Scholar v3

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The Scholar The Scholar

In the midst of the battlefield, an elf clad in breastplate shouts Proficiency


orders to his troops. She smirks knowing that when the trap Level Bonus Features Discoveries
is sprung, it will surely award them a decisive victory.
A poison dart trap has just felled an ally and a halfling 1st +2 Academic Superiority,
Critical Analysis (d4)
-
rushes to her aid. He's well versed in concoting anti-toxins
and within a few short moments his friend is back in order. 2nd +2 Discovery, Sage Advice 2
A dwarf stands on a platform addressing the people around (one use)
him, he knows these people and knows exactly what they 3rd +2 Expertise, Pursuit 2
need to hear to have them rally to his side, with their support
he can do anything. 4th +2 Ability Score Improvement 2
Scholars are master of the mundane arts, using methodical 5th +3 Critical Analysis (d8), 3
practices to turn the tables to their advantage. From years of Renewed Alacrity
study and testing, scholars take in the situation around them 6th +3 Pursuit Feature 3
and quickly formulate the means to achieve whatever they
have mind set to. Whatever pursuit they follow, a scholar will 7th +3 Deliberate Execution 4
have a plan for anything that comes their way. 8th +3 Ability Score Improvement 4
9th +4 Improved Academic 5
The Pursuit of Knowledge Superiority
A true scholar is never satisfied. They are always seeking out 10th +4 Combat Analysis (d10), 5
a new answer to a new question. This often goes hand-in- Expertise
hand with seeking a life of adventure, to explore new, hidden 11th +4 Pursuit Feature 5
areas, or accompany those that do. The life of a scholar often
times begins in the mundane, as a teacher or sage. 12th +4 Ability Score Improvement 6
Sometimes they serve as members of the military or as 13th +5 Sage Advice (two uses) 6
doctors or diplomats.
But the mundane life is often too slow, and when life 14th +5 Unwavering Mind 6
becomes stagnent or when an answer cannot be found, the 15th +5 Critical Analysis (d12), 7
call to adventure rings louder. Whether they're seeking some Relentless
lost knowledge, want to test a new theory, or hoping to find 16th +5 Ability Score Improvement 7
new questions to ask, scholars often find themselves in
ancient, lost, and often dangerous, places to find them. 17th +6 Pursuit Feature 7
18th +6 Calculated Defenses 8
Creating a Scholar 19th +6 Ability Score Improvement 8
As you create a scholar, it's important to think of where you 20th +6 Genius Unbound 8
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 Class Features
have something to prove. Think about what field you wish to As a scholar, you gain the following class features.
pursue and think of what would have driven you in that
direction. Hit points
Hit Dice: 1d8 per scholar level
Quick Build Hit Points at 1st Level: 8 + your Constitution modifier
You can make a scholar quickly by following these Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
suggestions. First make Intelligence your highest ability modifier per scholar level after 1st
score. Your next-highest score should be Dexterity or
Strength depending on whether you want to focus on melee Proficiencies
weapons or on archery (or finesse weapons), or Charisma if Armor: Light armor
you plan on following the Politician pursuit. Second choose Weapons: simple weapons, hand crossbows, shortswords
the Sage background, or Noble background if you plan on Tools: Any two
following the Politician pursuit. Saving Throws: Dexterity, Intelligence
Skills: Choose three from Arcana, Deception, History,
Insight, Intimidation, Investigation, Medicine, Nature,
Persuasion, Religion, and Survival.

THE SCHOLAR | BY /U/CHARRMELEON


MADE IN HOMEBREWERY Version: 3
Exploit Weakness. When you hit a creature with a weapon
Equipment attack, you may expend a superiority die and deal additional
You start with the following equipment in addition to the damage equal to the number rolled. This damage cannot be
equipment gained by your background. reduced in any way.
(a) any simple weapon or (b) a light crossbow and 20 bolts Measured Action. As a reaction when you make a
(a) scholar's pack or (b) explorer's pack contested skill check, you may expend a superiority die and
any simple weapon add the number rolled to your roll. You can wait to use this
a set of leather armor after the roll is made, but must be before the DM announces
any two tools of your choice any success or failure.
One Step Ahead. - As a reaction when you roll initiative,
Alternatively, you may start with 4d4 x 10 gp to buy your you may expend a superiority die and add the number rolled
own equipment. to your initiative.
Reasoned Defence. As a reaction when you are forced to
Academic Superiority make a saving throw against an effect you can see, you may
expend a superiority die and add the number rolled to your
Beginning at 1st level, you know practical applications of your saving throw. You can choose to use this maneuver after
studies, called maneuvers. Your maneuvers are fueled by you’ve rolled the die, but must decide before the DM says if it
special dice called superiority dice. succeeds or fails.
Maneuvers. You know 2 maneuvers of your choice, which
are detailed under “Maneuvers” below. You may only use a Critical Analysis
particular maneuver once per turn. Many of your maneuvers
enhance an attack in some way, you can use only one At 1st level, you are able to analyze a target, develop a plan on
maneuver per attack. how to best overcome any potential obstacle, and execute
You learn two additional maneuvers of your choice at 3rd, that plan with ruthless efficiency. As a bonus action, you may
6th, 11th, and 17th level. Each time you learn new analyze a target you can see within 60 feet of you. For the
maneuvers, you can also replace one maneuver you know next minute, or you analyze another target, once on each of
with a different one. your turns when you use a maneuver targeting your analyzed
Superiority Dice. You have a number of superiority dice target, you may roll an additional d4 and add the number
equal to 1 + your Intelligence modifier (minimum of one), rolled to the total.
which are d8s. A superiority die is expended when you use it. You may use this feature a number of times equal to your
You regain all of your expended superiority dice when you Intelligence modifier (minimum of once). You regain all
finish a short or long rest. expended uses when you finish a long rest.
Saving Throws. Some of your maneuvers require your The die increases to a d6 at 5th level, a d8 at 10th level, and
target to make a saving throw to resist the maneuver’s effects. a d12 at 15th level.
The saving throw DC is calculated as follows:
Discovery
Maneuver save DC = 8 + your proficiency bonus + your
Intelligence modifier As you adventure, your studies have helped you discover new
practices you can apply to your skills.
Maneuvers At 2nd level, you master two discoveries of your choice.
The maneuvers are presented in alphabetical order. Your discovery options are detailed at the end of the class
Administer Aid. As an action, you touch a creature and description. When you gain certain scholar levels, you gain
expend a superiority die. The creature regains a number of additional discoveries of your choice, as shown in the
hit points equal to the number rolled + your Intelligence Discoveries column of the Scholar table.
modifier. Additionally, when you gain a level in this class, you can
Assess the Situation. You may expend one superiority choose one of the discoveries you know and replace it with
dice to make a Wisdom (Perception) or Intelligence another discovery that you could learn at that level.
(Investigation) check as a bonus action, adding the superiority
die to the check. Sage Advice
Deliberate Movement. You may expend one superiority When you reach 2nd level, you may spread your knowledge
dice to use the Disengage action as a bonus action and ignore and experience to those around you, guiding them towards
nonmagical difficult terrain until the end of your turn. success. You spend 1 minute advising your companions.
Distracting Strike. When you hit a creature with a When you do so, choose a skill or tool you are proficient with
weapon attack, you can expend one superiority die to distract and a number of friendly creatures up to your Intelligence
the creature, giving your allies an opening. You add the modifier within 30 feet of you who can hear you and who can
superiority die to the attack’s damage roll. The next attack roll understand you. Once within the next hour, the next time
against the target by an attack other than you has advantage each creature would make a check of the chosen skill or tool,
if the attack is made before the start of your next turn. they may add their proficiency modifier to the roll, or double
Evasive Footwork. When you move, you can expend one their proficiency if they are already proficient. A creature may
superiority die, rolling the die and adding the number rolled only benefit from this feature once, if a creature is targeted by
to your AC until you stop moving. this feature again before using it, they can choose to retain
the first benefit or replace it with the new skill or tool instead.

THE SCHOLAR | BY /U/CHARRMELEON


Version: 3 MADE IN HOMEBREWERY
Once you’ve used this feature, it cannot be used again until Genius Unbound
you complete a short or long rest. Starting at 13th level, you When you reach 20th level, your genius is has no equal. Your
can use it twice before a rest. Intelligence score increases by 4. Your maximum for that
score is now 24.
Expertise
At 3rd level, choose two of your skill proficiencies, or one of Pursuits
your skill proficiencies and one of your tool proficiencies, or
two of your tool proficiencies. Your proficiency bonus is Your pursuit is a representation of which fields you have
doubled for any ability check you make that uses either of the studied or how you practially apply your knowledge.
chosen proficiencies.
At 10th level, you can choose another two proficiencies (in Physician
skills or tools) to gain this benefit. The Physician pursuit reflects your studies into the medical,
anatomical, and biological sciences. Those who follow this
Pursuit pursuit use thier knowledge to patch up the allies on the field
At 3rd level, you dedicate your studies towards a particular and deal crippling blows with surgical accuracy.
pursuit of your choice: physician, politician, or tactician,
detailed at the end of the class description. The pursuit you Bonus Proficiencies
choose grants you features at 3rd level, and again at 6th, Beginning at 3rd level when you select this pursuit, you gain
11th, and 17th level. proficiency in the Medicine and Nature skills, and with
alchemist’s supplies.
Ability Score Improvement
Medical Practitioner
When you reach 4th level, and again at 8th, 10th, 12th, 16th, At 3rd level, you gain access to new maneuvers which reflect
and 19th level, you can increase one ability score of your the progress of your studies into the medical arts. Whenever
choice by 2, or you can increase two Ability Scores of your you learn a new maneuver, you can choose from any of the
choice by 1. As normal, you can’t increase an ability score following as well. The maneuvers are listed in alphabetical
above 20 using this feature. order.
Bloodletting. When you hit a creature with a melee
Renewed Alacrity weapon attack, you may expend a superiority die to cause a
At 5th level, you regain all of your expended uses of Critical lacerating wound. Add the number rolled to the damage of
Analysis when you finish a short or long rest. the weapon attack and the creature must succeed a
Constitution saving throw or take 1d4 necrotic damage at the
Lightning Execution end of each of its turns for 1 minute or until it or another
creature uses its action to stop the bleeding.
Starting at 7th level, your mind works at incredible speeds, Dazing Strike. When you hit a creature with a melee
seconds turn into minutes allowing you ample time to react weapon attack, you may expend a superiority die to
to any situation. You may take one additional reaction each temporarily daze the creature. Add the number rolled to the
round. You may only use one reaction per trigger. damage of the weapon attack and the creature must succeed
a Constitution saving throw or be stunned until the end of
Improved Academic Superiority their next turn.
At 9th level, your superiority dice turn into d10s. Dull the Pain. You can use an action and expend one
superiority die to dull the feeling of a creature. When you do
Unwavering Mind so, a creature you can touch gains temporary hit points equal
to the superiority die roll + your Intelligence modifier. These
When you reach 14th level, you gain proficiency in Wisdom temporary hit points last 1 minute.
saving throws. Hamstring. When you hit a creature with a weapon attack,
you can expend one superiority die to cripple the creature.
Relentless You add the superiority die to the attack's damage roll and the
Starting at 15th level, when you roll initiative and have no creature's speed is reduced by 10 feet until the end of their
superiority dice remaining, you regain 1 superiority die. next turn.
Neuroblock. When you hit a creature with a melee weapon
attack, you may expend a superiority die to halt its ability to
Calculated Defenses heal. Add the number rolled to the damage of the weapon
Beginning at 18th level, whenever you must make a saving attack and the creature cannot regain hit points until the end
throw from an effect you can see, you gain a bonus to the of your next turn.
saving throw equal to your Intelligence modifier. Rapid Response. While moving, you may expend a
superiority die and add 5 times the number rolled to your
movement speed.

THE SCHOLAR | BY /U/CHARRMELEON


MADE IN HOMEBREWERY Version: 3
Reassure. As an action, you may call out to a creature Silver Tongue
within 60 feet that can hear or see you that has been Beginning at 3rd level you may add half your proficiency
charmed or frightened. When you do, expend a superiority die bonus to any Charisma skill check you are not already
and the creature can immediately make another saving throw proficient in. Additionally, You learn one additional language
with advantage to end the effect. of your choice.
Remove Toxins. As an action, you may expend a
superiority die to purge the toxins from a creature you can Learned Diplomat
touch. The target regains hit points equal to the number At 3rd level, you gain access to new maneuvers which reflect
rolled and is the target is cured of one disease or one poison the progress of your studies into the political world.
affecting it. Whenever you learn a new maneuver, you can choose from
Smelling Salts. As a bonus action, you may expend a any of the following as well. The maneuvers are listed in
superiority die to heal a creature you can touch a number of alphabetical order.
hit points equal to the number rolled. Call to Arms. If you are surprised at the beginning of
combat and aren't incapacitated, you can expend one
Field Surgeon superiority die to use a bonus action before doing anything
At 6th level, whenever you expend superiority dice to restore else on your turn to make a call to arms. When you do so,
hit points, you can expend up to two dice instead of just one, creatures you choose within 30 feet who can hear or see who
adding both to the roll. Both dice are expended as normal. haven't gone yet may act normally on their first turn.
When you do, if the target regaining hit points is the analyzed Charming Presence. As an action, you can make a
target of your Critical Analysis feature, you may also roll the Charisma (Persuasion) skill check and expend one
additional twice, adding both to the roll. superiority die to attempt to charm a humanoid creature who
can see or hear you within 60 feet. Add the superiority die to
Resuscitate your Persuasion check and the target makes a contested
Beginning at 11th level, your medical studies have taught on Wisdom (Insight) check. The target has advantage on the
the ways of cheating death itself. If a creature that has died check if you or your companions are fighting it. If your check
since the end of your last turn, as an action, you may touch succeeds, the target is charmed by you until the end of your
the creature to bring the target back to life with 1 hit point next turn or until you or your companions do something
remaining. harmful to it. The charmed creature regards you as a friendly
A creature can only regain hit points this way once before acquaintance.
that creature finishes a short or long rest. Charge. As a bonus action on your turn, you can expend
one superiority die to call for a retreat. Until the start of your
Panacea next turn, creatures you choose within 30 feet who can see or
When you reach 17th level, you develop a cure-all miracle hear you, ignore nonmagical difficult terrain.
solution: a panacea. Over the course of 10 minutes, you can Goading Attack. When you hit a creature with a weapon
expend rare medicinal herbs and oils worth 100 gp to create attack, you can expend one superiority die to attempt to goad
your panacea in a simple vial. The panacea retains its potency the target into attack you. You add the superiority die to the
for 24 hours. attack's damage roll, and the target must make a Wisdom
As an action, a creature may drink the elixir or administer saving throw. ON a failed save, the target has disadvantage on
it to another creature. The drinker has their exhaustion level all attack rolls against targets other than you until the end of
reduced by one or has one of the following debilitating effects your next turn.
end: Inspiring Defense. As a reaction when an ally you can see
within 30 feet who can hear or see you, makes a saving
One effect that petrified or cursed the target. throw, you may expend a superiority die. Add the number
One magical effect afflicting the creature. rolled to the targets saving throw. You may use this reaction
Any reduction to one of the target's ability scores. after the initial d20 has been rolled, but must be before the
One effect reducing the target's hit point maximum. DM declares its effects.
Once you create a panacea, you can't create another until Menacing Attack. When you hit a creature with a weapon
you finish a short or long rest. attack, you can expend one superiority 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
Politician your next turn.
Scholars who choose to follow the Politician pursuit are Rally. On your turn, you can use a bonus action and expend
those who study social & political sciences. They use their one superiority die to bolster the resolve of one of your
knowledge of the people to manipulate the masses into doing companions. When you do so, choose a friendly creature who
their bidding or allow them to carry out their business can see or hear you. That creature gains temporary hit points
without being impeded. equal to the superiority die roll + your Charisma modifier.

THE SCHOLAR | BY /U/CHARRMELEON


Version: 3 MADE IN HOMEBREWERY
Targeted Feint. You can expend one superiority die and Once, within the next minute, a creature may roll their die
use a bonus action on your turn to feint, choosing one and add the number rolled to one ability check, attack roll, or
creature within 30 feet of you as your target. You have saving throw it makes. The creature can wait until after it
advantage on your next attack roll against that creature. If rolls the d20 before deciding to use the superiority die, but
that attack hits, add the superiority die to the attack's damage must decide before the DM says whether the roll succeeds or
roll. fails. Once the superiority die is rolled, it is lost. A creature
Tyrannical Strike. When you hit a creature with a weapon can have only one superiority die at a time.
attack, you can expend one superiority and issue a one-word Tactician
command to a creature who can hear or see you. You add the
superiority die to the attack's damage roll, and the target must To a tactician, the ways of war is just another subject to be
succeed on a Wisdom saving throw. On a failed save, the studied. They train themselves and their allies in combat
target must follow the command on its next turn. The target maneuvers to deftly eliminate their foes through clever
automatically succeeds if it is Undead, can't be charmed, it positioning and fierce, timely attacks.
doesn’t understand your language, or if your command is
directly harmful to it. Bonus Proficiencies
Beginning at 3rd level when you select this pursuit, you gain
Force of Personality proficiency in martial weapons, medium armor, and shields.
At 6th level, as an action, you suggest a course of activity
(limited to a sentence or two) to influence a creature you can Tactic Mastery
see within range that can hear and understand you. At 3rd level, you gain access to new maneuvers which reflect
Creatures that can’t be charmed are immune to this effect. your mastery in the field of combat. You learn one additional
The suggestion must be worded in such a manner as to make maneuver of your choice. Whenever you learn a new
the course of action sound reasonable. Asking the creature to maneuver, you can choose from any of the following as well.
stab itself, throw itself onto a spear, immolate itself, or do The maneuvers are listed in alphabetical order.
some other obviously harmful act ends the effect. Commander's Strike. when you take the Attack action on
The target must make a Wisdom saving throw. On a failed your turn, you can forgo one of your attacks and use a bonus
save, it pursues the course of action you described to the best action to direct one of your companions to strike. When you
of its ability. The suggested course of action can continue for do so, choose a friendly creature within 60 feet who can see
up to 24 hours. If the suggested activity can be completed in a or hear you and expend one superiority die. That creature
shorter time, the effect ends when the subject finishes what it can immediately use its reaction to make one weapon attack,
was asked to do. adding your superiority die to the attack’s damage roll.
You can also specify conditions that will trigger a special Disarming Attack. When you hit a creature with a weapon
activity during the duration. For example, you might suggest attack, you can expend one superiority die to attempt to
that a knight give her warhorse to the first beggar she meets. disarm the target, forcing it to drop one item of your choice
If the condition isn’t met before the effect ends, the activity that it's holding. You add the superiority die to the attack's
isn’t performed. damage roll, and the target must make a Strength saving
If you or any of your companions damage the target, the throw. On a failed save, it drops the object you choose. The
effect ends. object lands at its feet.
You may only use this feature once before finishing a short Lunging Attack. When you make a melee weapon attack
or long rest. 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
Beguiling Presence superiority die to the attack's damage roll.
Beginning at 11th level, humanoids within 10 feet of you have Maneuvering Attack. When you hit a creature with a
their attitude regarding you increased by one step (per DMG weapon attack, you can expend one superiority die to
pg.244). Hostile creatures become indifferent to you, maneuver one of your comrades into a more advantageous
indifferent creatures become friendly, and friendly humanoids position. You add the superiority die to the attack's damage
are charmed by you. Creatures who can’t be charmed are roll, and you choose a friendly creature who can see or hear
immune to this effect. you. That creature can use its reaction to move up to half its
The effect ends early for a creature if you attack, cast a speed without provoking opportunity attacks from the target
spell, or use any other feature that deals damage or requires a of your attack.
saving throw against it or any of its allies. Pushing Attack. When you hit a creature with a weapon
attack, you can expend one superiority die to attempt to drive
Call to Victory the target back. You add the superiority die to the attack's
Starting at 17th level, you can call out to your allies, damage roll, and if the target is Large or small, it must make a
beckoning them to victory. As an action, you may expend a Strength saving throw. On a failed save, you push the target
number of superiority die, giving each to a creature of your up to 15 feet away from you.
choice within 60 feet who can hear or see 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.

THE SCHOLAR | BY /U/CHARRMELEON


MADE IN HOMEBREWERY Version: 3
Scholar's Parry. When another creature damages you with Arcane Amateur
a weapon attack, you can use your reaction and expend one Choose one 1st-level spell from the Wizard spell list. You
superiority die to reduce the damage by the number you roll learn that spell and can cast it at its lowest level. Once you
on your superiority die + your Intelligence modifier. cast it, you must finish a long rest before you can cast it
Sweeping Attack. When you hit a creature with a melee again. Your spellcasting ability for this spell is Intelligence.
weapon attack, you expend one superiority die to attempt to You can select this discovery multiple times. Each time you
damage another creature with the same attack. Choose do so, you must choose a different spell.
another creature within 5 feet of the original target and
within your reach. If the original attack roll would hit the Backstab
second creature, it takes equal to the number you rolled on Prerequisite: 15th level, Politician Pursuit
your superiority die. The damage is of the same type dealt by When you hit a creature that is charmed of you, the attack is
the original attack. a critical hit. You can’t do so again until you finish a short or
Targeted Attack. When you make a weapon attack roll, you long rest.
can expend one superiority die to add it to the roll. You can
use this maneuver before or after making the attack roll, but Charming Feint
before any effects of the attack are applied. Prerequisite: 12th level, Politician Pursuit
Trip Attack. When you hit a creature with a weapon attack, You may add your Charisma modifier to melee attack rolls
you can expend one superiority die to attempt to knock the you make against a humanoid within 5 feet.
target down. You add the superiority die to the attack's
damage roll, and if the target is Large or smaller, it must Clever Applications
make a Strength saving throw. On a failed save, you knock You become proficient in Improvised Weapons. Additionally,
the target prone. when you make an attack with an improvised weapon, it
deals 1d6 damage instead.
Combat Survey
At 6th level, you can survey the field, allowing you a moment Cold Logic
to formulate a plan. When you are in combat, you may use Prerequisite: Politician Pursuit
your action to survey the field and recover one expended You may use your Intelligence modifier instead of your
superiority die. Charisma modifier when you make an Intimidation skill
You can use this feature once before finishing a short or check.
long rest.
Contingency Plan
Multi-Target Analysis Prerequisite: 9th level, Tactician Pursuit
At 11th level, when you use your Critical Analysis feature, you When the target of your Critical Analysis feature attacks you
may analyze two targets within range at once without and scores a critical hit, you may expend a superiority die to
expending an additional use. treat the attack as a normal hit instead.
Once you use this feature, you can’t do so again until you
All-Out Attack finish a long rest.
At 17th level, you may use your action to initiate an all-out
attack. Choose a number of allies up to your Intelligence Developed Resistance
modifier within 60 feet who can see or hear you. The chosen Prerequisite: 9th level
allies may then immediately use their reaction to make one You gain resistance to poison damage and advantage on
weapon attack against a target of your choice. You may saving throws against poison.
choose the target for each attack separately.
Once you use this feature, you cannot use it again until you Discerning Eyes
finish a short or long rest. Prerequisite: 5th level
You have advantage on saving throws against illusions and on
Intelligence checks to discern them from reality.
Discoveries
The discoveries are presented in alphabetical order. If a Dominating Presence
discovery requires a level, you must be that level in this class Prerequisite: 15th level, Politician Pursuit
to learn the discovery. As an action, you may call out to a humanoid that is charmed
or frightened of you to direct their next action. The target
Adaptive must succeed a Wisdom saving throw (DC 8 + your
Prerequisite: 7th level proficiency bonus + your Intelligence modifier) or until the
When the analyzed target of your Critical Analysis feature is end of your next turn, the creature takes only the actions you
reduced to 0 hit points, you may use your reaction to change choose, and doesn't do anything that you don't allow it to do.
the target of your analysis to another creature within range. During this time you can also cause the creature to use a
This change doesn't extend the analysis' duration. 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.

THE SCHOLAR | BY /U/CHARRMELEON


Version: 3 MADE IN HOMEBREWERY
Perfect Maneuver
Dungeoneer Prerequisite: 15th level
You have advantage on Perception (Wisdom) checks and When you roll a superiority die, you can choose to take the
Investigation (Intelligence) checks to locate any secret doors maximum result. If you were to roll multiple die, it only
or traps. applies to one. You can’t do so again until you finish a short or
long rest.
Explorer
When you make a Survival skill check, you may use your Physical Conditioning
Intelligence modifier instead of your Wisdom modifier. Your hit point maximum increases by 1 for every level you
have in the scholar class, and increases by 1 again whenever
Extra Attack you gain a level in this class.
Prerequisite: 5th level, Tactician Pursuit
You can attack twice, instead of once, whenever you take the Quick Analysis
Attack action on your turn. Prerequisite: 7th level
When you roll initiative and aren't surprised, you may use
Fighting Style your reaction to use your critical analysis feature.
Prerequisite: Tactician Pursuit
You adopt a particular style of fighting as your specialty. Reliable Sources
Choose one of the options available to the Fighter class. You Prerequisite: 12th level
can’t take a Fighting Style option more than once, even if you When you make an Arcana, History, Nature, or Religion skill
later get to choose again. check and may add your proficiency bonus to the check, treat
any roll of 9 or lower as if you had rolled a 10.
Hardened Mind
Prerequisite: 15th level Reliable Words
You gain resistance to Psychic damage. Prerequisite: 12th Level, Politician Pursuit
When you make a social skill check in a skill you are
Lifelong Learning proficient in, treat any roll 9 or lower as if you had rolled a 10.
Gain proficiency in two skills or two tools, or one skill and
one tool. Resolute
You can select this discovery multiple times, each time Prerequisite: 9th level
choosing two new skills or tools. You have advantage against charm effects.
Lingering Advice Reasoned Vigilance
Prerequisite: 7th level You may add your Intelligence modifier to your Initiative roll.
When you use your Sage Advice feature, the targeted
creatures retain the benefit from your instruction for the full Ruthless Execution
duration. Prerequisite: 9th level
When you would expend one or more superiority die, you can
Linguist expend one additional die, add the number rolled to the total.
You learn two additional languages.
You my choose this discovery multiple times, each time Sound Reasoning
choosing two new languages. Prerequisite: Politician Pursuit
You may use your Intelligence modifier instead of your
Master's Advice Charisma modifier when you make a Persuasion skill check.
Prerequisite: 15th level
When you use your Sage Advice feature, the first time each Surgical Precision
targeted creature makes the chosen skill check, they gain an Prerequisite: 5th Level, Physician Pursuit
additional +10 bonus to the roll. When you hit a creature with a weapon attack, it takes
additional damage equal to your Intelligence modifier.
Medical Genius
Prerequisite: Physician Pursuit Tactical Retreat
When you make a Medicine skill check, you may use your Prerequisite: Tactician Pursuit
Intelligence modifier instead of your Wisdom modifier. When you take the dash action, opportunity attacks made
against you are made at disadvantage.
Mortician
Prerequisite: Physician Pursuit Targeted Analysis
You may use your Critical Analysis feature to examine a body Attack rolls made against target of your Critical Analysis
that has died within the last 7 days. At the DM’s discretion, feature cannot suffer from disadvantage.
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.

THE SCHOLAR | BY /U/CHARRMELEON


MADE IN HOMEBREWERY Version: 3
Tend the Wounded
Prerequisite: 5th level, Physician Pursuit Multiclassing
If you or any friendly creatures you can touch regain hit
points by spending Hit Dice at the end of the Short Rest, each Prerequisites
of those creatures regains an extra 1d8 hit points. To qualify for a new class, you must mee the ability score
prerequisites for both your current class and your new one, as
Theoretical Advice shown in the Multiclassing Prerequisites table.
Prerequisite: 12th level
When you use your Sage Advice feature, you may choose a
skill you are not proficient in. When you do, targeted Multiclassing Prerequisites
creatures add half their proficiency bonus (rounded down) Class Ability Score Minimum
instead. Scholar Intelligence 13

Tyrant’s Ferocity
Prerequisite: Politician Pursuit
You have advantage on any attack against a creature that is Proficiencies
charmed by you or frightened of you. 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
Unarmored Defense
While wearing no armor and not wielding a shield, your AC the Multiclassing Proficiencies table.
equals 10 + your Dexterity modifier + your Intelligence Multiclassing Proficiencies
modifier. Class Proficiencies Gained
Scholar Light armor, one skill from the class's
Universal Language skill list.
You can communicate simple ideas with any creature with an
Intelligence of 6 or more through basic expressions and
gestures.
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
Credits than two attacks with this feature unless it says you do (as the
Shoutout to /r/UnearthedArcana for feedback fighter’s version of Extra Attack does). Similarly, the warlock’s
on the last two versions, which can be found eldritch invocation Thirsting Blade doesn’t give you additional
here (v1) and here (v2) attacks if you also have Extra Attack.
Thank you to /r/wdalright & /r/coolgamertagbro
for their takes on the Scholar being the initial Superiority Die
inspiration to mine. They can be found here and If you gain superiority die from another class, you gain one
here. additional die to your existing pool of dice.
Thank you to my DM Wife & game group for
playtest help and keeping me sane through the Unarmored Defence
dozens of revisions you don't see. If you already have the Unarmored Defense feature, you can't
gain it again from another class.

THE SCHOLAR | BY /U/CHARRMELEON


Version: 3 MADE IN HOMEBREWERY
Changelog
Class Feature Changes
Overhaul of Critical Analysis
Added Academic Superiority
Removed Well Learned
Rework of Renewed Alacrity
Removed Deliberate Execution
Added Lightning Execution
Added Improved Academic Superiority
Added Relentless
Overhaul of Genius Unbound
Added Multiclassing specifics
Physician Pursuit Changes
Removed Basic/Greater/Superior/Supreme Mutagen
features
Added Medical Practicioner and maneuvers
Removed Remove Toxins
Added Field Surgeon*
Minor revision to Resuscitate
Minor revision to Panacea
Politician Pursuit Changes
Removed Aura of Leadership/Protection/Inspiration
Removed Bonus Proficiencies
Added Silver Tongue
Added Learned Diplomat and maneuvers
Removed Political Presence
Added Force of Personality
Swapped Feature level for Beguiling Presence & Call to
Victory with minor revisions
Tactician Pursuit Changes
Removed Improved Tactics
Added Tactic Mastery and maneuvers
Removed Commander's Strike and added as maneuver
Removed Critical Strike - added as Ruthless Execution
Discovery
Removed Extra Attack - added as Discovery of same name
Added Combat Survey
Removed portion of Multi-Target Analysis to give free
maneuvers
Discovery Changes
Minor changes throughout to replace "Analysis Die" for
"Superiority Die"
Removed Hamstring - added as Physician maneuver
Reworked Analytical Offense - now Surgical Precision and
limited to Physician Pursuit only
Reworked Tyrant's Attack - now Backstab
Overhaul Charming Feint
Added Extra Attack as Tactician Only
Renamed Critical Success as Perfect Maneuver
Added Ruthless Execution
Reworked Targeted Analysis
Reworked Tend the Wounded

THE SCHOLAR | BY /U/CHARRMELEON


MADE IN HOMEBREWERY Version: 3

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