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Scholar


Hit Points

Hit Dice: d4 per Scholar level
Hit Points at first Level: 15-17
Hit Points at Higher Levels:

Proficiences

Armor:
Weapons:
Tools:
Saving Throws:
Skills: Level 2: Gypsy: When moving to new city gain advantage on one knowledge check for that city.   Identify: Components - vocal, pearl or gem worth 10 gold. Touch object. You learn its properties and how they can be used. Illumination: Summon flames the size of candles to light your way. They cannot burn anything, just provide illumination. Lasts up to 3 hours. Cost 1 Strain per light summoned. Mental Mail: Send a short message of less than 25 words to a creature you are familiar with. The receiver will hear the voice in their mind, recognize you as the sender, and reply in kind. Cost 2 Strain.   Level 4: Bribe: Instead of getting arrested pay 50 Mithril and guards leave you alone. Detect Magic: Components - Arcane focus. Be able to detect magical presence one day old. Have a 40% chance of knowing what type of magic or spell if the spell is your level or lower. 20% chance if higher. Cost 3 Strain. Maddening Thoughts: Roll contested intelligence roll against opponent. If successful deal 2d6 psychic damage. If failed you have a 40% to deal half damage. Cost 5 stress Little Mockingbird: Roll a Deception check. If you succeed, you may accurately imitate a desired voice for 10 minutes. Cost 4 strain.   Level 6: Well Rounded: Choose 3 skills from any career to learn Respected Researcher: Add +2 to rolls when interacting with institutes of learning. Cost 2 strain. Mind Boggling: Your words confuse your target and they have disadvantage on all rolls for the next 2 turns. Cost 4 Strain.   Level 8: Natural Scholar: Once a day add 1d6 to knowledge or intelligence check. Dimension Door: You teleport yourself from your current location to any other spot. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as “200 feet straight downward” or “upward to the northwest at a 45-degree angle, 300 feet.” You can bring along objects as long as their weight doesn’t exceed what your strength. You can also bring one willing creature of your size or smaller. The creature must be within 5 feet of you when you cast this spell. If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you. Decipher: add 1d4 to roll to break code or decipher writing Respite: Roll 1d20 to determine results. 1-7 recover 2 Strain. 8-12 recover 6 Strain. 13-17 recover 4 Strain. 18-20 recover 0 Strain.   Level 10: Call of Omens: Casting time 5 mins. Components - runic bone shards, wolfs-bane leaves. You may give advantage OR disadvantage to one roll that day. Costs 3 Strain and has 1 day cool down. Mental Distraction : Gain advantage on any Negotiation, Coercion, Deception rolls. Target rolls with disadvantage. Light Bulb: Once per day you may use your intelligence modifier for a roll instead of assigned modifier. Knowledge of the Stars: Gain advantage when dealing with: Fey, Celestial, Eldritch or Demonic entities.   Level 12: Quick Whit: roll intelligence check vs opponent. If successful insult opponent and deal 3d6 psychic damage or strain damage. Cost 7 stress. Guile of the Ahabs: Twice a day gain advantage on a deception or insight check. Nobody's Fool: Pay 3 Strain. For the next hour, those rolling deception, coercion, and charm rolls against you must do so at disadvantage. Grasp of Power Politics: Gain advantage on rolls against politicians or characters in authority positions.   Level 14: Imaginarium: Target must roll a Cool check against your Magic attack. If they fail, they are completely under the influence of an illusion of your choosing. Lasts rounds equal to your Mana level. Deal 1d6 Strain or Psychic damage per round. Cost 5 Strain. Rile: Roll Mana or Charisma check against target animal. If successful, cause an animal to become hostile to any other nearby creatures. Makes the animal fearful of the caster. Lasts 3 rounds. Cost 3 Strain. Grasp of Language: You may become fluent in a language you are learning or choose another language to start learning. Word Bender: Open a book you are carrying. Cause words to shoot from the pages and strike an opponent. Each work costs 5 strain or HP to summon. Each word summoned deals 1d8 damage.

Overview & Creation

The Scholar has a thirst for knowledge and a desire to study the mysteries of the world around them. Whether they want to understand the nature of monsters and other beasts, or seek out hidden secrets of the past, Scholars will find a way to get answers to their many questions.


Class Features

Level 3: Required reading time for books and other things halved.   Level 6: Gain Advantage on knowledge checks.   Level 9: Become fluent in the language you are learning or choose to be learning a second language.   Level 12: Gain advantage on any intelligence roll.   Level 15: Use your intelligence modifier for any modified roll.


Subclass Options

Historian: Once a day, add 1d4 per player level to History checks.   Level 1: Historical Anecdotes - Once per day you may use your historical knowledge to help an ally with their History skill check. They may add your History bonus to their roll. Level 5: Advice from the Past - Once a day you may use your knowledge of the past to assist you in a task. Use your History modifier on a roll instead of the assigned modifier. Level 10: Past Weakness - Gain advantage on combat rolls against an opponent type you've fought before. Level 15: Doomed to Repeat - Save the die result for one failed die roll. During the same day, force another character to use that result on a die roll of your choice. Cost 3 Strain.   Business Guru: Once a day add 1d4 per player level to Negotiation rolls. Level 1: Market Eye - Know the approx. value of items you come across and where to buy or sell said object. Also know the origin of the object. Level 5: Master Haggler - Prices are 10% cheaper for you. At level 15 they are 20% cheaper. Level 10: Golden Eye - Gain advantage on all rolls for bribes/bribery Level 15: Touch of Midas - Once a day you may touch a nonmagical object and turn it into a metal of your choice. Cost 8 Strain to make the object stay that metal after 30 days.   Cryptozoologist: Choose 2 favorite monster types. Gain advantage when fighting them.   Level 1: Knowledge of the Beast - You know average behavior, strengths, and weaknesses of your favorite monster types. Level 5: Eye of the Beast - Once a day you may gain 1 sense of 1 favorite monster. Lasts for X hours, X being equal to class level. Level 10: Beast Form - Transform into 1 favorite monster. Level 15: Beast Master - All career abilities upgrade by 2.   Linguist: PHN Level 1: PHN - PHN Level 5: PHN - PHN Level 10: PHN - PHN Level 15: PHN - PHN   Theologian: Once a day add 1d4 per player level to Religion rolls.   Level 1: Cosmic Faith - Pick favorite Cosmic entity, such as Celestial, Eldritch, Fey, or Demonic. You gain advantage on rolls when dealing with favorite Cosmic entity. Level 5: Knowledge of the Cosmos - Use your knowledge of cosmic lore to aid you or another character on dice roll. Must explain to GM why your knowledge works. May use X times a day, X being equal to class level. Add your Religion or Mana knowledge modifier to roll. Level 10: Cosmic Arsenal - Call down a barrage from the Heavens. Deals 3d8 damage to all within a 50 ft. radius. Deals 2d4 damage to all within a 70 ft. radius. Once a day use. Cost 10 Strain. Level 15: Knowledge of the Mysteries - Once a day you may pay 12 Strain and stop time. You may take 3 actions while time is stopped.   Gear Head: PHN Level 1: PHN- PHN Level 5: PHN - PHN Level 10: PHN - PHN Level 15: PHN - PHN


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Teancumson.

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