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The Scholar Class v1.0.1 FREE
The Scholar Class v1.0.1 FREE
Adventurous Academics
Scholars are unlikely adventurers. Many prefer to
pontificate about the finer points of their intellectual
pursuits from the comfort of their armchair. Some know
that true knowledge cannot be learned from dusty old
tomes but must be earned firsthand. These are the
scholars most likely to take up a life of adventuring.
In an adventuring party, the scholar’s advanced
education allows them to help their companions
Classes | Scholar
2
The Scholar
Proficiency Erudite
Level Bonus Features Applications
1st +2 Academic Discourse, —
Field of Study,
Sage Advice
2nd +2 Analyze Enemy, 2
Erudite Applications
3rd +2 Field of Study features 2
4th +2 Ability Score Increase 2
5th +3 Analyze Enemy 3 Quick Build
improvement, You can make a scholar quickly by following these
Sagacious Font suggestions. First, Intelligence should be your highest
6th +3 Quick Study 3 ability score. Make Dexterity your next-highest if you
7th +3 Iron Will 3 want to excel at ranged combat. Make Wisdom or
Charisma your next-highest if you are specializing in
8th +3 Ability Score Improvement, 4
skills that utilize those abilities. Second, choose the
Esoteric Application
hermit or sage background.
9th +4 Field of Study feature 4
10th +4 Brilliant Mind 4
11th +4 Analyze Enemy
improvement,
5 Class Features
As a scholar, you gain the following class features.
Reliable Talent
12th +4 Ability Score Improvement 5 Hit Points
13th +5 Field of Study feature 5 Hit Dice: 1d6 per scholar level
14th +5 Esoteric Application 6 Hit Points at 1st Level: 6 + your Constitution modifier
improvement Hit Points at Higher Levels: 1d6 (or 4) + your
15th +5 Expansive Intellect 6 Constitution modifier per scholar level after 1st
16th +5 Ability Score Increase 6
17th +6 Analyze Enemy 7 Proficiencies
improvement Armor: Light armor
18th +6 Flash of Genius 7 Weapons: Simple weapons, hand crossbow,
19th +6 Ability Score Increase 7 heavy crossbow
20th +6 Field of Study feature, 8 Tools: One tool of your choice
Expansive Intellect
improvement Saving Throws: Intelligence, Wisdom
Skills: Choose three from Animal Handling, Arcana,
History, Insight, Investigation, Medicine, Nature,
overcome obstacles with obscure minutiae, offer their Perception, Performance, Persuasion, Religion, and
party invaluable advice, and exploit their opponents’ Survival.
weaknesses. On their own, scholars are susceptible to
the myriad dangers adventurers regularly face but with Equipment
a team of adventuring companions willing to take their You start with the following equipment in addition to the
counsel, scholars can clutch victory from the jaws of equipment gained by your background.
defeat. As a scholar grows in their field of study, they
further support their allies with tactical insight, healing • (a) leather armor and a simple weapon or (b) leather
techniques, or other expertises. armor, a hand crossbow, and 20 crossbow bolts or
(c) a heavy crossbow and 20 crossbow bolts
• (a) diplomat’s pack or (b) explorer’s pack
Creating a Scholar • A book on a topic of your choice
As you create your scholar, consider the character’s past • A scholar’s pack & any two tools or tool kits
and future. When considering their past, think about
how your character came by their education. Are they
self-taught? Did they attend a university? Were they an Academic Discourse
apprentice to another learned type? When considering You have mastered the art of using ten words where
their future, think about how it impacts their present. one would suffice. This academic discourse is a mix
What are your scholar’s fields of interest? What kind of of technical jargon, obtuse phrasing, and excessive
specialization might they adopt as they adventure, and pedantic detail. Only another creature that knows
how do they express those interests? academic discourse understands messages spoken or
Scholars don’t often take up adventuring. Why did you written in this language. Other creatures may be bored
choose that life? Many who dedicate their lives to learning or mildly annoyed. It takes ten times longer to convey
would rather do so from the relative safety of a library or a message in academic discourse than it does to speak
laboratory. Do you seek lost ancient knowledge? Did a the same idea plainly.
personal tragedy compel you to abandon your sedentary Your mastery of this language has improved your
lifestyle? Or have you always intended to bend your general reading comprehension. You can read ten pages
intellect towards the pursuit of adventure? of text a minute when reading a language you know.
Classes | Scholar
3
Field of Study Quick Study
Starting at 1st level, you commit yourself to a field Beginning at 6th level, you can study up on a skill or tool
of study of your choice: Physician or Tactician, both as part of the light activity of resting. When you finish
detailed at the end of the class description. The full a long rest, choose a skill or tool you are not proficient
version of this class includes additional fields of study: with. Until you use this feature again, you are proficient
Culinarian, Diplomat, Ritualist, and Theologian. Your in that skill or with that tool.
field of study grants you features at 1st level and then
again at 3rd, 9th, 14th, and 20th level.
Iron Will
By 7th level, you have acquired greater mental strength.
Sage Advice You gain proficiency in Charisma saving throws.
Scholars analyze their circumstances, hypothesize about
the best course of action, and advise their allies with
carefully calculated plans. When a creature within 60 feet Esoteric Application
of you who can hear you makes an ability check, attack At 8th level, you do not need to meet the prerequisites
roll, or saving throw you can use your reaction to add a for the Erudite Application you gain at this level. You
bonus to the result of that roll. This bonus equals your may choose another Erudite Application whose
proficiency bonus. You can wait until after the creature prerequisites you do not meet at 14th level.
makes the roll but must decide to use this feature before
the DM says whether the roll succeeds or fails. You
can use this feature a number of times equal to your Brilliant Mind
Intelligence modifier (a minimum of once). You regain any At 10th level, you can reroll an Intelligence, Wisdom, or
expended uses when you complete a long rest. Charisma saving throw you fail. If you do so, you must
use the result of the new roll. You can’t use this feature
Analyze Enemy again until you finish a short or long rest.
Sagacious Font
Beginning when you reach 5th level, you regain all
expended uses of Sage Advice when you finish a short
or long rest.
Classes | Scholar
4
Fields of Study Resuscitating Procedure
At 9th level, your medical expertise has advanced to the
Scholars share a love of learning and a hunger for
knowledge, but differ in their subjects of interest. When point where you can restore the bodies of the recently
a scholar chooses a particular area of knowledge to deceased to life. This procedure takes 1 minute to
specialize in, they quickly become savants capable of complete and requires medical supplies worth 100 gold
practicing advanced techniques and comprehending pieces, which the procedure consumes. The procedure
obscure theories relevant to that subject. can only affect a creature who has been dead no longer
than 10 minutes. The creature returns to life with 1 hit
point. This procedure cannot return to life a creature
Physician that has died of old age, nor does it restore any missing
body parts. You can use this feature again when you
Scholars who become physicians dedicate themselves
complete a long rest.
to promoting health and wellbeing. Adventuring
physicians are motivated to take their advanced
medical knowledge into the field where they can keep Restorative Treatment
heroes fighting fit and administer lifesaving care to Also at 9th level, you can use advanced medical science
the downtrodden. Physicians take pride in their ability to end a debilitating condition. As an action you can apply
to knit wounds and cure disease without magic and one of the following benefits to a creature you touch:
are eager to share the secrets of their remedies and
treatments with others. • End an effect that leaves the creature blinded,
charmed, deafened, frightened, incapacitated,
paralyzed, poisoned, stunned, or unconscious.
Physician’s Expertise
• End a reduction to one of the target’s ability scores.
When you select this field of study at 1st level, you gain
• End an effect reducing the target’s hit point maximum.
proficiency with the Medicine skill and herbalism kits.
• Reduce the creature’s exhaustion level by one.
Your proficiency bonus is doubled for any ability check
you make that uses those proficiencies.
You can use this feature again when you complete a
short or long rest.
Doctor’s Orders
Starting at 3rd level, you can use your bonus action
to administer first aid to an adjacent creature. That
Rejuvenating Technique
At 13th level, when you spend 5 minutes providing
creature can spend and roll a hit die to heal a number
revitalizing clinical care to a creature, that creature
of hit points equal to the result of the hit die + their
can choose one of its features and regain the use of
Constitution modifier + your Intelligence modifier.
it if finishing a short rest would allow the creature to
regain its use. You can use this feature again when you
Treating Physician complete a short or long rest.
Also at 3rd level, you gain a pool of physician points.
This pool consists of a number of physician points
equal to your level in this class. During a short rest you
Preventative Medicine
At 20th level, you can spend 10 minutes practicing
can spend any number of physician points to allow a
preventative medical care on a number of creatures up
creature you are treating to regain the same number
to your Intelligence modifier (including yourself). Each
of expended hit dice up to their maximum. You can
treated creature gains temporary hit points equal to
also spend one hour and a physician point to remove a
half their maximum hit points. While a creature has
disease or poison of your choice from a creature you are
temporary hit points granted by this feature, they have
treating. You regain all expended physician points when
resistance to nonmagical bludgeoning, piercing, poison,
you complete a long rest.
and slashing damage. You can use this feature again
when you finish a long rest.
Tactician
Scholars who become tacticians use their intellectual
abilities to dominate the battlefield. With an
authoritative tone and dynamic strategies, tacticians
can turn an adventuring party into a well-oiled machine.
Tacticians are the rare scholars who feel at home in a
fight, excelling when leading their allies in combat.
Bonus Proficiencies
When you select this field of study at 1st level, you
gain proficiency with martial weapons, medium
armor, and shields.
Fighting Style
At 3rd level, you adopt a particular 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 you later get to choose again.
Archery. You gain a +2 bonus to attack rolls you make
with ranged weapons.
Classes | Scholar
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Defense. When you are wearing armor, you gain a +1 to replace the ability modifier added to the roll with
bonus to AC. your Intelligence modifier. You can choose to make
Dueling. When you are wielding a melee weapon in this change after you roll but before the DM declares
one hand and no other weapons, you gain a +2 bonus to whether it was a success or failure. You can use this
damage rolls with that weapon. application again when you finish a short or long rest.
Protection. When a creature you can see attacks a
target other than you that is within 5 feet of you, you can Alert to Danger
use your reaction to impose disadvantage on the attack Prerequisite: Tactician Field of Study
roll. You must be wielding a shield.
You add your Intelligence modifier to initiative rolls. In
Strategic Advantage addition, you can use a bonus action on each of your
Also at 3rd level, when a creature hits with an attack turns to take the Disengage action.
benefitting from your Sage Advice, that creature adds
your proficiency bonus to the damage they deal with Bonus Languages
that attack. Choose any three languages. You can speak, read, and
write those languages.
Direct The Strike
Starting at 9th level, you can use your bonus action Bonus Proficiencies
to direct an attack from a creature who can hear you Choose and gain proficiency in any two skills.
within 60 feet. If you do, that creature can use its
reaction to make a weapon attack against an enemy of Counterattacker
your choosing within range. Prerequisite: Tactician Field of Study
Erudite Applications
If an erudite application has prerequisites, you must
meet them to learn it. You can learn the application at
the same time that you meet its prerequisites. You may
only take an erudite application once.
Academic Expertise
Choose two of the following skills you are proficient
in: Arcana, History, Investigation, Medicine, Nature,
or Religion. Your proficiency bonus is doubled for any
ability check you make that uses either of the chosen
proficiencies.
Applied Intelligence
You know how to apply your considerable intellect to
nearly every circumstance. When you make an ability
check, attack roll, or saving throw you may choose
Classes | Scholar
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Expertise Scholar & Multiclassing
Choose any two of your skill proficiencies. Your
proficiency bonus is doubled for any ability check you Scholars follow all the normal rules for multiclassing.
make that uses either of the chosen proficiencies. The following tables function as additions to those listed
on page 163 and 164 of the Player’s Handbook.
First Aid
Prerequisite: Physician Field of Study Multiclassing Prerequisites
Class Ability Score Minimum
As an action you can treat a creature within 5 feet of you Scholar Intelligence 13
that is currently afflicted by the blindness, deafness, or
poisoned condition, ending that condition. Multiclassing Proficiencies
Class Proficiencies Gained
Heal Thyself Scholar Light armor, one skill from the class’ skill list
Prerequisite: Physician Field of Study
Intellect Fortress
You have resistance to psychic damage. At 11th level,
you are immune to psychic damage.
Libra
When you use your Analyze Enemy feature, you
learn information about that creature’s strength and
weaknesses. If the creature is in its natural form and
isn’t a shapechanger, you learn what damage types that
creature has immunity, resistance, and vulnerability to.
At 11th level, this application works on shapechangers
and creatures who aren’t in their natural form as well.
Studied Defense
While you are wearing light or no armor, your AC equals
12 + your Intelligence modifier. You can use a shield and
still gain this benefit.
Tool Expert
You gain the following benefits: