Version: 0.2 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 background 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, shortswords Tools: Any two

Saving Throws: Dexterity, Intelligence

Skills: Choose three from Arcana, Deception, History, Insight, Intimidation, Investigation, Medicine, Nature, Persuasion, Religion, and Survival. The Scholar Level Proficiency Bonus Features Discoveries 1st +2 Critical Analysis (d6), Well Learned - 2nd +2 Discovery, Sage Advice (one use) 2 3rd +2 Expertise, Pursuit 2 4th +2 Ability Score Improvement 2 5th +3 Critical Analysis (d8), Renewed Alacrity 3 6th +3 Pursuit Feature 3 7th +3 Deliberate Execution 4 8th +3 Ability Score Improvement 4 9th +4 Well Learned 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 Unwavering 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

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.

Version: 0.2 Critical Analysis Starting at 1st level, your cunning resourcefulness allows you to execute special tactics that are fueled by special dice called analysis dice. The tactics you can execute are listed below under "Tactics." You have a number of Analysis dice equal to your Intelligence modifier, which are d6s. You expend a die when you use it. You regain all of your expended analysis dice when you finish a long rest. Your analysis die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level. Tactics The Tactics are presented in alphabetical order. You may only use a tactic once per turn. Analyze. As a bonus action, you may expend one of your Analysis die to analyze a target that you can see within 60 feet of you. The target is analyzed by you for 1 minute or until you analyze another target. The analyzed target gains one Analysis dice, which it cannot roll. Many of your tactics have additional effects against an analyzed target. Administer Aid. As an action, you expend an Analysis die to roll it and a creature you can touch regains a number of hit points equal to the number rolled. If you use this tactic on your analyzed target, the hit points gained can be no less than your Intelligence modifier. Additionally, your analyzed target may roll their analysis die and gain additional hit points equal to the number rolled. Exploit Weakness. When you hit a target with a weapon attack, you may roll an Analysis die and deal additional damage equal to the number rolled. This additional damage cannot be reduced in any way. When you use this tactic on an analyzed target, your initial attack also ignores any resistances the target might have, but not immunities. Measured Words. When you make a Deception, Persuasion, Performance, or Intimidation check against a creature, you may expend an analysis die to roll it and gain a bonus to the check equal to the number rolled. If you use this tactic against your analyzed target, you may expend their analysis die and gain advantage on the roll. Reasoned Defense. As a reaction, when you make a saving throw against an effect you can see and are not surprised, you may expend an analysis die to roll it and gain a bonus to your saving throw equal to the number rolled. If you use this tactic against your analyzed target, you may expend their analysis die and gain advantage on the roll. Well Learned For a scholar, the pursuit of knowledge is everything. At 1st level, you gain one skill or tool proficiency of your choice. You learn two more proficiencies at 9th level. These can be two skill or tool proficiencies, or one skill and one tool proficiency. 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 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 a check of the chosen skill or tool, 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 or long rest. Starting at 13th level, you can use it twice before a rest, but a creature may only benefit from it once at any one time. 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. 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 analysis dice when you finish a short rest or long rest. Deliberate Execution Starting at 7th level, when you roll a 1 or 2 on an analysis die, you can reroll the die and must use the new roll. Unwavering Mind When you reach 14th level, you gain proficiency in Wisdom saving throws.

Version: 0.2 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. Genius Unbound When you reach 20th level, when you roll initiative and don't have any uses analysis die remaining, you regain one die. Pursuits Your pursuit is the culmination of your studies from well before you set out as an adventurer. Physician [Flavor text] Scholars who have a deep understanding of humanoid physiology. As a physician, you use that knowledge to tend to your allies and their wounds, but also create a unique potion to alter your physiology. Think Dr. Jekyll & Mr. Hyde 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. Improved Tactics Also at 3rd level, the pursuit you choose gives you improved options for your tactics to reflect your training. These do not replace the original tactics, and are in addition to your current options. Administer Aid. When you use this tactic, the target heals an additional amount equal to your Intelligence modifier. Exploit Weakness. When you use this tactic against your analyzed target, instead of dealing additional damage, you can attempt to stun the target. They must make a Constitution saving throw (DC 8 + your proficiency bonus + your Intelligence modifier) or be stunned until the end of your next turn. Measured Words. When you use this tactic, you can instead choose to end one charm or fear effect on the target. Mutagen Also at 3rd level, you are able to concoct a unique elixir called a mutagen. Choose one of the following properties to learn. It takes 1 minute to create a mutagen, which retains its potency for 1 hour or until consumed as an action. When consumed you gain the benefits of the chosen property, the mutagen lasts for 1 minute or until you are incapacitated, during which. Endurance. At the start of each of your turns, you gain temporary hit points equal to half your Scholar level (rounded up). Strength. You surge with unbelievable power. You gain advantage on Strength checks and Strength saving throws, you deal an additional 1d4 damage whenever you hit with a weapon attack, and you count as one size larger for the purposes of grappling, shoving, carrying capacity, and the weight you can push, drag, or lift. Agility. Your reflexes become amplified granting advantage on Dexterity saving throws. Also, your movement speed increases by 10 feet, and you may use the dash action as a bonus action. If you drink a mutagen while under the effects of another, the duration is extended by 1 minute and you take 2d12 poison damage. This damage cannot be reduced or negated in any way. When your mutagen ends, you suffer one level of exhaustion for every mutagen consumed after the first. If another creature tries to drink one of your mutagens, they gain no benefits and must make a Constitution saving throw (DC 8 + your proficiency bonus + your Intelligence modifier), becoming poisoned for 1 hour on a failure. You may create a number mutagens equal to your Intelligence modifier before finishing a long rest. Remove Toxins At 6th level, when you use the administer aid tactic, you may instead cure the target of one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned. Additionally, when you use your administer aid tactic to heal a creature, you may roll additional dice as part of the same action, expending one analysis die for each additional dice rolled. Greater Mutagen At 6th level, choose one of the following properties. When you create your mutagen, it gains the chosen property in addition to any current property it has. Keen Senses. You sense become honed to an edge, granting advantage on any Wisdom (Perception) checks you make. Movement. Your agility allows any movement you make to ignore nonmagical difficult terrain. Adaption. Your body rapidly adapts to dangerous environments. You can breathe water or any other gas as if it was clean air. Resuscitate Beginning at 11th level, if you use your administer aid tactic on a creature that has died since the end of your last turn, you may bring the creature back to life with 1 hit point remaining.

A creature can only be brought back to life this way once before that creature finishes a short or long rest. Superior Mutagen At 11th level, choose one of the following properties. When you create your mutagen, it gains the chosen property in addition to any current properties it has. Vitality. Your current hit points and maximum hit points increase by half your scholar level (rounded up). Additionally, you have resistance to poison and immunity to diseases. If you are currently afflicted by a disease, its effects are suspended for the duration of your mutagen. Iron. Your skin hardens like iron. Your AC can be no less than 16 and your unarmed attacks deal 1d6 damage + your strength or dexterity modifier. Force. When you hit a creature with a weapon attack, you can push it 10 feet away from you.

Version: 0.2 Supreme Mutagen At 17th level, your mutagen has reached its apex. Choose one of the following properties. When you create your mutagen it gains the chosen property in addition to any current properties it has. Regeneration. Your body begins to rapidly regenerate. At the start of each of your turns, you regain 5 hit points. Haste. You may take one additional action each turn. This action must be Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object. Resistance. You gain resistance to bludgeoning, piercing, and slashing damage. Panacea When you reach 17th level, you develop a cure-all miracle solution: a panacea. When you use your administer aid tactic, you can expend rare medicinal herbs and oils worth 100 gp to 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 afflicting the creature.

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

One effect reducing the target's hit point maximum. Politician [Flavor text] Master manipulators of the masses. Bonus Proficiencies Beginning at 3rd level when you select this pursuit, you gain proficiency in two skills of your choice from the following list: Deception, Performance, Persuasion, Insight, and Intimidation. You also learn one additional language of your choice. Improved Tactics Also at 3rd level, the pursuit you choose gives you improved options for your tactics to reflect your training. These do not replace the original tactics, and are in addition to your current options. Administer Aid. When you use this tactic, in addition to its normal effects, the target gains a number of Temporary Hit points equal to the number rolled + your Charisma modifier. These temporary hit points last for 1 hour. Reasoned Defense. You may use this tactic as a reaction when an ally you can see within 30 feet who can hear or see you, makes a saving throw. When you do, you grant the triggering ally an analysis die, which they must immediately roll and add the number rolled to their saving throw. You may use this reaction after the initial d20 has been rolled, but must be before the DM declares its effects. Measured Words. You may use tactic as an action to issue a one-word command to a creature within 60 feet. Creatures who can’t be charmed are immune to this effect. Your target must succeed on a Wisdom saving throw (DC 8 + your proficiency bonus + your Intelligence modifier) or follow the command on its next turn. The target automatically succeeds if it is Undead, it doesn’t understand your language, or if your command is directly harmful to it. Aura of Leadership Also at 3rd level, as a bonus action, you can be begin a performance to rally your allies, guiding them to victory. When you do so, you exude an aura of influence with a radius of 10 feet. At the start of each of your turns, you and any friendly creatures within your aura gain temporary hit points equal to your Charisma modifier (minimum of 1) which last until the end of your next turn. The aura lasts for 1 minute or until you are incapacitated. You may use this feature twice before finishing a short or long rest. At 17th level, the range of this aura increases to 30 feet. Aura of Protection Starting at 6th level, whenever you or a friendly creature within your aura make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). Political Presence At 6th level, you may use your measured words tactic as an action to instead attempt to charm or frighten a creature who can hear or see you within 60 feet. You make a Charisma (Persuasion) check if you want to charm the target, or you can make a Charisma (Intimidation) check if you want to frighten the target. The check is contested by the target’s Wisdom (Insight) check. If the check succeeds, the creature is charmed or frightened of you until the end of your next turn. If the check fails, the creature is not charmed or frightened and becomes immune to this effect for the next 24 hours. Aura of Inspiration At 11th level, friendly creatures within your aura have advantage on saving throws against being charmed or frightened. Call to Victory Starting at 11th level, you can call out to your allies, beckoning them to victory. As an action, you may expend a number of analysis die, giving each to a creature of your choice within 60 feet who can hear or see 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 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. Beguiling Presence Beginning at 17th level, 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 can’t be charmed are immune to this effect. The effect ends early for a creature if you attack, cast a spell, or use any other feature that deals damage or requires a saving throw against it or any of its allies.

Version: 0.2 Tactician [Flavor text] 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 Beginning at 3rd level when you select this pursuit, you gain proficiency in martial weapons, medium armor, and shields. Improved Tactics At 3rd level, the pursuit you choose gives you improved options for your tactics to reflect your training. These do not replace the original tactics, and are in addition to your current options. Analyze. You may use a bonus action to move the analysis die from your current analyzed target to another target within range without spending another analysis die. Exploit Weakness. When you make a weapon attack, you may roll an analysis die and add the number rolled to the attack roll. You can choose to use this tactic before or after the roll, but before any effects of the roll are applied. Reasoned Defense. When you are hit with an attack, you may use your reaction to roll an analysis die and reduce the damage by the number rolled + your Intelligence modifier. Commander's Strike Also at 3rd 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 within 60 feet who can see or hear you and expend one analysis die. That creature can immediately use its reaction to make one weapon attack, adding your analysis die to the attack’s damage roll. Critical Strike At 6th level, when you use the Exploit Weakness tactic to deal damage, you may roll your analysis die twice instead of once without expending an additional die. Extra Attack Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Multi-Target Analysis At 11th level, when you use your analyze tactic, you may analyze two targets within range instead, without expending an additional die. Also, when you make a weapon attack against one of your analyzed targets, once per turn you may use the exploit weakness tactic without expending an analysis die. All-Out Attack At 17th level, you may 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. Discoveries The discoveries 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 analyze tactic is reduced to 0 hit points, you may use your reaction to move the analysis die from that creature to another target you can see within 60 feet of you. That new target is now your analyzed target. 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. Charming Feint Prerequisite: 5th level, Politician Pursuit

You may add your Charisma modifier to attacks you make against a target within your Aura of Leadership. 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 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: 0.2 Dominating Presence Prerequisite: 15th level, Politician Pursuit

As an action, you may call out to a humanoid that is charmed 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. Execution 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 do so again until you finish a short or long rest. 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 exploit weakness tactic, 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. Lifelong Learning Gain proficiency in two skills or two tools, or one skill and one tool. 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. 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 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. Quick Analysis Prerequisite: 7th level

When you roll initiative and aren't surprised, you may use your reaction to use your analyze tactic. 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 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 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. Reasoned Vigilance You may add your Intelligence modifier to your Initiative roll. 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.

Version: 0.2 Targeted Analysis The target of your analyze tactic does not gain the benefits of the dodge action against your attacks and spells. 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 regains an extra hit points equal to your analysis 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 Attack 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.





Thank You Special thank goes to /u/wdalright & /u/coolgamertagbro on reddit for their take on the Scholar class. Both revisions were hugely inspirational to the development (and several wonderful naming conventions for abilities). I highly recommend check them out here and here. I also appreciate my fellow players and DM-Wife for review, playtests, and ideas.

Shoutout to the awesome community at /r/UnearthedArcana for their feedback to make this version possible.