Table of Contents
Created by A.M.Black
An overwhelming horde of orcs bears down on an elf and her fellow adventurers. She gives the order and her allies unleash a single coordinated attack cutting deep into their lines. Under her command the enemy is quickly routed against all odds, all according to plan.
Deep within the once thought abandoned ruins, a halfling tends to his companions wounds as they rest. Countless long nights of study and training have conditioned him to keep going even when all others have exhausted themselves. He will see them through this.
A dwarf in fine robes addresses a gathering crowd. What was the making of an angry mob begins to disperse, his mere presence putting them at ease, giving his companions time to make their escape.
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 minds 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 doctors, diplomats, or as members of the military.
For scholars, mundane life is often too slow. When life becomes stagnant or when an answer cannot be found, the call to adventure rings louder. Scholars will often go to ancient, forgotten, and often dangerous places to find something to quench their thirst for knowledge.
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 for knowledge come from? Insatiable curiosity?
Always wanting to know the right answer? Or do you
have something to prove? Think about what field you wish to
pursue and think of what is driving 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. Second choose the Sage background if you plan on following the Physician pursuit, the Noble background if you plan on following the Politician pursuit, or the Soldier background if you plan on following the Tactician pursuit.
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##### The Scholar
| Level | Proficiency Bonus | Academic Superiority | Superiority Dice | Features | Discoveries Known |
|:—:|:—:|:—:|:—:|:—|:—:|
| 1st | +2 | d6 | 3 | Academic Superiority, Critical Analysis (d4)| — |
| 2nd | +2 | d6 | 3 | Discovery, Sage Advice (one use) | 2 |
| 3rd | +2 | d6 | 4 | Expertise, Pursuit | 2 |
| 4th | +2 | d6 | 4 | Ability Score Improvement | 2 |
| 5th | +3 | d8 | 5 | Critical Analysis (d6) | 3 |
| 6th | +3 | d8 | 5 | Pursuit Feature | 3 |
| 7th | +3 | d8 | 6| Unwavering Mind | 4 |
| 8th | +3 | d8| 6 | Ability Score Improvement | 4 |
| 9th | +4 | d10 | 7 | Critical Analysis (d8) | 5 |
| 10th | +4 | d10 | 7 | Expertise | 5 |
| 11th | +4 | d10 | 7 | Pursuit Feature | 5 |
| 12th | +4 | d10 | 7 | Ability Score Improvement | 6 |
| 13th | +5 | d10 | 8 | Sage Advice (two uses) | 6 |
| 14th | +5 | d10 | 8 | Calculated Defenses | 6 |
| 15th | +5 | d12 | 8 | Critical Analysis (d10) | 7 |
| 16th | +5 | d12 | 8 | Ability Score Improvement | 7 |
| 17th | +6 | d12 | 9 | Pursuit Feature | 7 |
| 18th | +6 | d12 | 9 | Lightning Execution | 8 |
| 19th | +6 | d12 | 9 | Ability Score Improvement | 8 |
| 20th | +6 | d12 | 9 | Genius Unbound | 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: Dexterity, Intelligence
- Skills: Choose three from Arcana, Deception, History, Insight, Intimidation, Investigation, Medicine, Nature, Persuasion, Religion, and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) any simple weapon or (b) a light crossbow and 20 bolts
- (a) scholar’s pack or (b) explorer’s pack
- any simple weapon
- a set of leather armor
- any two tools of your choice
Alternatively, you may start with 4d4 x 10 gp to buy your own equipment.
Academic Superiority
Beginning at 1st level, you know how to apply your studies in practical ways known as maneuvers. Your maneuvers are fueled by
special dice called superiority dice.
Maneuvers. You know 2 maneuvers of your choice, which
are detailed under “Maneuvers” below. You may only use a
particular maneuver once per turn. Many of your maneuvers
enhance an attack in some way, you can use only one
maneuver per attack.
You learn two additional maneuvers of your choice at 3rd,
6th, 11th, and 17th level. Each time you learn new
maneuvers, you can also replace one maneuver you know
with a different one.
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Superiority Dice. You have a number of superiority dice as shown in the Superiority Dice column of the Scholar class table which are d6s. This die changes as you gain Scholar levels, as shown in the Academic Superiority column of the Scholar table. 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.
Administer Aid. As an action, you can expend a superiority die to tend to a creature you can touch. The creature regains a number of hit points equal to the number rolled + your Intelligence
modifier.
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 check.
Deliberate Movement. You can expend one superiority
die to use the Disengage action as a bonus action and ignore the effects of nonmagical difficult terrain until the end of your turn.
Distracting Strike. When you hit a creature with a
weapon attack, you can expend one superiority die to distract
the creature, and give your allies an opening. You add the
superiority die to the attack’s damage roll. The next attack roll
against the target by an attack 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. This damage cannot be
reduced in any way.
Measured Action. As a reaction when you make a roll for a contested skill check, you can expend a superiority die to add to the roll. You can use this maneuver before or after making the contested skill check roll, but before any effects of the contested skill check are determined.
One Step Ahead. As a reaction when you roll initiative,
you can expend a superiority die and add the number rolled
to your initiative.
Reasoned Defense. As a reaction when you are forced to
make a saving throw against an effect you can see, you can
expend a superiority die and add the number rolled to your
saving throw. You can use this maneuver before or after making the saving throw roll, but before any effects of the saving throw are determined.
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Critical 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 analyze a target you can see within 60 feet of you. For the next minute, or until you analyze another target, attack rolls and damage rolls made with a finesse or ranged weapon may use your Intelligence modifier instead of Strength or Dexterity.
Additionally, once per turn when you use a maneuver targeting your analyzed target, you can roll an additional d4 and add the number rolled to the total.
The die increases to a d6 at 5th level, a d8 at 10th level, and a d10 at 15th level.
Discovery
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.
Sage Advice
When you reach 2nd level, you can spend 1 minute advising spread your knowledge
and experience to those around you. When you do so, choose a skill or tool you are proficient with and a number of friendly creatures up to your Intelligence modifier within 30 feet of you who can hear you and who can understand you. Once within the next hour, the next time
each creature would make an ability check with the chosen skill or tool,
they may add their proficiency modifier to the roll, or double
their proficiency if they are already proficient. A creature may
only benefit from this feature once, if a creature is targeted by
this feature again before using it, they can choose to retain
the first benefit or replace it with the new skill or tool instead.
Once you’ve used this feature, it cannot be used again until
you complete a short or long rest. Starting at 13th level, you
can use it twice before a rest.
Expertise
At 3rd level, choose two of your skill proficiencies, or one of
your skill proficiencies and one of your tool proficiencies, or
two of your 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 proficiencies (in
skills or tools) to gain this benefit.
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Pursuit
At 3rd level, you dedicate your studies towards a pursuit of your choice: physician, politician, or tactician,
detailed at the end of the class description. The pursuit you
choose grants you features at 3rd level, and again at 6th,
11th, 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.
Unwavering Mind
Starting at 7th level, you gain proficiency in Wisdom
saving throws.
Calculated Defenses
Beginning at 14th level, whenever you make a saving
throw from an effect you can see, you gain a bonus to the
saving throw equal to your Intelligence modifier.
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 may take one additional reaction each
round. You may only use one reaction per trigger.
Genius Unbound
When you reach 20th level, your genius is has no equal. Your
Intelligence score increases by 4. Your maximum for that
score is now 24. Additionally, you may use any maneuver you know without expending a superiority die, rolling a d6 instead.
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 men their allies on the field
and deal crippling blows with surgical accuracy.
Bonus Proficiencies
Beginning at 3rd level when you select this pursuit, you gain
proficiency in the Medicine and Nature skills, and with
alchemist’s supplies.
Medical Practitioner
At 3rd level, you gain access to new maneuvers which reflect
the progress of your studies into the medical arts. Whenever
you learn a new maneuver, you can choose from any of the
following as well. The maneuvers are listed in alphabetical
order.
Dazing Strike. When you hit a creature with a melee
weapon attack, you can expend a superiority die to
temporarily daze the creature. Add the number rolled to the
damage of the weapon attack and the creature must succeed
a Constitution saving throw or be stunned until the end of
their next turn.
Dull the Pain. You can use an action and expend one
superiority die to dull the feeling of a creature. When you do
so, a creature you can touch gains temporary hit points equal
to the superiority die roll + your Intelligence modifier. These
temporary hit points last 1 minute.
Hamstring. When you hit a creature with a weapon attack,
you can expend one superiority die 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 their
next turn.
Lacerate. When you hit a creature with a melee
weapon attack, you can expend a superiority die to cause a
lacerating wound. Add the number rolled to the damage of
the weapon attack and the creature must succeed a
Constitution saving throw or take 1d4 necrotic damage at the
end of each of its turns for 1 minute or until it or another
creature uses its action to stop the bleeding.
Neuroblock. When you hit a creature with a melee weapon
attack, you can expend a superiority die to halt its ability to
heal. Add the number rolled to the damage of the weapon
attack and the creature cannot regain hit points until the end
of your next turn.
Rapid Response. While moving, you can expend a
superiority die and add 5 times the number rolled to your
movement speed.
Reassure. As an action, you can call out to a creature
within 60 feet that can hear or see you that has been
charmed or frightened. When you do, expend a superiority die
and the creature can immediately make another saving throw
with advantage to end the effect.
Remove Toxins. As an action, you can expend a
superiority die to purge the toxins from a creature you can
touch. The target regains hit points equal to the number
rolled and is the target is cured of one disease or one poison
affecting it.
Smelling Salts. As a bonus action, you can expend a
superiority die to heal a creature you can touch a number of
hit points equal to the number rolled.
Field Surgeon
At 6th level, whenever you expend superiority dice to restore
hit points or grant temporary hit points to a creature, you can expend up to two dice instead of just one, adding both to the roll. Both dice are expended as normal. When you do, if the target regaining hit points is the target of your Critical Analysis feature, you also roll your Critical Analysis dice twice, adding both to the roll.
Resuscitate
Beginning at 11th level, your medical studies have revealed to you how to cheat death itself. As an action, you can tend to a creature you can touch that has died since the end of your last turn to bring it back to life with 1 hit point remaining.
A creature can only regain hit points this way once before that creature finishes a short or long rest.
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Additionally, as a bonus action, you can stabilize a creature you can touch that has 0 hit points.
Panacea
When you reach 17th level, you developed the formula to concoct 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 short or 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 and their allies to carry out their business without being impeded.
Silver Tongue
Beginning at 3rd level you add half your proficiency
bonus to any Charisma skill check you are not already
proficient in. Additionally, You learn one additional language
of your choice.
Learned Diplomat
At 3rd level, you gain access to new maneuvers which reflect
the progress of your studies into the political world.
Whenever you learn a new maneuver, 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 to act normally. On your first turn as a bonus action you can make a call to arms. When you do so, creatures you choose within 30 feet who can see or hear you who haven’t gone yet may 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 frightened 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, creatures you choose within 30 feet who can see or hear you, have their speed increased by 10 feet and ignore 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. As a reaction when an ally you can see
within 30 feet who can see or hear you, makes a saving
throw, you can expend a superiority die. Add the number
rolled to the targets saving throw. You can use this maneuver before or after making the saving throw, but before any effects of the saving throw are determined.
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 your superiority die + your Intelligence modifier.
Targeted Feint. You can expend one superiority die and
use a bonus action on your turn to feint, choosing one
creature within 30 feet of you as your target. You have
advantage on your next attack roll against that creature. If
that attack hits, add the superiority die to the attacks damage
roll.
Tyrannical Strike. When you hit a creature with a weapon
attack, you can expend one superiority die and issue a one-word
command to a creature who can see or hear 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 is Undead, can’t be charmed, it
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.
You may only use this feature once before finishing a short
or long rest.
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Beguiling Presence
Beginning at 11th level, humanoids within 30 feet are particularly susceptible to your presence. Humanoids within range have disadvantage on saving throws against any charm or fear effects from you. Creatures who can’t be charmed are immune to this effect.
Call to Victory
Starting at 17th level, you can call out to your allies,
beckoning them to victory. As an action, you can expend any
number of superiority die, giving each to a creature of your
choice within 60 feet who can see or hear you.
Once, within the next minute, a creature may roll their die
and add the number rolled to one ability check, attack roll, or
saving throw it makes. The creature can wait until after it
rolls the d20, but before any effects are determined. Once the superiority die is rolled, it is lost. A creature can have only one superiority die at a time.
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, medium armor, and shields.
Tactic Mastery
At 3rd level, you gain access to new maneuvers which reflect
your mastery in the field of combat. Whenever you learn a new
maneuver, you can choose from any of the following as well.
The maneuvers are listed in alphabetical order.
Additionally, You learn one additional maneuver of your choice.
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 within 60 feet who can see
or hear you and expend one superiority die. That creature
can immediately use its reaction to make one weapon attack,
adding your 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 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 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.
Scholar’s Parry. When a creature damages you with
a weapon attack, you can use your reaction and expend one
superiority die to reduce the damage by your superiority die + your Intelligence modifier.
Sweeping Attack. When you hit a creature with a melee
weapon attack, you can 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 damage equal to the number you rolled on
your superiority die. The damage is of the same type dealt by
the original attack.
Targeted Attack. When you make a weapon attack roll, 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.
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.
Combat Survey
At 6th level, you can survey the field, allowing you a moment
to formulate a plan. When you are in combat, you can use
your action to survey the field and recover one expended
superiority die.
You can use this feature once before finishing a short or
long rest.
Multi-Target Analysis
At 11th level, when you use your Critical Analysis feature, you
can analyze two targets within range at once and can have two analyzed targets at any one time.
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 may then immediately use their reaction to make one
weapon attack against a target of your choice. You may
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.
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Discoveries
The discoveries are presented in alphabetical order. If a discovery has prerequisites, you must meet them to learn it. If a discovery requires a level, you must be that level in this class to learn the discovery. You can learn the discovery at the same time you meet its prerequisites.
Adaptive
Prerequisite: 7th level
When the target of your critical analysis feature is
reduced to 0 hit points, you can use your reaction to change
the target of your analysis to another creature within range.
Arcane Amateur
Choose one 1st-level spell from the Wizard spell list. You
learn that spell and can cast it at its lowest level without expending a spell slot. Once you cast it in this way, you must finish a long rest before you can cast itagain. 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
When you hit a creature that is charmed or frightened of you, the attack is a critical hit. You can’t use this feature again on the same creature until you finish a short or long rest.
Charming Feint
Prerequisite: 12th level, Politician Pursuit
Add your Charisma modifier to melee attack rolls
you make against humanoids within 5 feet.
Clever Applications
You become proficient in Improvised Weapons. Additionally,
when you make an attack with an improvised weapon, it
deals 1d6 damage instead.
Cold Logic
Prerequisite: Politician Pursuit
You may use your Intelligence modifier instead of your
Charisma modifier when you make an Intimidation skill
check.
Contingency Plan
Prerequisite: 9th level, Tactician Pursuit
When the target of your critical analysis feature attacks you
and scores a critical hit, you can expend a superiority die to
treat the attack as a normal hit instead.
Once you use this feature, you can’t do so again until you
finish a long rest.
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 checks to discern them from reality.
Dominating Presence
Prerequisite: 15th level, Politician Pursuit
As an action, you can call out to a humanoid who can undstand you that is charmed by you or frightened of you to direct their next action. The target must succeed a Wisdom saving throw (DC 8 + your
proficiency bonus + your Intelligence modifier) or until the
end of your next turn, the creature takes only the actions you
choose, and doesn’t do anything that you don’t allow it to do.
During this time you can also cause the creature to use a
reaction, but this requires you to use your own reaction as
well.
Once you use this feature, you can’t do so again until you
finish a long rest.
Dungeoneer
You have advantage on Perception (Wisdom) checks and
Investigation (Intelligence) checks to locate any secret doors
or traps.
Explorer
When you make a Survival skill check, you may use your
Intelligence modifier instead of your Wisdom modifier.
Extra Attack
Prerequisite: 5th level, Tactician Pursuit
You can attack twice, instead of once, whenever you take the
Attack action on your turn.
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: 15th level
You 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.
Lingering Advice
Prerequisite: 7th level
When you use your sage advice feature, the targeted
creatures retain the benefit from your instruction for the full
duration.
Linguist
You learn two additional languages.
You my choose this discovery multiple times, each time
choosing two new languages.
Master’s Advice
Prerequisite: 15th level
When you use your sage advice feature, the first time each
targeted creature makes the chosen skill check, they gain an
additional +10 bonus to the roll.
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Medical Genius
Prerequisite: Physician Pursuit
When you make a Medicine skill check, you may use your
Intelligence modifier instead of your Wisdom modifier.
Mortician
Prerequisite: Physician Pursuit
You can use your critical 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. This
may require additional checks, such as determining a spell,
type of poison, or bite marks of a creature.
Perfect Maneuver
Prerequisite: 15th level
When you roll a superiority die, you can choose to take the
maximum result. If you were to roll multiple die, it only
applies to one. You can’t do so again until you finish a short or
long rest.
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.
Quick Analysis
Prerequisite: 7th level
When you roll initiative and aren’t surprised, you can use
your reaction to use your critical analysis feature.
Reliable Sources
Prerequisite: 12th level
When you make an Arcana, History, Nature, or Religion skill
check and may add your proficiency bonus to the check, treat
any roll of 9 or lower as if you had rolled a 10.
Reliable Words
Prerequisite: 12th Level, Politician Pursuit
When you make a Deception, Insight, Intimidation, or Persuasion skill check and may add your proficiency bonus to the check, treat any roll 9 or lower as if you had rolled a 10.
Resolute
Prerequisite: 9th level
You have advantage on saving throws to resist charm and fear effects.
Reasoned Vigilance
You may add your Intelligence modifier to your Initiative roll.
Ruthless Execution
Prerequisite: 9th level
When you would expend one or more superiority dice, you can
expend one additional die, add the number rolled to the total.
Sound Reasoning
Prerequisite: Politician Pursuit
You may use your Intelligence modifier instead of your
Charisma modifier when you make a Persuasion skill check.
\columnbreak
Surgical Precision
Prerequisite: 5th Level, Physician Pursuit
When you hit a creature with a weapon attack, it takes
additional damage equal to your Intelligence modifier.
Tactical Retreat
Prerequisite: Tactician Pursuit
When you take the dash action, opportunity attacks made
against you are made at disadvantage.
Targeted Analysis
Attack rolls made against the target of your critical analysis
feature cannot suffer from disadvantage.
Tend the Wounded
Prerequisite: 5th level, Physician Pursuit
If you or any friendly creatures you can touch regain hit
points by spending Hit Dice at the end of the Short Rest, each
of those creatures regain additional hit points equal to your superiority die.
Theoretical Advice
Prerequisite: 12th level
When you use your sage advice feature, you may choose a
skill you are not proficient in. When you do, targeted
creatures add half their proficiency bonus (rounded down)
instead.
Tyrant’s Ferocity
Prerequisite: Politician Pursuit
You have advantage on any attack against a creature that is
charmed by you or frightened of you.
Unarmored Defense
While wearing no armor and not wielding a shield, your AC
equals 10 + your Dexterity modifier + your Intelligence
modifier.
Universal Language
You can communicate simple ideas with any creature with an
Intelligence of 6 or more through basic expressions and
gestures.
\pagebreakNum
Changelog
Last Updated: 5/05/2018
Next update (ideally): Art
Version 4
- Academic Superiority — Reduced base die size from d8 to d6, improved die to d8 at 5th level and grant additional die
- Critical Analysis — Removed limit for how often it can be used, reduced bonus die size. Added ability to use INT for attack/damage rolls vs. analyzed target w/ ranged & finesse weapons.
- Removed "Renewed Alacrity" no longer relevant with reworked Critical Analysis
- Moved Lightning Execution to 18th level, replaced with Unwavering Mind at 7th level
- Moved Unwavering Mind to 7th level, replaced with Calculated Defenses at 14th
- Physician: Renamed "Bloodletting" to "Lacerate"
- Politician: Changed Beguiling Presence function from improving behavior to giving disadvantage vs. charm/fear effects within range.
- Politician: changed "Charming Presence" to "Overwhelming Presence" – added fear option and removed charming limitations
- Politician: gave allies bonus speed on Charge maneuver
- Minor alterations to reflect change of Critical Analysis
Version 4.5
- Scholar Table: Now shows defined dice progression & number of dice
- Academic Superiority: Number of dice is now defined in the Scholar table and no longer reliant on INT
- Academic Superiority: Dice now scale up to d12 at 15th level
- Maneuver – Administer Aid: Clarified wording
- Critical Analysis: d8 die increase advanced to level 9
- Relentless: removed in favor of d12 superiority die
- Genius Unbound: Able to use maneuvers w/o expending die at base level
- Physician – Field Surgeon: cleaned up wording
- Physician – Resuscitate: Cleared up wording and added the ability to stabilize as a bonus action.
- Politician – Learned Diplomat – Call to Arms: Cleared up wording
- Politician – Learned Diplomat – Rally: Changed modifier to key off INT instead of CHA
- Discoveries – Clarified prerequisites wording.
- Discoveries – Backstab: Changed from usable only once per short/long rest to can’t target the same creature until completing a rest.
- Discoveries – Reliable Words: Specified skills it applies to
- Discoveries – Resolute: Cleaned up wording and added resistance to fear effects.
- Discoveries – Tend the Wounded: Now scales on Superiority die instead of flat d8
- Updated opening flavor text
- Several grammar fixes
\columnbreak
## Multiclassing
### 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, Superiority Die, and
Unarmored Defence.
#### 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
If you gain superiority die from another class, you gain one
additional die to your existing pool of dice.
#### Unarmored Defense
If you already have the Unarmored Defense feature, you can’t
gain it again from another class.
Credits
The Scholar v4.5 – Created by /u/Charrmeleon
- With thanks to the Reddit community at /r/UnearthedArcana and to my wife and gaming group for feedback.
- Special shoutouts to /u/wdalright & /u/coolgamertagbro for their take on a Scholar class and inspiring my creation.