The Scholar

The Scholar
Class Level |
Class Features |
Tactics Known |
Tactic Degree |
Superiority Dice |
Direct Actions |
Discoveries Known |
Composed Uses |
---|---|---|---|---|---|---|---|
1st | Superiority, Critical Analysis | 5 | 1 | 5 | — | — | — |
2nd | Direct, Scholar Discoveries | 6 | 1 | 6 | 2 | 3 | — |
3rd | Sage Advice, Scholar Subclass | 7 | 1 | 7 | 2 | 3 | — |
4th | Ability Score Improvement, Major Feat | 8 | 1 | 7 | 2 | 3 | — |
5th | Superior Trait, Extra Reaction | 9 | 2 | 8 | 3 | 4 | — |
6th | Subclass feature, Minor Feat | 10 | 2 | 9 | 3 | 4 | — |
7th | Composed | 11 | 2 | 9 | 3 | 5 | 3 |
8th | Ability Score Improvement, Major Feat | 12 | 2 | 10 | 3 | 5 | 3 |
9th | Superior Trait | 13 | 3 | 11 | 4 | 6 | 4 |
10th | Subclass feature, Minor Feat | 14 | 3 | 11 | 4 | 6 | 4 |
11th | Greater Extra Reaction | 15 | 3 | 12 | 4 | 6 | 4 |
12th | Ability Score Improvement, Major Feat | 16 | 3 | 13 | 4 | 6 | 4 |
13th | Superior Trait | 17 | 4 | 13 | 5 | 7 | 5 |
14th | Subclass feature, Minor Feat | 18 | 4 | 14 | 5 | 7 | 5 |
15th | Critical Analysis Improvements | 19 | 4 | 15 | 5 | 8 | 5 |
16th | Ability Score Improvement, Major Feat | 20 | 4 | 15 | 5 | 8 | 5 |
17th | Superior Trait | 21 | 5 | 16 | 6 | 9 | 6 |
18th | Subclass feature, Minor Feat | 22 | 5 | 16 | 6 | 9 | 6 |
19th | Scholar Capstone, Superior Capstone | 23 | 5 | 16 | 6 | 9 | 6 |
20th | Ability Score Capstone | 24 | 5 | 16 | 6 | 9 | 6 |
Class Traits
As a Scholar, you gain the following class traits.
Hit Points
- Hit Dice: 1d6 per Scholar level
- Hit Points at 1st Level: 6 + your Constitution modifier
- Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Scholar level after 1st
Proficiencies
- Skills: Any five of your choice
- Tools: Any two of your choice
- Armor: Light armor
- Weapons: Simple weapons
- Saving Throws: Will
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) partial light armor and 250 cr; (b) full light armor; or (c) 500 cr
- (a) light energy shield and 375 cr; (b) light physical shield and 450 cr; or (c) 500 cr
- (a) quarterstaff and 300 cr; *(b) short bow, 20 arrows, and 105 cr; or (c) 500 cr
- superior catalogue and (a) one creator's implements or provider's kit and 100 cr; (b) one gaming set or musical instrument and 250 cr; or (c) 400 cr

Class Features
As a Scholar, you gain the following class features.
1st level: Superiority
With a unique initiative, you show a tactical superiority. Chapter 10 features the complete rules for superiority, and appendix D features the list of tactics available. Those features that vary by your class are featured here.
Tactics Known
You learn five tactics of your choice, and you earn more at higher levels, as shown in the Tactics Known column of the Scholar table.
Superiority Dice
You have five superiority dice, and you earn more at higher levels, as shown in the Superiority Dice Quantity column of the Scholar table.
1st level: Critical Analysis
As a bonus action on your turn, you can analyze a creature you can see within 60 feet of you. You can only have one target analyzed in this way at a time. For the next minute, or until you analyze another creature, you gain the following benefits provided you aren’t wearing medium or heavy armor:
- When you analyze a hostile creature, weapons with which you are proficient that lack the strength and dexterity property are considered to have the mental property for you against the target of your Critical Analysis.
- When you analyze a friendly creature, the target can end your Critical Analysis on them (no action required) to add your mental tactic ability modifier to one ability test. Once a friendly creature has benefited from this ability, they cannot do so again until they complete a short or long rest.
Beginning at 5th level, you can analyze a creature as a reaction on your turn, instead of a bonus action. Additionally, you can use your reaction to analyze an ally when they are forced to make a saving throw, provided you can see the target and they’re within 60 feet of you.
2nd level: Scholar Discoveries
You’ve learned three scholar discoveries, as detailed at the end of the class description, and you devise more at higher levels, as shown in the Discoveries Known column of the scholar table.
2nd level: Direct
As an action, you can direct a friendly creature you can see or hear within 60 feet of you who can see or hear you, granting it an additional limited action based on your selection. You can choose two actions, as detailed below, and you gain more at higher levels, as shown in the Direct Actions column of the Scholar table. Choose from the following options when you use this feature: Attack (one weapon attack only), Dash, Disengage, Guard, Help, Hide, Search, Study, Taunt, and Use an Object.
3rd level: Sage Advice
You can spread your knowledge and experience with skills and tools to advise those around you. Choose one skill or tool in which you are at least proficient and up to two allies within 60 feet of you who can see and hear you. For each ally you choose, you must spend 1 minute advising them. At the end of that minute, the chosen creature’s tier of proficiency in the chosen skill or tool increases by one step (to trained, from trained to proficient, or from proficient to expertise). Their tier of proficiency cannot exceed yours in this way. The chosen allies maintain this benefit for the next hour, as long as they remain within 60 feet of you.
You can choose up three allies at 5th level, four at 9th level, five at 13th level, and six at 17th level.
Once you’ve used this feature, you must complete a short or long rest before you can use it again.
3rd level: Scholar Subclass
You choose a scholar subclass, which is detailed at the end of the class description, after the Scholar Discoveries.
4th level: Ability Score Improvement
Increase an ability score of your choice by 1.
4th level: Major Feat
You gain a major feat of your choice.
5th level: Superior Trait
You gain a superior trait.
5th level: Extra Reaction
You gain a second reaction.
6th level: Subclass Feature
You gain a feature from your subclass.
6th level: Minor Feat
You gain a minor feat of your choice.
7th level: Composed
When you make a saving throw caused by an effect you can see, you may gain a bonus to the saving throw equal to your mental tactic ability modifier.
You can use this feature three times, and you gain more uses at higher levels, as shown in the Composed Uses column of the Scholar table. You regain all expended uses when you complete a long rest.
8th level: Ability Score Improvement
Increase an ability score of your choice by 1.
8th level: Major Feat
You gain a major feat of your choice.
9th level: Superior Trait
You gain a superior trait.
10th level: Subclass Feature
You gain a feature from your subclass.
10th level: Minor Feat
You gain a minor feat of your choice.
11th level: Greater Extra Reaction
You gain a third reaction.
12th level: Ability Score Improvement
Increase an ability score of your choice by 1.
12th level: Major Feat
You gain a major feat of your choice.
13th level: Superior Trait
You gain a superior trait.
14th level: Subclass Feature
You gain a feature from your subclass.
14th level: Minor Feat
You gain a minor feat of your choice.
15th level: Critical Analysis Improvements
Your ability to analyze a creature has improved. You gain the following benefits:
- You can analyze a second creature. You can do so as a part of analyzing the first creature, or you can do so on a subsequent turn. If you try to analyze a creature beyond your capacity, you must immediately terminate one of your existing analyses.
- When you use a tactic or scholar class feature that would affect one of your analyzed creatures, you can use your reaction to also affect the other analyzed creature. If the triggering tactic or feature would already use your reaction, you can affect the other analyzed creature as a part of this same reaction.
16th level: Ability Score Improvement
Increase an ability score of your choice by 1.
16th level: Major Feat
You gain a major feat of your choice.
17th level: Superior Trait
You gain a superior trait.
18th level: Subclass Feature
You gain a feature from your subclass.
18th level: Minor Feat
You gain a minor feat of your choice.
19th level: Scholar Capstone
You gain a fourth reaction.
19th level: Superior Capstone
When you roll initiative, you can choose to recover up to four expended superiority dice. Once you've done so, you must complete a short or long rest before you can do so again.
20th level: Ability Score Capstone
Increase two different ability scores of your choice by 2. The maximum for these scores increases by 2.

Scholar Discoveries
The discoveries are presented in alphabetical order.
Adventuring Discovery
When a creature fails the initial saving throw against an adventuring gear you control that deals damage, you can apply a tactic as if you had hit it with a weapon attack. If multiple creatures fail the saving throw, your tactic only applies to one of them.
When you reach 11th level, the tactic applies to all creatures that fail their saving throw, rather than only one of them.
Armored Discovery
You gain proficiency in medium armor. If you are already proficient in medium armor, you instead gain proficiency in heavy armor. Additionally, you can now benefit from your Critical Analysis feature while wearing medium or heavy armor.
Casting Discovery
- Prerequisite: The ability to cast
When you hit a creature with a power attack or a creature fails a saving throw against a power you control that deals damage, you can apply a tactic as if you had hit it with a weapon attack. If multiple creatures fail the saving throw, your tactic only applies to one of them.
When you reach 11th level, the tactic applies to all creatures that fail their saving throw, rather than only one of them.
Companion Discovery
Once per turn, when an ally is within 5 feet of you, and both you can see or hear them and they can see or hear you, you can expend a superiority die (no action required) and enhance their attack, using one of the tactics you know.
This radius increases to 15 feet at 7th level and 30 feet at 15th level.
Consistent Discovery
You can use your tactics twice per turn, instead of once. Additionally, you can apply two tactics to an attack, instead of only one, though you can’t apply the same tactic twice in this way.
Dabbler's Discovery
You adopt a fighting dabble. Choose one of the Fighting Dabble options, detailed in Chapter 6. When you complete a long rest, you can change this dabble out for another one.
You can take this discovery more than once.
Expert Discovery
Choose one skill or two tools in which you are proficient. You gain expertise in the chosen skill or tools.
Fighter's Discovery
You adopt a fighting practice. Choose one of the fighting style options, detailed in Chapter 6.
Initiative Discovery
You have advantage on initiative checks. When you would make an initiative check, you can choose to forgo this advantage. If you do so, you cannot be surprised, and analyzing a creature with your Critical Analysis feature does not require any action on your first turn in combat.
Mobile Discovery
Your speed increases by 10 feet.
Proficient Discovery
You gain proficiency in two skills. Alternatively, in place of either skill, you can gain proficiency with any combination of two languages or tools.
Psionic Discovery
You know one at-will psionic talent. When you reach 3rd level, you learn one 1st-degree psionic talent, which you can cast once per long rest at its base level without expending psi points. See chapter 10 for the complete rules for casting. Additionally, you lose the Psi-Incapable special trait if you have it.
Spell Discovery
You know one cantrip. When you reach 3rd level, you learn one 1st-degree arcanic spell, which you can cast once per long rest at its base level without expending a spell slot. See chapter 10 for the complete rules for casting. Additionally, you lose the Spell-Impotent special trait if you have it.
Tactical Discovery
You learn two additional tactics. Additionally, two tactics you know become general tactics.
You learn a new tactic and a tactic becomes a general tactic at 5th, 9th, 13th, and 17th level.
Tech Discovery
You know one at-will tech module. When you reach 3rd level, you learn one 1st-degree tech module, which you can cast once per long rest at its base level without expending tech points. See chapter 10 for the complete rules for casting. Additionally, you lose the Tech-Impaired special trait if you have it.
