action on your turn, you can choose a creature within 60 feet of you that you can see or hear. Once per turn, you can add your Intelligence modifier to a damage rolls made against the target. Additionally, any damage you take from the target is reduced by an amount equal to your Intelligence modifier (minimum of 1 damage reduced). This bonus lasts for 1 minute, or until you lose your concentration (as if you were concentrating on
a spell).

Expertise

At 2nd 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.

Academic Pursuit

At 3rd level, you dedicate your studies towards a particular pursuit of your choice: Diplomat Physician, and Tactician, detailed at the end of the class description. The pursuit you choose grants you features at 3rd level, and again at 7th, 14th, and 17th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 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 Intellect

At 5th level, your intellect dice turn into d8s. At 10th level, they turn into d10s. At 15th level, they turn into d12s.

Opportune Attack

At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. You can only do so if both attacks are made against the target of your Analysis.

Prediction

At 6th level, your insight on the behavior of your analyzed targets grants you an uncanny ability to foresee their movements. At the start of your turn, you can expend a use of this feature to roll a d20 as a prediction. When you make an attack roll or ability check against the target of your Analysis, or the target of your Analysis makes an attack roll or ability check against you or another creature you can see within 60 feet of you, you can replace the roll with the prediction roll. If you don't use the prediction roll before the start of your next turn, it is lost.

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

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Multi-Analysis

Beginning at 9th level, you quick wit allows you to keep track of multiple creatures in the heat of combat. You can concentrate on two effects simultaneously, as long as at least one of those effects is your Analysis. When you make a concentration check while concentrating on two effects, make a single check, ending both effects on a failure. If you begin concentrating on a third effect, you must choose one effect you are concentrating on to end.

Reliable Talent

By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

Clear Mind

Starting at 13th level, you learn to recover your wits when the situation gets dire. You can use an action while you have no intellect dice remaining to regain one intellect die.

Mental Resilience

By 15th level, you have acquired greater mental force of will. You have advantage on saving throws against being frightened or charmed. Additionally, you gain resistance to psychic damage.

Rapid Reflexes

At 18th level, your mind works at incredible speeds, 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 (minimum of once). You regain all expended uses when you finish a short or 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.

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Academic Pursuits

Your pursuit is a representation of which fields you have studied or how you practically apply your knowledge. The following three are options you can choose from at 3rd level: the Diplomat, the Physician, and the Tactician,

Diplomat

Scholars who choose to follow the Diplomat pursuit are those who study social and political sciences. They use their knowledge of the people to manipulate the emotions and beliefs, and often serve as ambassadors between nations.

Bonus Proficiencies

When you choose this pursuit at 3rd level, you become proficient in your choice of two of the following skills: Deception, Insight, Intimidation, Performance, and Persuasion.

Force of Personality

Beginning at 3rd level, you can attempt to scare or awe someone with your presence. As a bonus action, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw against your maneuver save DC or be frightened of you or charmed by you (your choice) until the end of your next turn. If the target isn't analyzed by you, it has advantage on the saving throw against being charmed if you or your companions are fighting it.

On subsequent turns, you can use your bonus action to extend the duration of this effect on the creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.

A charmed or frightened target can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Diplomat Maneuvers

At 3rd 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 intellect die as a bonus action on your turn to make a call to arms. When you do so, choose a number of creatures within 30 feet of you that can hear or see you, up to the result of the intellect die. Each chosen creature is no longer surprised.

Distracting Strike. When you hit a creature with a weapon attack, you can expend one intellect die to distract the creature, giving your allies an opening. You add the intellect 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.

 

Goading Attack. When you hit a creature with a weapon attack, you can expend one intellect die to attempt to goad the target into attack you. You add the intellect 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 a creature you can see within 30 feet of you makes a saving throw, you can use your reaction and expend one intellect 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.

Menacing Attack. When you hit a creature with a weapon attack, you can expend one intellect die to attempt to frighten the target. You add the intellect die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your
next turn.

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

Terrify. When a creature within 30 feet of you that can see or hear you takes damage from you or one of your allies, you can use your reaction to expend one intellect die to attempt to frighten it. The target takes psychic damage equal to the intellect die roll and must succeed on a Wisdom saving throw or be frightened of the creature that dealt it damage until the end of its next turn.

Beguile

At 7th level, you learn to play a creature's trusts and fears. You have advantage on attacks against creatures that are charmed by or frightened of you, and your attacks deal an additional 1d6 damage.

Scathing Analysis

At 14th level, your ability to deduce a creature's insecurities grant you an unnerving presence in combat. When the target of your Analysis misses a weapon attack, you can use your reaction to disparage it. The target has disadvantage on the next attack roll or ability check it makes before the end of its next turn.

Call to Victory

Starting at 17th level, you can call out to your allies, emboldening them. As an action, you can grant each creature of your choice within 10 feet of you temporary hit points equal to your scholar level. While a creature has these temporary hit points it can't 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 must finish a short or long rest before you can use it again.

SCHOLAR

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

When you choose this pursuit at 3rd level, you become proficient in one of the following skills: Medicine, Nature, Sleight of Hand, and Survival. Additionally, you gain proficiency with the herbalism kit.

Medical Prowess

Starting at 3rd level, you learn to quickly bandage and tend to the wounded. When you make a Wisdom (Medicine) check to stabilize an unconscious creature, it regains 1 hit point if the result of the check is 20 or higher.

Physician Maneuvers

At 3rd 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 intellect die. The creature regains a number of hit points equal to the result of the roll, or is cured of one disease or one poison affecting it.

Dazing Attack. When you hit a creature with a weapon attack, you can expend one intellect die to daze the creature. You add the intellect 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.

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

Lacerating Attack. When you hit a creature with a weapon attack, you can expend one intellect die to attempt to cause a lacerating wound. You add the intellect die to the attack's damage roll, and if the target is a creature other than an undead or a construct, it must make a Constitution saving throw or take 1d4 slashing damage at the start of each of its turns due to its wound. Any creature can take an action to make a Wisdom (Medicine) check against your maneuver DC, stanching the wound with a success. The wound also closes if the target regains at least 1 hit point.

Rapid Response. As a bonus action, you can expend one intellect die to move a number of feet equal to 5 × the number you roll on the intellect die.

Reassure. As an action, you can expend one intellect 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.

 

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

Resuscitate

At 7th level, your medical studies have taught on the ways of cheating death itself. As an action, you can attempt to resuscitate a creature that died after the end of your last turn by making a DC 10 Wisdom (Medicine) check. If you succeed, 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.

Each time you use this feature after the first, targeting the same creature, the DC increases by 5. When that creature finish a long rest, the DC resets to 10.

Medical Analysis

At 14th level, you can focus on your patients to deliver superior treatment. You gain a bonus to any rolls from your maneuvers that grant temporary hit points or restore hit points to the target of your analysis. This bonus is equal to your Intelligence modifier (minimum of +1).

Panacea

When you reach 17th level, you develop a cure-all miracle solution: a panacea. When you finish a long rest, you can create a miracle medicine in a simple vial.

When you make the Panacea, you create a number of doses equal to your Intelligence modifier (minimum 1) As a bonus action, you can drink the elixir or administer it to another creature (other creatures are unable to administer the panacea). The target regains hit points equal to your scholar level, and also gains one of the following effects:

  • The target is cured of all diseases and of all of the following conditions: blinded, deafened, paralyzed, petrfied, poisoned.
  • Any reductions to the target's ability scores are ended.
  • Any reduction to the target's hit point maximum are ended.

The panacea retains its potency until you finish a long rest, after which it loses its power and is destroyed.

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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 3rd level when you select this pursuit, you gain proficiency in martial weapons, light and medium armor, and shields.

Fighting Style

At 3rd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if something in the game lets you choose again.

Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense. While you are wearing armor, you gain a +1 bonus to AC.

Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Tactician Maneuvers

At 3rd 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.

Disarming Attack. When you hit a creature with a weapon attack, you can expend one intellect die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the intellect 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 intellect die to increase your reach for that attack by 5 feet. If you hit, you add the intellect die to the attack's damage roll.

Pushing Attack. When you hit a creature with a weapon attack, you can expend one intellect die to attempt to drive the target back. You add the intellect 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 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 intellect die to make a melee weapon attack against the creature. If you hit, you add the intellect 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 intellect die to reduce the damage by the number you roll on your intellect die + your Dexterity modifier.

Sweeping Attack. When you hit a creature with a melee weapon attack, you expend one intellect 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 intellect 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 intellect die to attempt to knock the target down. You add the intellect 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.

Shot Caller

At 7th level, 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 advantage on the attack roll.

Combat Analysis

At 14th level, you lend the benefits of your analysis to your allies. When you use your analysis, you can choose one creature that can see or hear you within 60 feet. That creature's weapon attacks deal additional damage equal to your Intelligence modifier to the analyzed target, and any damage it take from the target is reduced by an amount equal to your Intelligence modifier (minimum of 1 damage reduced). This bonus lasts while you maintain your Analysis.

All-Out Attack

At 17th level, you can use your action to initiate an all-out attack. Choose a number of creatures up to your Intelligence modifier (minimum of 1) within 60 feet who can see or hear you. Each creature can then immediately use its reaction to make one weapon attack or cast a cantrip with a casting time of one action.

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

SCHOLAR

Multiclassing

If your group uses the optional rule on multiclassing in the Player's Handbook (p. 163), here is what you need to know if you choose scholar for one of your classes.

Ability Score Minimum. As a multiclass character, you must have at least an Intelligence score of 13 to take a level in this class.

Proficiencies Gained. If scholar isn't your initial class, here are the proficiencies you gain when you take your first level as a scholar: choose two from Animal Handling, Arcana, History, Insight, Investigation, Medicine, Nature, Perception, Performance, Religion, or Survival.

Scholar's Intellect. Intellect dice cannot be used for manuevers from the Martial Archetype: Battle Master, and Superiority dice cannot be used for maneuvers from the scholar class.

Credits


Changelog

[1.6.3] - June 21, 2019 (/u/aeyana)

  • Diplomat
    • Removed Parley maneuver
    • Added Noncombatant maneuver

[1.6.2] - May 07, 2019 (/u/aeyana)

  • Changed number of maneuvers prepared to half scholar level plus intelligence modifier.

[1.6.1] - Mar 07, 2019 (/u/aeyana)

  • Removed Engineer and Magus, now that Artificer exists
  • Adjusted Analysis
  • Added Prediction, Opportune Attack
  • Renamed Calm Mind (Perpetually Prepared) and Rapid Reflexes (Lightning Execution)
  • Changed number of Intellect Dice per level
  • Standardized subclasses as having 7 maneuvers, moved Precision Attack and Maneuvering Strike to base class list
  • Added Parley and Terrify maneuvers to Diplomat
  • Added Medical Analysis, moved Resuscitate under Panacea

[1.6.0] - Nov 14, 2018 (/u/aeyana)

  • Sage Advice demoted to manuever
  • Critical Analysis renamed Analysis and entirely reworked
  • Discoveries removed and the entire class re-juggled

[1.5.2] - Oct 13, 2018 (/u/aeyana)

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

[1.5.1] - Sep 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

[1.5.0] - Jun 03, 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.
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