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The Scholar

A
new Intelligence-based, skillful, non-magical
character class that requires preparation and
ingenuity to dominate. Playing a more support
oriented role, the scholar won't be laying out a The Scholar
lot of damage or be particularly adept at taking
damage either. However, their unique skill set Proficiency
will let their allies be the best that they can be. Level Bonus Features Discoveries
With three archetypes, the Tactician, the Physician, or the 1st +2 Critical Analysis (d6), -
Politician, they are masterful battlefield commanders, swift Expertise
field medics keeping their allies in top condition, and cunning
manipulators of the masses. Above all others, they are the 2nd +2 Discovery,Sage Advice
(one use)
2
masters of the mundane.
3rd +2 Lifelong Learning, Pursuit 2
The Pursuit of Knowledge 4th +2 Ability Score 2
Filler Text Improvement
5th +3 Critical Analysis (d8), 3
Creating a Scholar Renewed Alacrity
Filler Text 6th +3 Pursuit Feature 3
7th +3 Rapid Analysis 4
Quick Build 8th +3 Ability Score 4
You can make a scholar quickly by following these Improvement
suggestions. First make Intelligence your highest ability
score. Your next-highest score should be Dexterity or 9th +4 Lifelong Learning 5
Strength depending on whether you want to focus on melee 10th +4 Combat Analysis (d10), 5
weapons or on archery (or finesse weapons), or Charisma if Expertise
you plan on following the Politician pursuit. Second choose 11th +4 Pursuit Feature 5
the Sage background, or Noble if you plan on following the
Politician pursuit. 12th +4 Ability Score 6
Improvement

Class Features 13th


14th
+5
+5
Sage Advice (two uses)
Unwaveringer Mind
6
6
As a scholar, you gain the following class features.
15th +5 Critical Analysis (d12) 7
Hit points 16th +5 Ability Score 7
Hit Dice: 1d8 per scholar level Improvement
Hit Points at 1st Level: 8 + your Constitution modifier 17th +6 Pursuit Feature 7
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
modifier per scholar level after 1st 18th +6 Calculated Defenses 8
19th +6 Ability Score 8
Proficiencies Improvement
Armor: Light armor 20th +6 Genius Unbound 8
Weapons: Simple weapons, hand crossbows, heavy
crossbows
Tools: Any two
Saving Throws: Dexterity, Intelligence
Skills: Choose three from Arcana, History, Insight, Alternatively, you may start with 4d4 x 10 gp to buy your own
Investigation, Medicine, Nature, Perception, Performance, equipment.
Persuasion, Religion, and Survival.
Equipment
you start with the following equipment in addition to the
equipment gained by your background.
(a) any simple weapon or (b) a light crossbow and 20 bolts
(a) scholar's pack or (b) explorer's pack
a set of leather armor
any two tools of your choice

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Critical Analysis Sage Advice
Starting at 1st level, your cunning mind allows you to quickly When you reach 2nd level, you may spread your knowledge
analyze your surroundings to find an edge where it’s needed. and experience to those around you, guiding them towards
You may use your bonus action to analyze a target you can success. You spend 1 minute advising your companions.
see within 30 feet. When you analyze a target, you gain an When you do so, choose a skill you are proficient with and a
Analysis die, which is a d6. For the next minute, until you roll number of friendly creatures up to your Intelligence modifier
the die, or until you use this feature again, you gain one of the within 30 feet of you who can hear you and who can
following benefits against the target, which you chose when understand you. Once within the next hour, the next time
you analyze the target. each creature would make a skill check of the chosen skill,
they may add their proficiency modifier to the roll, or double
Weak Point. Once per turn, when you hit the target with a their proficiency if they are already proficient.
weapon attack, you may roll your Analysis die and deal Once you’ve used this feature, it cannot be used again until
additional force damage equal to the number rolled. you complete a short rest. Starting at 13th level, you can use
Administer Aid. While within 5 feet of the target, you may it twice before a rest, but a creature can only benefit from it
use your action to roll your Analysis die, healing the target once at any one time.
that amount.
Reasoned Defense. When you make a saving throw from Lifelong Learning
an effect you can see caused by the analyzed target, you For a scholar, learning never stops. At 3rd level, you gain two
may roll your Analysis die and add the number to your skill or tool proficiencies, or one skill and one tool proficiency.
saving throw. You can wait until after you roll the d20, but You learn two more proficiencies at 9th level. These can be
must decide to use it before the DM resolves the action. two skill or tool proficiencies, or one skill and one tool
Measured Words. When you make a Deception, proficiency.
Intimidation, Performance, or Persuasion check against
the target, you may roll your Analysis die and add the Pursuit
number rolled to your check.
At 3rd level, you dedicate your studies towards a particular
You may use this feature a number of times equal to your pursuit of your choice: physician or tactician, detailed at the
Intelligence modifier (a minimum of once). You regain any end of the class description. The pursuit you choose grants
expended uses when you finish a long rest. you features at 3rd level, and again at 6th, 11th, and 17th
Your Analysis die changes when you reach certain levels in level.
this class: to 1d8 at 5th level, to 1d10 at 10th level, and to
1d12 at 15th level. Ability Score Improvement
Expertise When you reach 4th level, and again at 8th, 10th, 12th, 16th,
and 19th level, you can increase one ability score of your
At 1st level, choose two of your skill proficiencies, or one of choice by 2, or you can increase two Ability Scores of your
your skill proficiencies and one of your tool proficiencies, or choice by 1. As normal, you can’t increase an ability score
two of your tool proficiencies. Your proficiency bonus is above 20 using this feature.
doubled for any ability check you make that uses either of the
chosen proficiencies. Renewed Alacrity
At 10th level, you can choose another two proficiencies (in
skills or tools) to gain this benefit. Beginning at 5th level, you regain all of your expended uses of
Critical Analysis when you finish a short rest or long rest.
Discovery
As you adventure, your studies have helped you discover new Rapid Analysis
practices you can apply to your skills. Starting at 7th level, when you roll initiative and are not
At 2nd level, you master two discoveries of your choice. surprised, you may use your reaction to use your critical
Your discovery options are detailed at the end of the class analysis feature.
description. When you gain certain scholar levels, you gain
additional discoveries of your choice, as shown in the Unwavering Mind
Discoveries column of the Scholar table. When you reach 14th level, you gain proficiency in Wisdom
Additionally, when you gain a level in this class, you can saving throws.
choose one of the discoveries you know and replace it with
another discovery that you could learn at that level. Calculated Defenses
When you reach 18th level, whenever you must make a saving
throw from an effect you can see, you gain a bonus to the
saving throw equal to your Intelligence modifier.

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Panacea
Genius Unbound At 17th level, you have developed a cure-all miracle solution: a
When you reach 20th level, when you roll initiative and don't panacea. When you administer aid to a creature, by using
have any uses of your critical analysis feature, you regain one rare medicinal herbs and oils worth 100 gp, which are
use. consumed, you can instead cure the target of one debilitating
effect. You can reduce the targets exhaustion level by one, or
end one of the following effects on the target:
Pursuits One effect that charmed or petrified the target.
Your pursuit is the culmination of your studies from well One curse or magical effect on the creature.
before you set out as an adventurer. Any reduction to one of the target's ability scores.
One effect reducing the target's hit point maximum.
Physician
Medicinal masters of the mundane, medicating moderately Politician
murderous marauders. Master manipulators of the masses.
Bonus Proficiencies Bonus Proficiencies
Starting at 3rd level, when you select this pursuit, you gain Starting at 3rd level, when you select this pursuit, you gain
proficiency in the Medicine skill and Alchemist Supplies proficiency with the Persuasion and Deception skills.
Field Medic Charming Personality
At 3rd level, when you analyze a target to administer aid, you At 3rd level, your silvered tongue and honey laced words
may do so at will, requiring no action. carry with them an almost unnatural charming effect. When
Additionally, when you roll your analysis die to administer you speak to a creature that is the target of your measured
aid, the creature regains additional hit points equal to your words analysis for the full duration, you can make a
Intelligence modifier. Charisma (Persuasion) check contested by the target's
Wisdom (Insight) check. The check automatically fails if you
Healing Elixir or your companions are fighting the target or any of its
Also at 3rd level, you may spend 1 minute to concoct a companions. If the check succeeds, the creature is charmed
healing elixir in a simple vial by using your alchemist by you for as long as it remains within 60 feet of you and for 1
supplies. The elixir retains its potency for 8 hours. hour thereafter. The effect ends early if you or any of your
As an action, a creature may drink the elixir or administer companions damage the target or any of its companions. If
it to another creature. The drinker regains hit points equal to the check fails, the creature is not charmed and becomes
twice your Analysis die + your Scholar Level. immune to this effect for the next 24 hours.
You can use this feature a number of times equal to your
Intelligence modifier, after which you cannot use this feature Overwhelming Charm
again until you complete a long rest. At 6th level, while a creature is charmed by your Charming
When you reach certain levels in this class, the hit points Personality feature, you may also attempt to make a
regained by drinking the elixir increase by 1 Analysis die at suggestion to them, as if under the effects of the suggestion
7th level (3x), and increase by 1 die again at 11th level (4x), spell. You may only use this feature once before finishing a
15th level (5x), and 19th level (6x). short or long rest.
Remove Toxins Taunt
Starting at 6th level, when you administer aid to a creature, At 6th level, you can issue a taunt to a creature call their
you can instead cure one disease or condition affecting it. attention to you. As an action, you taunt a creature within 60
The condition can be blinded, deafened, paralyzed, or feet that can see or hear you that has been targeted by your
poisoned. critical analysis. Until the end of your next turn, the creature
has disadvantage on all attacks made against creatures other
Tend the Wounded than you. During this time, if the creature hits you with an
At 6th level, you can tend to your allies to assist in recovering attack, you may use your reaction to roll your Analysis die,
their wounds. During a short rest, if you or any friendly reducing the damage by the amount rolled. The effect then
creature you can touch regain hit points at the end of the ends.
short rest, each of those creatures regain additional hit points
equal to your Analysis die. Call to Victory
Starting at 11th level, you can call out to your allies,
Resuscitate beckoning them to victory. As an action, choose a number of
By 11th level, you have learned medical practices capable of allies up to your Intelligence modifier within 60 feet who can
even bringing back the dead. When you administer aid to a hear you and who can understand you. Each of those
creature who has died since your last turn, you may bring creatures gains one Analysis die.
them back to life with 1 hit point remaining.
A creature can only be revived this way once before they
finish a short or long rest.

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Once, until the end of your next turn, a creature may roll their Locked-On
die and add the number rolled to one ability check, attack roll, Starting at 17th level, when you analyze a target for their
or saving throw it makes. The creature can wait until after it weak point, you may maintain your analysis as if keeping
rolls the d20 before deciding to use the Analysis die, but must concentration on a spell. If you do, you benefit from the
decide before the DM says whether the roll succeeds or fails. feature until you analyze a different target, lose
Once the Analysis die is rolled, it is lost. A creature can have concentration, or after the normal duration passes.
only one Analysis die at a time.
Once you use this feature, you cannot do so again until you
finish a long rest.
Discoveries
The discovers are presented in alphabetical order. If a
Beguiling Presence discovery requires a level, you must be that level in this class
Beginning at 17th level, your charm radiates about you in a to learn the discovery.
30ft aura. Humanoids within your aura have their attitude
regarding you increased by one step (per DMG pg.244). Adaptive
Hostile creatures become indifferent to you, indifferent Prerequisite: 7th level
creatures become friendly, and friendly humanoids are When the target of your Critical Analysis dies, you may use
charmed by you. Creatures who are immune to the charmed your reaction to analyze a new target within range without
condition are immune to your aura. expending a use.
The effect ends for a creature that you have attacked or
cast a spell that affects it, or if it sees you attack or cast a Analytic Offense
spell that affects any of it's allies. Prerequisite: 5th Level
When you hit a creature with a weapon attack, it takes
Tactician additional damage equal to your Intelligence modifier.
A master of the battlefield, she commands her allies through Arcane Amateur
clever positioning and fierce, timely strikes. It is the strong Choose one 1st-level spell from the Wizard spell list. You
who win the fights, but it is the cunning generals who learn that spell and can cast it at its lowest level. Once you
command them that win the war. cast it, you must finish a long rest before you can cast it
again. Your spellcasting ability for this spell is Intelligence.
Bonus Proficiencies
Starting at 3rd level when you select this pursuit, you gain Clever Applications
proficiency in the History skill, medium armor, and shields. You become proficient in Improvised Weapons. Additionally,
when you make an attack with an improvised weapon, it
Precise Strikes deals 1d6 damage instead.
At 3rd level, when you make an attack against a target subject
to your weak point analysis, you can choose to use your Contingency Plan
Analysis die on the attack roll or the damage roll. You can Prerequisite: 9th level, Tactician Pursuit
choose to use this feature before or after the roll is made, but When a creature you have analyzed attacks you and scores a
before any effects of the roll are applied. critical hit, you may expend your Analysis die to treat the
attack as a normal hit instead.
Commander's Strike
Beginning at 6th level, when you take the Attack action on Critical Success
your turn, you can forgo one of your attacks and use a bonus Prerequisite: 15th level
action to direct one of your companions to strike. When you When you would roll your Analysis die, you can choose to
do so, choose a friendly creature who can see or hear you and take the maximum result. If you were to roll multiple die, it
expend one use of your critical analysis feature. That creature only applies to one. You can’t do so again until you finish a
can immediately use its reaction to make one weapon attack, short or long rest.
adding your analysis die to the attack’s damage roll.
Developed Resistance
Force Multiplier Prerequisite: 9th level
At 6th level, whenever you roll an analysis die to add to a You gain resistance to poison damage and advantage on
damage roll, you can roll two dice instead of just one, adding saving throws against poison.
both to the roll.
Discerning Eyes
All-out Attack Prerequisite: 5th level
At 11th level, you can call out to your allies to initiate an all- You have advantage on saving throws against illusions and on
out attack against a creature you have analyzed. You may Intelligence checks to discern them from reality.
expend the analysis die as an action to choose a number of
allies up to your Intelligence modifier within 30 feet who can
see or hear you. Until the end of your next turn, they each
gain the benefit of your weak point analysis feature.
Once you’ve used this feature, it cannot be used again until
you finish a long rest.
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Mortician
Dungeoneer You may use your Critical Analysis feature to examine a body
You have advantage on Perception (Wisdom) checks and that has died within the last 7 days. At the DM’s discretion,
Investigation (Intelligence) checks to locate any secret doors you are able to accurately determine the cause of death. This
or traps. may require additional checks, such as determining a spell,
type of poison, or bite marks of a creature.
Extra Attack
Prerequisite: 5th level Physical Conditioning
You can attack twice, instead of once, whenever you take the Your hit point maximum increases by 1 for every level you
Attack action on your turn. have in the scholar class, and increases by 1 again whenever
you gain a level in this class.
Fighting Style
Prerequisite: Tactician Pursuit Rapid Response
You adopt a particular style of fighting as your specialty. Prerequisite: 7th level, Physician Pursuit
Choose one of the options available to the Fighter class. You When you use your action to administer aid, you can dash as
can’t take a Fighting Style option more than once, even if you a bonus action.
later get to choose again.
Reliable Words
Hamstring Prerequisite: 12th Level, Politician Pursuit
When you damage a creature with your weak point analysis, When you make a social skill check in a skill you are
you may also reduce their speed by 10 feet until the end of proficient in, treat any roll 9 or lower as if you had rolled a 10.
your next turn.
Resolute
Hardened Mind Prerequisite: 9th level
Prerequisite: 15th level You have advantage against charm effects.
You gain resistance to Psychic damage.
Sound Reasoning
Lingering Advice Prerequisite: Politician Pursuit
Prerequisite: 7th level You may use your Intelligence modifier instead of your
When you use your Sage Advice feature, the targeted Charisma modifier when you make a Persuasion skill check.
creatures retain the benefit from your instruction for the full
duration. Tactical Retreat
Prerequisite: Tactician Pursuit
Linguist When you take the dash action, opportunity attacks made
You learn two additional languages against you are made at disadvantage.
Martial Training Targeted Analysis
Prerequisite: Tactician Pursuit The target of your Critical Analysis feature does not gain the
You gain proficiency in Martial weapons benefits of the dodge action against your attacks and spells.
Master's Advice Theoretical Advice
Prerequisite: 15th level Prerequisite: 12th level
When you use your Sage Advice feature, the first time each When you use your Sage Advice feature, you may choose a
targeted creature makes the chosen skill check, they gain an skill you are not proficient in. When you do, targeted
additional +10 bonus to the roll. creatures add half their proficiency bonus (rounded down)
instead.
Medical Genius
Prerequisite: Physician Pursuit Toxicologist
When you make a Medicine skill check, you may use your Prerequisite: Physician
Intelligence modifier instead of your Wisdom modifier. When you brew a healing elixir, you may instead brew a
deadly neurotoxin instead. The liquid is clear and odorless
Monstrologist and may be coated onto a weapon or piece of ammunition
Prerequisite: 7th Level that deals piercing or slashing damage. If a creature ingests
Choose one type of creature from the following list: the poison or is damaged by a poisoned weapon, it must
aberrations, celestials, constructs, dragons, elementals, make a Constitution save against a save DC of 8 + your
fiends, or giants. You have advantage on Intelligence checks Proficiency + your Intelligence modifier. On a failure, the
to recall information about the chosen creature type and may creature takes poison damage equal to the number of hit
use your Intelligence modifier when making a Survival skill points one of your elixirs would normally heal, taking half
check to track them. You can chose this discovery multiple damage on a success. Constructs and Undead take no
times, each time choosing a different creature. damage.

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Unarmored Defense Thank You
While wearing no armor and not wielding a shield, your AC Special thank goes to /u/wdalright & /u/coolgamertagbro on
equals 10 + your Dexterity modifier + your Intelligence reddit for their take on the Scholar class. Both revisions were
modifier. hugely inspirational to the development (and several
wonderful naming conventions for abilities). I highly
Universal Language recommend check them out here and here.
You can communicate simple ideas with any creature with an I also appreciate my fellow players and DM-Wife for review,
Intelligence of 6 or more through basic expressions and playtests, and ideas.
gestures.
Urgent Care Changelog
Prerequisite: 5th level, Physician Pursuit last updated 6/8/17 - 1:53pm CST
You may drink a potion or administer a potion to an ally as a
bonus action. Minor grammar and typo fixes
Well Learned
Gain proficiency in two skills or two tools, or one skill and
one tool.
Zoologist
Choose one type of creature from the following list: beasts,
fey, humanoids, monstrosities, or undead. You have advantage
on Intelligence checks to recall information about the chosen
creature type and may use your Intelligence modifier when
making a Survival skill check to track them. You can chose
this discovery multiple times, each time choosing a different
creature.

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