Version: 0.1 The Scholar A new Intelligence-based, skillful, non-magical character class that requires preparation and ingenuity to dominate. Playing a more support oriented role, the scholar won't be laying out a lot of damage or be particularly adept at taking damage either. However, their unique skill set will let their allies be the best that they can be. With three archetypes, the Tactician, the Physician, or the Politician, they are masterful battlefield commanders, swift field medics keeping their allies in top condition, and cunning manipulators of the masses. Above all others, they are the masters of the mundane. The Pursuit of Knowledge Filler Text Creating a Scholar Filler Text 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 or Strength depending on whether you want to focus on melee weapons or on archery (or finesse weapons), or Charisma if you plan on following the Politician pursuit. Second choose the Sage background, or Noble if you plan on following the Politician pursuit. 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, heavy crossbows

Tools: Any two

Saving Throws: Dexterity, Intelligence

Skills: Choose three from Arcana, History, Insight, Investigation, Medicine, Nature, Perception, Performance, Persuasion, Religion, and Survival. The Scholar Level Proficiency Bonus Features Discoveries 1st +2 Critical Analysis (d6), Expertise - 2nd +2 Discovery,Sage Advice (one use) 2 3rd +2 Lifelong Learning, Pursuit 2 4th +2 Ability Score Improvement 2 5th +3 Critical Analysis (d8), Renewed Alacrity 3 6th +3 Pursuit Feature 3 7th +3 Rapid Analysis 4 8th +3 Ability Score Improvement 4 9th +4 Lifelong Learning 5 10th +4 Combat Analysis (d10), Expertise 5 11th +4 Pursuit Feature 5 12th +4 Ability Score Improvement 6 13th +5 Sage Advice (two uses) 6 14th +5 Unwaveringer Mind 6 15th +5 Critical Analysis (d12) 7 16th +5 Ability Score Improvement 7 17th +6 Pursuit Feature 7 18th +6 Calculated Defenses 8 19th +6 Ability Score Improvement 8 20th +6 Genius Unbound 8 Equipment you start with the following equipment in addition to the equipment gained by your background. (a) any simple weapon or (b) a light crossbow and 20 bolts

(a) scholar's pack or (b) explorer's pack

a set of leather armor

any two tools of your choice Alternatively, you may start with 4d4 x 10 gp to buy your own equipment.

Version: 0.1 Critical Analysis Starting at 1st level, your cunning mind allows you to quickly analyze your surroundings to find an edge where it’s needed. You may use your bonus action to analyze a target you can see within 30 feet. When you analyze a target, you gain an Analysis die, which is a d6. For the next minute, until you roll the die, or until you use this feature again, you gain one of the following benefits against the target, which you chose when you analyze the target. Weak Point. Once per turn, when you hit the target with a weapon attack, you may roll your Analysis die and deal additional force damage equal to the number rolled.

Once per turn, when you hit the target with a weapon attack, you may roll your Analysis die and deal additional force damage equal to the number rolled. Administer Aid. While within 5 feet of the target, you may use your action to roll your Analysis die, healing the target that amount.

While within 5 feet of the target, you may use your action to roll your Analysis die, healing the target that amount. Reasoned Defense. When you make a saving throw from an effect you can see caused by the analyzed target, you may roll your Analysis die and add the number to your saving throw. You can wait until after you roll the d20, but must decide to use it before the DM resolves the action.

When you make a saving throw from an effect you can see caused by the analyzed target, you may roll your Analysis die and add the number to your saving throw. You can wait until after you roll the d20, but must decide to use it before the DM resolves the action. Measured Words. When you make a Deception, Intimidation, Performance, or Persuasion check against the target, you may roll your Analysis die and add the number rolled to your check. You may use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest. Your Analysis die changes when you reach certain levels in this class: to 1d8 at 5th level, to 1d10 at 10th level, and to 1d12 at 15th level. Expertise At 1st 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. 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 may spread your knowledge and experience to those around you, guiding them towards success. You spend 1 minute advising your companions. When you do so, choose a skill 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 a skill check of the chosen skill, they may add their proficiency modifier to the roll, or double their proficiency if they are already proficient. Once you’ve used this feature, it cannot be used again until you complete a short rest. Starting at 13th level, you can use it twice before a rest, but a creature can only benefit from it once at any one time. Lifelong Learning For a scholar, learning never stops. At 3rd level, you gain two skill or tool proficiencies, or one skill and one tool proficiency. You learn two more proficiencies at 9th level. These can be two skill or tool proficiencies, or one skill and one tool proficiency. Pursuit At 3rd level, you dedicate your studies towards a particular pursuit of your choice: physician 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, 10th, 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. Renewed Alacrity Beginning at 5th level, you regain all of your expended uses of Critical Analysis when you finish a short rest or long rest. Rapid Analysis Starting at 7th level, when you roll initiative and are not surprised, you may use your reaction to use your critical analysis feature. Unwavering Mind When you reach 14th level, you gain proficiency in Wisdom saving throws. Calculated Defenses When you reach 18th level, whenever you must make a saving throw from an effect you can see, you gain a bonus to the saving throw equal to your Intelligence modifier.

Version: 0.1 Genius Unbound When you reach 20th level, when you roll initiative and don't have any uses of your critical analysis feature, you regain one use. Pursuits Your pursuit is the culmination of your studies from well before you set out as an adventurer. Physician Medicinal masters of the mundane, medicating moderately murderous marauders. Bonus Proficiencies Starting at 3rd level, when you select this pursuit, you gain proficiency in the Medicine skill and Alchemist Supplies Field Medic At 3rd level, when you analyze a target to administer aid, you may do so at will, requiring no action. Additionally, when you roll your analysis die to administer aid, the creature regains additional hit points equal to your Intelligence modifier. Healing Elixir Also at 3rd level, you may spend 1 minute to concoct a healing elixir in a simple vial by using your alchemist supplies. The elixir retains its potency for 8 hours. As an action, a creature may drink the elixir or administer it to another creature. The drinker regains hit points equal to twice your Analysis die + your Scholar Level. You can use this feature a number of times equal to your Intelligence modifier, after which you cannot use this feature again until you complete a long rest. When you reach certain levels in this class, the hit points regained by drinking the elixir increase by 1 Analysis die at 7th level (3x), and increase by 1 die again at 11th level (4x), 15th level (5x), and 19th level (6x). Remove Toxins Starting at 6th level, when you administer aid to a creature, you can instead cure one disease or condition affecting it. The condition can be blinded, deafened, paralyzed, or poisoned. Tend the Wounded At 6th level, you can tend to your allies to assist in recovering their wounds. During a short rest, if you or any friendly creature you can touch regain hit points at the end of the short rest, each of those creatures regain additional hit points equal to your Analysis die. Resuscitate By 11th level, you have learned medical practices capable of even bringing back the dead. When you administer aid to a creature who has died since your last turn, you may bring them back to life with 1 hit point remaining. A creature can only be revived this way once before they finish a short or long rest. Panacea At 17th level, you have developed a cure-all miracle solution: a panacea. When you administer aid to a creature, by using rare medicinal herbs and oils worth 100 gp, which are consumed, you can instead cure the target of one debilitating effect. You can reduce the targets exhaustion level by one, or end one of the following effects on the target: One effect that charmed or petrified the target.

One curse or magical effect on the creature.

Any reduction to one of the target's ability scores.

One effect reducing the target's hit point maximum. Politician Master manipulators of the masses. Bonus Proficiencies Starting at 3rd level, when you select this pursuit, you gain proficiency with the Persuasion and Deception skills. Charming Personality At 3rd level, your silvered tongue and honey laced words carry with them an almost unnatural charming effect. When you speak to a creature that is the target of your measured words analysis for the full duration, you can make a Charisma (Persuasion) check contested by the target's Wisdom (Insight) check. The check automatically fails if you or your companions are fighting the target or any of its companions. If the check succeeds, the creature is charmed by you for as long as it remains within 60 feet of you and for 1 hour thereafter. The effect ends early if you or any of your companions damage the target or any of its companions. If the check fails, the creature is not charmed and becomes immune to this effect for the next 24 hours. Overwhelming Charm At 6th level, while a creature is charmed by your Charming Personality feature, you may also attempt to make a suggestion to them, as if under the effects of the suggestion spell. You may only use this feature once before finishing a short or long rest. Taunt At 6th level, you can issue a taunt to a creature call their attention to you. As an action, you taunt a creature within 60 feet that can see or hear you that has been targeted by your critical analysis. Until the end of your next turn, the creature has disadvantage on all attacks made against creatures other than you. During this time, if the creature hits you with an attack, you may use your reaction to roll your Analysis die, reducing the damage by the amount rolled. The effect then ends. Call to Victory Starting at 11th level, you can call out to your allies, beckoning them to victory. As an action, choose a number of allies up to your Intelligence modifier within 60 feet who can hear you and who can understand you. Each of those creatures gains one Analysis die.

Version: 0.1 Once, until the end of your next turn, 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 before deciding to use the Analysis die, but must decide before the DM says whether the roll succeeds or fails. Once the Analysis die is rolled, it is lost. A creature can have only one Analysis die at a time. Once you use this feature, you cannot do so again until you finish a long rest. Beguiling Presence Beginning at 17th level, your charm radiates about you in a 30ft aura. Humanoids within your aura have their attitude regarding you increased by one step (per DMG pg.244). Hostile creatures become indifferent to you, indifferent creatures become friendly, and friendly humanoids are charmed by you. Creatures who are immune to the charmed condition are immune to your aura. The effect ends for a creature that you have attacked or cast a spell that affects it, or if it sees you attack or cast a spell that affects any of it's allies. Tactician A master of the battlefield, she commands her allies through clever positioning and fierce, timely strikes. It is the strong who win the fights, but it is the cunning generals who command them that win the war. Bonus Proficiencies Starting at 3rd level when you select this pursuit, you gain proficiency in the History skill, medium armor, and shields. Precise Strikes At 3rd level, when you make an attack against a target subject to your weak point analysis, you can choose to use your Analysis die on the attack roll or the damage roll. You can choose to use this feature before or after the roll is made, but before any effects of the roll are applied. Commander's Strike Beginning at 6th level, 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 who can see or hear you and expend one use of your critical analysis feature. That creature can immediately use its reaction to make one weapon attack, adding your analysis die to the attack’s damage roll. Force Multiplier At 6th level, whenever you roll an analysis die to add to a damage roll, you can roll two dice instead of just one, adding both to the roll. All-out Attack At 11th level, you can call out to your allies to initiate an all-out attack against a creature you have analyzed. You may expend the analysis die as an action to choose a number of allies up to your Intelligence modifier within 30 feet who can see or hear you. Until the end of your next turn, they each gain the benefit of your weak point analysis feature. Once you’ve used this feature, it cannot be used again until you finish a long rest. Locked-On Starting at 17th level, when you analyze a target for their weak point, you may maintain your analysis as if keeping concentration on a spell. If you do, you benefit from the feature until you analyze a different target, lose concentration, or after the normal duration passes. Discoveries The discovers are presented in alphabetical order. If a discovery requires a level, you must be that level in this class to learn the discovery. Adaptive Prerequisite: 7th level

When the target of your Critical Analysis dies, you may use your reaction to analyze a new target within range without expending a use. Analytic Offense Prerequisite: 5th Level

When you hit a creature with a weapon attack, it takes additional damage equal to your Intelligence modifier. Arcane Amateur Choose one 1st-level spell from the Wizard spell list. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again. Your spellcasting ability for this spell is Intelligence. Clever Applications You become proficient in Improvised Weapons. Additionally, when you make an attack with an improvised weapon, it deals 1d6 damage instead. Contingency Plan Prerequisite: 9th level, Tactician Pursuit

When a creature you have analyzed attacks you and scores a critical hit, you may expend your Analysis die to treat the attack as a normal hit instead. Critical Success Prerequisite: 15th level

When you would roll your Analysis 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. 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.

Version: 0.1 Dungeoneer You have advantage on Perception (Wisdom) checks and Investigation (Intelligence) checks to locate any secret doors or traps. Extra Attack Prerequisite: 5th level

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. Hamstring When you damage a creature with your weak point analysis, you may also reduce their speed by 10 feet until the end of your next turn. Hardened Mind Prerequisite: 15th level

You gain resistance to Psychic damage. 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 Martial Training Prerequisite: Tactician Pursuit

You gain proficiency in Martial weapons 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. Medical Genius Prerequisite: Physician Pursuit

When you make a Medicine skill check, you may use your Intelligence modifier instead of your Wisdom modifier. Monstrologist Prerequisite: 7th Level

Choose one type of creature from the following list: aberrations, celestials, constructs, dragons, elementals, fiends, or giants. You have advantage on Intelligence checks to recall information about the chosen creature type and may use your Intelligence modifier when making a Survival skill check to track them. You can chose this discovery multiple times, each time choosing a different creature. Mortician You may 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. 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. Rapid Response Prerequisite: 7th level, Physician Pursuit

When you use your action to administer aid, you can dash as a bonus action. Reliable Words Prerequisite: 12th Level, Politician Pursuit

When you make a social skill check in a skill you are proficient in, treat any roll 9 or lower as if you had rolled a 10. Resolute Prerequisite: 9th level

You have advantage against charm effects. Sound Reasoning Prerequisite: Politician Pursuit

You may use your Intelligence modifier instead of your Charisma modifier when you make a Persuasion skill check. Tactical Retreat Prerequisite: Tactician Pursuit

When you take the dash action, opportunity attacks made against you are made at disadvantage. Targeted Analysis The target of your Critical Analysis feature does not gain the benefits of the dodge action against your attacks and spells. 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. Toxicologist Prerequisite: Physician

When you brew a healing elixir, you may instead brew a deadly neurotoxin instead. The liquid is clear and odorless and may be coated onto a weapon or piece of ammunition that deals piercing or slashing damage. If a creature ingests the poison or is damaged by a poisoned weapon, it must make a Constitution save against a save DC of 8 + your Proficiency + your Intelligence modifier. On a failure, the creature takes poison damage equal to the number of hit points one of your elixirs would normally heal, taking half damage on a success. Constructs and Undead take no damage.