Remove these ads. Join the Worldbuilders Guild

u/Charrmeleon

Scholar

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
armor proficiencies: Light armor
weapon proficiencies: Simple weapons, hand crossbows, shortswords
tools: Any two tools of your choice
saving throws: Dexterity, Intelligence
skills: hoose three from Arcana, Deception, History, Insight, Intimidation, Investigation, Medicine, Nature, Persuasion, Religion, and Survival.
starting equipment:
You start with the following equipment, in addition to equipment granted 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


spellcasting:
class features:

Academic Superiority

Beginning at 1st level, you know how to apply your studies in practical ways known as maneuvers. Your maneuvers are fueled by special dice called superiority dice.   Maneuvers. You know 2 maneuvers
The maneuvers are presented in alphabetical order.
Administer Aid. As an action, you can expend a superiority die to tend to a creature you can touch. The creature regains a number of hit points equal to the number rolled + your Intelligence modifier.   Assess the Situation. You can expend one superiority die to make a Wisdom (Perception) or Intelligence (Investigation) check as a bonus action, adding the superiority die to the check.   Deliberate Movement. You can expend one superiority die to use the Disengage action as a bonus action and ignore the effects of nonmagical difficult terrain until the end of your turn.   Distracting Strike. When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, and give your allies an opening. You add the superiority die to the attack’s damage roll. The next attack roll against the target by an attack other than you has advantage if the attack is made before the start of your next turn.   Evasive Footwork. When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.   Exploit Weakness. When you hit a creature with a weapon attack, you can expend a superiority die and deal additional damage equal to the number rolled. This damage cannot be reduced in any way.   Measured Action. As a reaction when you make a roll for a contested skill check, you can expend a superiority die to add to the roll. You can use this maneuver before or after making the contested skill check roll, but before any effects of the contested skill check are determined.   One Step Ahead. As a reaction when you roll initiative, you can expend a superiority die and add the number rolled to your initiative.   Reasoned Defense. As a reaction when you are forced to make a saving throw against an effect you can see, you can expend a superiority die and add the number rolled to your saving throw. You can use this maneuver before or after making the saving throw roll, but before any effects of the saving throw are determined.
  of your choice. You may only use a particular maneuver once per turn. Many of your maneuvers enhance an attack in some way, you can use only one maneuver per attack.   You learn two additional maneuvers of your choice at 3rd, 6th, 11th, and 17th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.   Superiority Dice. You have a number of superiority dice as shown in the Superiority Dice column of the Scholar class table which are d6s. This die changes as you gain Scholar levels, as shown in the Academic Superiority column of the Scholar table. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.   Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:  
Maneuver save DC = 8 + your proficiency bonus +
your Intelligence modifier
 

Critical Analysis

At 1st level, you are able to analyze a target, develop a plan on how to best overcome any potential obstacle, and execute that plan with ruthless efficiency. As a bonus action on your turn, you can analyze a target you can see within 60 feet of you that is not you. For the next minute, or until you analyze another target, you gain the following benefits:
  • When you analyze a hostile creature, your attack and damage rolls made with a finesse or ranged weapon may use your Intelligence modifier instead of Strength of Dexterity.
  • When you analyze a friendly creature, the target can end your Critical Analysis on them (no action required)to add your Critical Analysis die to one attack roll, ability check, or saving throw. Once a friendly creature has benefited from this ability, they can not do so again until they complete a short or long rest.
  Additionally, once per turn when you use a maneuver targeting your analyzed target, you can roll an additional d4 and add the number rolled to the total.   The die increases to a d6 at 5th level, a d8 at 10th level, and a d10 at 15th level.  

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
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. You can learn the discovery at the same time you meet its prerequisites.

Adaptive

Prerequisite: 7th level
When the target of your critical analysis feature is reduced to 0 hit points, you can use your reaction to change the target of your analysis to another creature within range.  

Arcane Amateur

Choose one 1st-level spell from the Wizard spell list. You learn that spell and can cast it at its lowest level without expending a spell slot. Once you cast it in this way, you must finish a long rest before you can cast it again. Your spellcasting ability for this spell is Intelligence.   You can select this discovery multiple times. Each time you do so, you must choose a different spell.  

Astute Defense

While wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Intelligence modifier.  

Clever Applications

You become proficient in Improvised Weapons. Additionally, when you make an attack with an improvised weapon, it deals 1d6 damage instead.  

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.   You can select this discovery multiple times, each time choosing two new skills or tools.  

Lingering Advice

Prerequisite: 7th level
When you use your Sage Advice feature, the targeted creatures retain the benefit of your instructions for the full duration.  

Linguist

You learn two additional languages.   You may 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.  

Perfect Maneuver

Prerequisite: 15th level
When you roll a superiority 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.  

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.  

Quick Analysis

Prerequisite: 7th level
When you roll initiative and aren't surprised, you can use your reaction to use your critical analysis feature.  

Reliable Resources

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.  

Resolute

Prerequisite: 9th level
You have advantage on saving throws to resist charm and fear effects.  

Reasoned Vigilance

You gain a bonus to initiative rolls equal to your Intelligence modifier.  

Ruthless Execution

Prerequisite: 9th level
When you would expend one or more superiority dice, you can expend one additional die, add the number rolled to the total.  

Targeted Analysis

Attack rolls made against the target of your critical analysis feature cannot suffer from disadvantage.  

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.    

Universal Language

You can communicate simple ideas with any creature with an Intelligence of 6 or more through basic expressions and gestures.
  of your choice. 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 can spend 1 minute advising spread your knowledge and experience to those around you. 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 an ability check with the chosen skill or tool, they may add their proficiency modifier to the roll, or double their proficiency if they are already proficient. A creature may only benefit from this feature once, if a creature is targeted by this feature again before using it, they can choose to retain the first benefit or replace it with the new skill or tool instead.   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.  

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.  

Academic Pursuit

At 3rd level, you dedicate your studies towards a pursuit of your choice: Detective, Diplomat, Expeditioner, Magister, Occultist, Physician, and 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, 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.  

Accelerated Reflexes

Your ability to react to the world around you is considerably faster than most creatures. Beginning at 5th level, you gain one additional reaction that you can take in each round of combat. A single effect can only trigger one reaction and you can only take one reaction per turn.  

Unwavering Mind

You can overexert your intellectual stamina when in need of mental fortitude. At 7th level, when you make a saving throw that uses Intelligence, Wisdom, or Charisma, you can add a bonus equal to your Academic Superiority die. You can choose to add this bonus after you roll, but before you learn whether you succeed or fail.   You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.  

Unyielding Will

It is incredibly hard for your foes to mentally dominate you. Starting at 14th level, when you are forced to make a saving throw to resist being charmed, frightened, or stunned, you can expend a use of Unwavering Mind to automatically succeed.  

Profound Insight

At 18th level, your mind works at incredible speeds to predict threats before they come to pass. Any creature marked by your Critical Analysis has disadvantage on attack rolls they make against you, and you have advantage on any saving throw they force you to make.  

Unrivaled Genius

When you reach 20th level, your genius is has no equal. Your Intelligence score increases by 4. Your maximum for that score is now 24.   Additionally, you may use any maneuver you know without expending a superiority die, rolling a d6 instead. You can replace a maneuver you know with another maneuver available to you at the end of a long rest.   When you run of out Superiority Dice, you may use an action to regain all your expended Superiority dice. Once you regain superiority dice this way, you cannot do so again until you finish a long rest.
subclass options:

Academic Pursuits

Your pursuit is a representation of which fields you have studied or how you practically apply your knowledge.   Detective
Some individuals learn to hone their instincts to investigate and discover that which others can’t see. Those scholars who choose the Detective Pursuit train themselves to see the things that others miss, gaining a unique and powerful perspective.

Resourceful Applications

Beginning at 3rd level, you gain proficiency in martial weapons and the Investigation skill. Your proficiency bonus is doubled for any ability check you make with that skill. Additionally, you can take the Search action as a bonus action.  

Private Eye

At 3rd level, you gain access to new maneuvers which reflect your investigative prowess. Whenever you learn a new maneuver, you can choose from any of the following as well. The maneuvers are listed in alphabetical order.
  • Calling Card. As a bonus action, you can expend a superiority die to throw a thunderous flair at the target of your Critical Analysis feature. When you do so, the target and each creature of your choice within 5 feet of it must make Dexterity saving throws, taking thunder damage on a failure. The thunder damage equals the number rolled. To use this maneuver, you must be able to see the target, and it must be within 30 feet of you.
  • Case Closed. If the target of your Critical Analysis is reduced to 0 hit points, you can expend and roll a superiority die, regaining a number of hit points equal to the result of the roll + your Intelligence modifier.
  • Disarming Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
  • Goading Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attack you. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
  • One with the Shadows. When you are in an area of dim light or darkness, you can use your action and expend one superiority die to become invisible until you move or take a hostile action.
  • Quick Positioning. As a bonus action, you can expend and roll a superiority die and move to an unoccupied space you can see up to a distance equal to 5 x the result of the roll. If you begin this movement hidden from a creature, and you end this movement in a space that could be hidden from the creature, this movement does not reveal your presence to that creature.
  • Restraining Order. Immediately before a creature leaves your line of sight using its movement, within the normal reach or range of your weapon, you can use your reaction to make a weapon attack and expend a superiority die. Add the result of the roll to the attack roll. If this attack hits the creature, instead of rolling damage that creature is restrained until the end of its next turn.
  • Retribution. When the target of your Critical Analysis within 60 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided you can see that creature. Roll a superiority die and add the result of the roll to the damage of the attack.
 

Rough & Tumble

Your line of work has granted you an unfortunate familiarity with the dangerous underbelly of civilization. Starting at 6th level, once you spend a long rest in a settlement, you have advantage on any checks you make to gather information on that settlement, its culture, factions, or important figures. In addition, activities such as drinking, gambling, and other degenerate pursuits, count as resting for you, so long as you deal no damage during these activities. You can spend a short rest carousing and still gain the benefits, but you must sleep for at least 4 hours in order to gain the benefits of a long rest.  

Peerless Focus

At 11th level, you notice even the most hidden details and flaws. You gain the following benefits:
  • When a you make an intelligence (Investigation) or Wisdom (Insight) check you can treat a roll 9 or lower as a 10.
  • You gain a bonus to any Wisdom (Perception) check you make equal to your Intelligence modifier (minimum of 0).
  • You automatically detect and see through illusions cast at a level equal to your Intelligence modifier or lower.

Discombobulate

Starting at 17th level, when you use a scholar maneuver on a hostile creature, you can force that target to make a Wisdom saving throw against your maneuver save DC. On a failed save, the target is stunned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.  

Detective Discoveries

When you select this pursuit, you gain access to new discoveries which reflect your investigative prowess. Whenever you learn a new discovery, you can choose from any of the following as well. The discoveries are listed in alphabetical order.  
Bartitsu
Prerequisite: 7th level
Your unarmed strike damage increases by one step (from 1 to d4, d4 to d6, or d6 to d8). Additionally, your unarmed strikes and count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage if the target of your attack is the target of your Critical Analysis.  
Eye for Attire
Prerequisite: 5th level
As an action, you can touch a suit of armor that isn’t being worn or carried by a hostile creature and instantly don it, provided you aren’t wearing armor already.  
Ear for Deceit
Prerequisite: 9th level
Whenever you make a Wisdom (Insight) check to determine whether a creature is lying, treat a roll of 7 or lower on the d20 as an 8.  
Expression Study
When you make an Insight skill check, you may use your Intelligence modifier instead of your Wisdom modifier.  
Steady Gaze
Prerequisite: 9th level
On your turn, you can reduce your speed by half to gain advantage on Wisdom (Perception) or Intelligence (Investigation) checks until the end of the turn. You can not use this feature if you have moved more than half your speed this turn.  
Thirst for Justice
When you reduce a hostile creature to 0 hit points, but don’t kill it outright, you gain temporary hit points equal to your scholar level, which last for 1 minute.  
Unerring Eye
Prerequisite: 15th level
You can see the true form of any shapechanger or creature concealed by illusion while the creature is within 30 feet of you and within line of sight. Once you use this feature, you can’t do so again until you finish a short or long rest.
  Diplomat

Scholars who choose to follow the Diplomat pursuit are those who study social & political sciences. They use their knowledge of the people to manipulate the masses into doing their bidding or allow them and their allies to carry out their business without being impeded.

Silver Tongue

Beginning at 3rd level you add half your proficiency bonus to any Charisma skill check you are not already proficient in. Additionally, you learn two additional languages of your choice.  

Learned Socialite

At 3rd level, you gain access to new maneuvers which reflect the progress of your studies into the political world. Whenever you learn a new maneuver, you can choose from any of the following as well. The maneuvers are listed in alphabetical order.
  • Call to Arms. If you are surprised at the beginning of combat and aren't incapacitated, you can expend one superiority die to act normally. On your first turn as a bonus action you can make a call to arms. When you do so, creatures you choose within 30 feet who can see or hear you who haven't gone yet may act normally on their first turn.
  • Charge. As a bonus action on your turn, you can expend one superiority die to spurn your allies to move. Until the start of your next turn, creatures you choose within 30 feet who can see or hear you, have their speed increased by 10 feet and ignore nonmagical difficult terrain.
  • Inspiring Defense. As a reaction when an ally you can see within 30 feet who can see or hear you, makes a saving throw, you can expend a superiority die. Add the number rolled to the targets saving throw. You can use this maneuver before or after making the saving throw, but before any effects of the saving throw are determined.
  • Overwhelming Presence. As an action, you can make a Charisma (Persuasion) or Charisma (Intimidation) skill check and expend one superiority die to attempt to charm or frightened a humanoid creature who can see or hear you within 60 feet. Add the superiority die to the roll. The target makes a contested Wisdom (Insight) check. If your check succeeds, the target is charmed by you if you used Persuasion, or frightened of you if you used Intimidation, until the end of your next turn.
  • Rally. On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to your superiority die + your Intelligence modifier.
  • Targeted Feint. You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 30 feet of you as your target. You have advantage on your next attack roll against that creature. If that attack hits, add the superiority die to the attacks damage roll.
  • Tyrannical Strike. When you hit a creature with a weapon attack, you can expend one superiority die and issue a one word command to a creature who can see or hear you. You add the superiority die to the attacks damage roll, and the target must succeed on a Wisdom saving throw. On a failed save, the target must follow the command on its next turn. The target automatically succeeds if it is Undead, can't be charmed, it doesn’t understand your language, or if your command is directly harmful to it.
   

Force of Personality

At 6th level, as an action, you suggest a course of activity (limited to a sentence or two) to influence a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the effect. The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for up to 24 hours. If the suggested activity can be completed in a shorter time, the effect ends when the subject finishes what it was asked to do. You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn’t met before the effect ends, the activity isn’t performed. If you or any of your companions damage the target, the effect ends. You may only use this feature once before finishing a short or long rest.

Beguiling Presence

Beginning at 11th level, humanoids within 30 feet are particularly susceptible to your presence. Humanoids within range have disadvantage on saving throws against any charm or fear effects from you. Creatures who can’t be charmed are immune to this effect.

Call to Victory

Starting at 17th level, you can call out to your allies, beckoning them to victory. As an action, you can expend any number of superiority die, giving each to a creature of your choice within 60 feet who can see or hear 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, but before any effects are determined. Once the superiority die is rolled, it is lost. A creature can have only one superiority die at a time.

Diplomat Discoveries

When you select this pursuit, you gain access to new discoveries which reflect the progress of your studies into the political world. Whenever you learn a new discovery, you can choose from any of the following as well. The discoveries are listed in alphabetical order.  
Backstab
Prerequisite: 15th level
When you hit a creature that is charmed or frightened of you, the attack is a critical hit. You can’t use this feature again on the same creature until you finish a short or long rest.  
Charming Feint
Prerequisite: 12th level
You gain a bonus equal to your Charisma modifier to melee attack rolls you make against humanoids within 5 feet.  
Cold Logic
You may use your Intelligence modifier instead of your Charisma modifier when you make an Intimidation skill check.  
Demanding Leader
Prerequisite: 5th level
The range of each of your maneuvers increases by 10 feet. If the range is touch, it becomes 10 feet.  
Dominating Presence
Prerequisite: 15th level
As a bonus action, you can call out to a humanoid who can understand you that is charmed by you or frightened of you to direct their next action. The target must succeed a Wisdom saving throw against your maneuver save DC. On a failed save, 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 use your reaction to force the creature to use its reaction.   Once you’ve used this feature, you must complete a short or long rest before you can use it again.  
Motivating Diplomat
Prerequisite: 5th level
When you target yourself with your Critical Analysis, you and creatures of your choice within 10 feet of you gain a bonus to AC equal to half your Intelligence modifier (minimum +1).  
Reliable Words
Prerequisite: 12th level
When you make a Deception, Insight, Intimidation, or Persuasion skill check and may add your proficiency bonus to the check, treat any roll 9 or lower as if you had rolled a 10.  
Sound Reasoning
You may use your Intelligence modifier instead of your Charisma modifier when you make a Persuasion skill check.  
Tyrant's Ferocity
You have advantage on any attack against a creature that is charmed by you or frightened of you.
  Expeditioner
The Expeditioner strives to navigate past the known to discover new planets, forgotten ruins, or forbidden locations. Those scholars who choose the Expeditioner Pursuit spend their time studying maps, landmarks, architecture blue prints, or even history books, using them to effectively lead the way for their companions.

Focused Navigator

When you take this pursuit at 3rd level, you gain proficiency in one of the following skills: Acrobatics, Perception, Survival. You also gain proficiency in land or water vehicles. Additionally, Your proficiency bonus is doubled for any ability check you make that uses the chosen proficiencies.  

Survey Area

Also at 3rd level, you can now use your Critical Analysis on a 15-foot cube area within 60 feet of you that you can see. When you do so, choose a number of creatures up to your Intelligence modifier inside this cube. The chosen creatures each become the target of your Critical Analysis feature.   When a creature ends your Critical Analysis on themself, it does not end this effect for other creatures in your Surveyed Area. For the duration of the effect, you can use a bonus action to move your Critical Analysis from creature to another, provided that the second creature is in the Surveyed Area. If a target leaves the Surveyed Area, it is no longer under the effect of your Critical Analysis.   The Surveyed Area lasts for a minute and ends early when you create a new Surveyed Area, choose a new target for your Critical Analysis outside of the area, become incapacitated, or when you end it as a bonus action.   You can use Critical Analysis this way a number of times up to your proficiency bonus and regain all expended uses when you finish a long rest.  

Studied Explorer

You gain access to new maneuvers which reflect your studies in maps and hidden routes. Whenever you learn a new maneuver, you can choose from any of the following as well. The maneuvers are listed in alphabetical order.  
  • Effective Flanking. Whenever you use your Critical Analysis, you can expend a superiority die to make all creatures of your choice affected by Critical Analysis to make a Wisdom saving throw. If at least one creature fails the save, roll a superiority die. On a failed save, the number rolled is added to both the attack and damage roll for the first attack against the creature before the start of your next turn.
  • Encouraging Pace. You can use a bonus action to expend a superiority die. When you do so, a number of friendly creatures equal to your maneuver modifier can immediately use their reaction to move a number of feet equal to 5 times the number rolled on the superiority die.
  • No Escape. Whenever you or a creature you can see within 60 feet makes an opportunity attack, you can expend a superiority die. If the attack hits, roll the superiority die and add the result to the damage. Additionally, the affected creature's movement speed becomes 0 until the start of its next turn.
  • Precise Movements. When you or a friendly creature you can see that can see or hear you moves, you can expend a superiority die to give them verbal guidance and encouragement. Roll a superiority die. The creature’s speed increases by 5 times the number rolled, and they can move through the space of hostile creatures as if it were difficult terrain.
  • Snare Traps. You can use an action and expend a superiority die to trigger painful snare traps. When you do, one creature within 60 feet of you or all creatures that are targeted by your Critical Analysis has to make a Dexterity (Acrobatics) check against your maneuver save DC. On a failure, they take damage equal to the roll and their movement speed becomes 0 until the end of your next turn.
  • Superior Counterattack. Whenever an opportunity attack targets a friendly creature other than you that is in an area targeted by your Critical Analysis feature, you can expend a superiority die. The creature can use its reaction to make a single weapon attack, adding the superiority die roll to the attack roll.
  • Wrestle and Drag. When you or a creature that is the target of your Critical Analysis makes an Strength (Athletics) check to grapple or shove a creature, you can expend a superiority die and add it to the roll. Until the end of your turn, you can drag the grappled creature with you without your speed being halved. Additionally, if you move at least 5 feet, the creature takes damage for each foot moved up to an amount equal to half your Scholar level + your maneuver modifier.
 

Survivalist Training

At 6th level, you learn to swim and scale vertical surfaces with ease and can train others to face the dangers of the wild. You gain swimming and climbing speed equal to your walking speed.your Sage Advice feature can be used to grant you and the creatures you choose one of the following benefits:
  • Concealment Training. Creatures can move stealthily at a normal pace, have advantage on Stealth checks to hide in natural environments, and they can take the Hide action as a bonus action while in natural environments.
  • Dive Training. Creatures gain a swimming speed equal to their movement speed, and learn to hold their breath for a number of minutes equal to their Constitution modifier + your Intelligence modifier.
  • Endurance Training. Creatures ignore the effect of difficult terrain imposed by natural environments, they have advantage on saving throws to avoid exhaustion, and at the end of a short rest, their exhaustion level, if any, is reduced by 1.
  • Mountaineer Training. Creatures gain a climbing speed equal to their movement speed and they reduce any falling damage they take by an amount equal to your scholar level.
  • Resilience Training. Creatures have advantage on saving throws to resist the effects of extreme natural environments, and they gain resistance to one of the following damage types of your choice: acid, cold, fire, poison, lightning, or thunder.
 

Field Advantage

At 11th level, you learn to quickly convey spatial information in the midst of combat about the area you analyzed, giving them an edge at maneuvering in the area. While moving through your Surveyed Area, you and friendly creatures of your choice ignore nonmagical difficult terrain, and opportunity attacks against them are made with disadvantage.  

Survey Master

At 17th level, when you use the Survey Area feature, the area affect is a 30-foot instead of a 15-foot cube. All creatures of your choice within the area become the target of your Critical Analysis for the duration of the effect.  

Expeditioner Discoveries

When you select this pursuit, you gain access to new discoveries which reflect your studies in maps and hidden routes. Whenever you learn a new discovery, you can choose from any of the following as well. The discoveries are listed in alphabetical order.  
Cover Adept
Prerequisite: 12th level
You treat one-quarter cover as half cover, half cover as three-quarters cover, and three-quarters cover as full cover. Additionally, while you are in cover, Dexterity (Stealth) checks you make gain a bonus equal to your Intelligence modifier (minimum of +1).  
Colonial Cartography
Prerequisite: 9th level Creatures of your choice treat your Surveyed Area as difficult terrain. When a target of your Critical Analysis in the area attempts to leave it, you use your reaction to force it to make a Dexterity saving throw against your maneuver save DC. On a failed save, the target is restrained until the start of their next turn.  
Dungeoneer
You have advantage on Wisdom (Perception) checks and Intelligence (Investigation) checks to locate any secret doors or traps, and you have resistance to damage dealt by traps.   Additionally, you can use your Sage Advice feature to teach friendly creatures about various types of traps, following the same rules of that feature. When you do so, the chosen creatures have resistance to damage dealt by traps.  
Grappling Hunter
Prerequisite: 5th level
Attack rolls that you make against creatures that you are grappling have advantage.  
High Ground
Prerequisite: 5th Level
Once per turn, when you or a friendly creature hits a creature that is a target of your Critical Analysis feature, it takes additional damage equal to half your Intelligence modifier (minimum of +1).  
No Stone Left Unturned
When you make a Wisdom (Perception) or Intelligence (Investigation) check to find a hidden creature that is inside the area that is targeted by your Critical Analysis feature, you do so with advantage.  
Seasoned Explorer
Prerequisite: 12th level
When you make a Wisdom (Survival) check and add your proficiency bonus to the check, treat any roll of 9 or lower as if you had rolled a 10.  
Survivalist
When you make a Survival skill check, you may use your Intelligence modifier instead of your Wisdom modifier.  
Versatile Explorer
You can hold your breath twice as long as you are normally able to, and take half as much damage from fall damage.
  Magister

The Magister pursuit reflects a desire to understand the theoretical workings of magic. Rather than the applied practice of the wizard schools, magisters pursue magic from philosophy and first principles, seeking to learn the workings of the Weave itself. What magisters lack in raw power, they more than make up for in understanding and interdisciplinary magical expertise.  

Arcana Expertise

Beginning at 3rd level when you select this pursuit, you gain proficiency in the Arcana skill, and your proficiency bonus is doubled for any ability check you make using it.  

Theoretical Arcanist

Also at 3rd level, you gain access to new maneuvers which reflect the progress of your magical research. Whenever you learn a new maneuver, you can choose from any of the following as well. The maneuvers are listed in alphabetical order.
  • Arcane Assessment. You can expend a superiority die to make an Intelligence (Arcana) check as a bonus action, or as a reaction to seeing a creature cast a spell to attempt to identify the spell, adding the number rolled to the check.
  • Bolstering Words. As a reaction when a creature you can see within 60 feet of you makes a saving throw against a spell or magical effect, you can expend a superiority die to add the number rolled to that creature’s saving throw. You can use this maneuver before or after the saving throw is made, but before any effects of the saving throw are determined.
  • Defensive Ward. As a reaction when you are hit by a spell attack, you can expend a superiority die to add the number rolled to your Armor Class against that attack, potentially causing it to miss.
  • Elemental Strike. When you hit a creature with a weapon attack, you can expend one superiority die to charge your weapon with magical power. Choose acid, cold, fire, lightning, or poison. The weapon attack deals extra damage of the chosen type equal to the number rolled.
  • Force Bolt. As an action, you can expend a superiority die to make a ranged spell attack using Intelligence as your spellcasting ability against a creature you can see within 60 feet of you. If it hits, it deals force damage equal to two rolls of your superiority die to that creature.
  • Measured Casting. When you make an ability check or a saving throw as part of the effect of a spell you control, or a Constitution saving throw to maintain concentration on a spell, you can expend a superiority die to add to the roll. You can use this maneuver before or after making the roll, but before any of its effects are determined.
  • Read Magic. You can expend a superiority die as a bonus action to cast the comprehend languages spell without expending a spell slot. When cast this way, the spell lasts a number of minutes equal to the number rolled.
  • Small Wonders

    As an action, you can expend a superiority die to spontaneously use your magical knowledge to create minor spell effects. Depending on the number rolled, you cast the following spell/s as part of this action, using Intelligence as your spellcasting ability:


    Number RolledSpell
    1 - 2Druidcraft
    3 - 4Prestidigitation
    5 - 6Thaumaturgy
    7 - 8your choice of Druidcraft, Thaumaturgy, or Thaumaturgy
    9 - 10your choice of up to two from among Druidcraft, Prestidigitation, or Thaumaturgy, or your choice of one of the aforementioned spells cast twice
    11 - 12up to three instances each of Druidcraft, Prestidigitation, or Thaumaturgy, with the total number of spells cast with this action not exceeding three

Spellcasting

Finally at 3rd level, you gain the ability to cast spells.  
Interdisciplinary Spell List
Choose two spell lists from the following: bard, cleric, druid, sorcerer, and wizard. The chosen spell lists are your concentrations.  
Cantrips
You learn one cantrip of your choice from your first concentration and another cantrip of your choice from your second concentration. You learn an additional cantrip from either at 10th level.  
Spells Known
You learn 3 spells of your choice. At least one spell must come from each of your concentrations, and the last can come from any spell list.   You learn more at higher levels, as shown in the Spells Known column of the Magister Pursuit Spellcasting table. You may not learn a spell of a level higher than your Max Spell Level. All spells you learn with this feature are considered to be scholar spells for you.   The spells you learn at 8th, 14th, and 20th level can come from any spell list.   Whenever you gain a level in this class, you can replace a spell you know with another spell of your choice. The new spell must be of a level less than or equal to your Max Spell Level, and it must be from one of your concentrations, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any spell list. If you have only one scholar spell remaining from a concentration, you cannot replace it.  
Spell Slots
The Spellcasting table below shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You regain all the expended spell slots when you finish a long rest.  
Spells Known of 1st Level and Higher
You know three 1st-level spells. At least one must come from each of your concentrations, and the last can be from any spell list.   The Spells Known column of the Magister Spellcasting table shows when you learn more spells of 1st level or higher. Each of these spells must be from at least one of your concentrations, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. All spells you learn with this feature are considered to be scholar spells for you.   The spells you learn at 8th, 14th, and 20th level can come from any spell list.   Whenever you gain a level in this class, you can replace a spell you know with another spell of your choice. The new spell must be of a level for which you have spell slots, and it must be from one of your concentrations, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any spell list. If you have only one scholar spell remaining from a concentration, you cannot replace it.  
Spellcasting Ability
Intelligence is your spellcasting ability for your concentration spells, since you learn your magic through unorthodox studies of the Weave. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a scholar spell you cast and when making an attack roll with one.  
Spell Save DC = 8 + your proficiency bonus +
your Intelligence modifier.   Spell Attack modifier = your proficiency bonus +
your Intelligence modifier

Magister Spellcasting


SpellslotsperSpellLevel
LevelCantrips KnownSpells Known1st2nd3rd4th
3rd232---
4th243---
5th243---
6th243---
7th2542--
8th2642--
9th2642--
10th3743--
11th3843--
12th3843--
13th39432-
14th310432-
15th310432-
16th311433-
17th311433-
18th311433-
19th3124331
20th3134331
 

Applied Magical Studies

At 6th level, your understanding of the Weave allows you to intuitively manipulate its flow. You can cast the Counterspell and Dispel Magic spells without expending spell points. When you reach 17th level, you can also cast the Control Magic spell this way. Intelligence is your spellcasting ability for these spells. These do not count against the number of spells you know.   You can use this feature a number of times equal to your scholar level divided by 3, rounded down. Casting Counterspell or Dispel Magic this way consumes one use, while casting Control Magic this way consumes two uses. You regain all uses of this ability when you finish a long rest.  

Consummate Wielder

At 11th level, your studies grant you incredible versatility. You can attune to all magical items that require attunement by a spellcaster, ignoring all specific class, race, and alignment requirements.   Additionally, choose a spell from one of your concentrations that is 3rd level or lower as your arcanum spell. You can cast it once without expending spell points, and you must finish a long rest before you can use this feature again. Intelligence is your spellcasting ability for any spells you cast this way.   You can replace your arcanum spell with a new one from either of your concentrations when you level up. When you reach 13th level in this class, your arcanum spell can be 4th level or lower. When you reach 19th level, it can be 5th level or lower.  

Unified Weave Theory

At 17th level, your mastery of magical theory has led you to reverse-engineer the secrets of your field. You gain another arcanum spell. You can cast each arcanum spell once without expending spell points, and you regain the ability to cast both your arcanum spells when you complete a long rest.   Whenever you could replace an arcanum spell with another one, you can replace either of them, but you may only replace one of them at a time.  

Arcane Thesis

Additionally at 17th level, if both your arcanum spells are available to cast, you can expend both of them to cast a spell of 6th level or lower of your choice from either of your concentrations. You need not know the spell. When you do so, you immediately gain two levels of exhaustion, regardless of whether the spell succeeds or fails.   You can only cast a spell using this feature if you have not done so within the last seven days.  

Magister Discoveries

When you select this pursuit, you gain access to new discoveries which reflect your specialization in magic. Whenever you learn a new discovery, you can choose from any of the following as well. The discoveries are listed in alphabetical order.  
Gish Training
Prerequisite: 12th level
You learn one scholar maneuver from among those available to you that requires you to make or hit with a weapon attack. Once per turn, you may use a maneuver you know that requires you to make or hit with a weapon attack when you make or hit with a spell attack, treating the spell attack as the weapon attack required by the maneuver.  
Improvised Metamagic
You learn one Metamagic option of your choice from the sorcerer class. You can use the chosen Metamagic option without expending sorcery points by expending a number of superiority dice equal to the sorcery points you would have spent.   Once you use the chosen Metamagic option this way, you can’t use it again until you finish a short or long rest.    
Magical Studies: Arcanist
Prerequisite: 9th level
Choose a wizard arcane tradition. You gain that tradition’s 2nd-level benefits, though you don’t gain any additional weapon or armor proficiencies. Any spells you gain from it are scholar spells for you, and any features that reference or are affected by your wizard level instead reference or are affected by your scholar level.   If you already have another Magical Studies discovery, you must be at least a 12th-level scholar to gain this discovery. If you have two, you must be at least a 15th-level scholar to do so.  
Magical Studies: Bardic
Prerequisite: 9th level
Choose a bard college. You gain that college’s 3rd-level benefits, though you don’t gain any additional weapon or armor proficiencies. Any spells you gain from it are scholar spells for you, and any features that reference or are affected by your Charisma modifier or bard level instead reference or are affected by your Intelligence modifier or scholar level.   As a bonus action, you can expend a superiority die to give a Bardic Inspiration die of equal size to a creature within 60 feet of you who can hear you, as per the Bardic Inspiration feature. Additionally, if a feature you gain from your chosen bard college requires you to expend a use of Bardic Inspiration, you may expend a superiority die instead. You may only expend a superiority die using this feature once, and you regain the ability to do so after completing a short or long rest.   If you already have another Magical Studies discovery, you must be at least a 12th-level scholar to gain this discovery. If you have two, you must be at least a 15th-level scholar to do so.  
Magical Studies: Theurgist
Prerequisite: 9th level
Choose a cleric domain. You gain that domain's 1st-level benefits, though you don’t gain any additional weapon or armor proficiencies, and that domain’s domain spells are added to the scholar spell list for you. Any spells you gain from it are scholar spells for you, and any features that reference or are affected by your Wisdom modifier instead reference or are affected by your Intelligence modifier.   If you already have another Magical Studies discovery, you must be at least a 12th-level scholar to gain this discovery. If you have two, you must be at least a 15th-level scholar to do so.  
Graduate Studies
Prerequisite: 17th level
You may now cast spells at 4th level twice between long rests.  
Ritualist
Prerequisite: 9th level
You gain a ritual book and the Book of Ancient Secrets eldritch invocation, except your spellcasting ability is Intelligence for any spell you cast as a ritual from your ritual book. You can cast any scholar spell you know as a ritual if it has the ritual tag.  
Mana Recovery
During a short rest, you can choose to recover an number of spell points equal to your Intelligence modifier. You can't use this feature again until you finish a long rest.  
Shatterpoint Spellwork
Prerequisite: 7th level
When the target of your Critical Analysis makes a saving throw or an ability check as part of the effect of a spell you control, you can expend a superiority die to give it disadvantage on the roll.   You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all uses after you complete a long rest.
  Occultist

Occultists research the obscure practitioners of mystical arts, from witches to shamans to warlocks. Those scholars who choose the Occultist Pursuit learn to harness these magics to bewitch and confound their enemies.  

Paranormal Research

When you take this pursuit at 3rd level, you gain proficiency in one of the following skills: Arcana, History, and Nature, if you don't already have it. Additionally, when you make an ability check with those skills you double your proficiency bonus.  

Curse of Objurgation

Also at 3rd level, your intense focus can cripple the enemy. When you target a creature with your Critical Analysis, you can choose one ability. While it can see you, the target has disadvantage on ability checks made with the chosen ability.   You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you complete a long rest.  

Supernatural Methodologist

You gain access to new maneuvers which reflect your studies in the supernatural. Whenever you learn a new maneuver, you can choose from any of the following as well. The maneuvers are listed in alphabetical order.
  • Agonizing Lethargy. You can use an action to expend a superiority die. When you do so, choose a creature you can see within 30 feet of you. The target must succeed on a Constitution saving throw. On a failed save, the target takes necrotic damage equal to your superiority die for each attack it makes until the start of your next turn. A creature targeted by your Critical Analysis has disadvantage on the save.
  • Befogging Ichor. You can use a bonus action to expend a superiority die. When you do so, choose a creature you can see within 30 feet of you. The target must succeed on a Wisdom saving throw. On a failed save, the target can’t take reactions until the start of its next turn and on its turn must use its movement to move half its speed in a random direction. Roll a d8 and assign a direction to each face. If the direction rolled is blocked, the target doesn’t move.
  • Chains of Transfixing. You can use an action to expend a superiority die. When you do so, choose a creature you can see within 30 feet of you that is no more than one size larger than you. The target must succeed on a Strength saving throw or gain four levels of exhaustion until the start of your next turn. Once you use this feature, you can't do so again until you finish a long rest.
  • Dark Transference. When you hit the target of your Critical Analysis with an attack, you can expend a superiority die and roll it to attempt to siphon life from it. The target must succeed on a Constitution saving throw. On a failed save, add the result to the damage roll, and you regain one expended Hit Die.
  • Deathseek. When an attack made against the target of your Critical Analysis that you can see would miss, you can use a reaction and expend a superiority die and roll it to force the creature to instead take the hit. The creature must succeed on a Wisdom saving throw. On a failed save, the target takes the minimum damage the attack could have dealt plus additional damage equal to the roll.
  • Reverse Curse. When another creature attempts to charm or frighten you or an ally you can see within 15 feet of you, you can use your reaction and expend a superiority die and roll it to attempt to turn the effect back on that creature. The creature must succeed on a Wisdom saving throw or be be charmed or frightened by you, dependent on the triggering ability, for a number of rounds equal to the die roll or until the creature takes any damage.
  • Water of Life. When an allied creature within 30 feet that you can see takes damage, you can use a reaction and expend a superiority die and roll it. The ally regains a number of hit points equal to the roll + your maneuver modifier.
  • Wracking Torment. When a hostile creature you can see within 30 feet would take damage from an effect you or a friendly creature controls, you can use your reaction and expend a superiority die to temporarily weaken their resilience against it. Until the end of the turn, the target loses resistance to the damage types of the triggering attack or power.
 

Heightened Hex

When you use your Curse of Objurgation feature, each time the cursed creature deals damage to you or an allied creature you can see within 5 feet of you, the creature takes psychic damage equal to twice your Critical Analysis die.  

Haunting Echo

Beginning at 9th level, your knowledge of the supernatural can be manifested as a small image of an unfortunate creature. Over the course of an hour, which can be done during a short rest, you can perform a ritual to construct an effigy of a creature. In order to do so, you must have at least heard of or seen the creature before, and the target must be in the same system as you. At the end of the hour, the creature must make a Wisdom saving throw against your maneuver save DC. This saving throw is modified by how well you know the target and the sort of physical connection you have to it, as shown in the Knowledge Save Modifier and Connection Save Modifier tables below.            
Knowledge Save Modifier
Secondhand (you have heard of the target +5
Firsthand (you have met the target) +0
Familiar (you know the target well) -5
           
Connection Save Modifier
Likeness or picture -2
Curse of Objurgation -3
Possession or garment -4
Body part, lock of hair, bit of nail, or the like -10
On a successful save, the target isn’t affected, and you can’t use this ritual against it again for 24 hours. On a failed save, the ritual creates a Tiny doll that is linked to the target. The doll remains linked for 24 hours, or for 10 minutes after you first use it. It disintegrates at the end of this duration. For the duration, you can see and hear the target through the doll as if you were within 5 feet of the creature.   Additionally, as action while the doll is in your possession, you can expend a Hit Die to torment the target, choosing an effect from the following options:
  • Burn: The target must succeed on a Wisdom saving throw. On a failed save, the target believes it is burning. While burning in this way, the target has has disadvantage on attack rolls made with Strength or Dexterity. This effect lasts for 1 hour.
  • Pain: The target must succeed on a Constitution saving throw or be wracked with pain for 1 hour. While in pain in this way, the target takes an additional 1d4 psychic damage whenever it takes damage.
  • Stab: The target must succeed on a Dexterity saving throw or gain 2 slowed levels and fall prone. The slowed levels effect lasts for 1 hour.
The target can only be under 1 effect at a time. When you use a new effect, any existing effects end. Placing an effect on a target requires maintaining your concentration, as if concentrating on a power.   You can use this feature twice. You regain all expended uses when you finish a long rest.  

Toil and Trouble

At 17th level, you perfect your control of your curses, granting them unmatched potency. When the target of your Curse of Objurgation fails a saving throw against one of your maneuvers, you can choose to amplify that maneuver by expending a number of Hit Dice of your choice. The target immediately takes 1d8 psychic damage for every Hit Die spent in this way.   Additionally, when a creature attempts to use a spell like remove curse or other similar abilities to remove a curse you set, they must roll a Wisdom or Charisma check (their choice) against your maneuver save DC. On a failed save, it fails and any spell slots spent in this way are wasted.  

Occultist Discoveries

When you select this pursuit, you gain access to new discoveries which reflect your research on the occult. Whenever you learn a new discovery, you can choose from any of the following as well. The discoveries are listed in alphabetical order.  
Evil Eye
Prerequisite: 5th level
You can cast the bestow curse and remove curse spells without spending spell slots. Intelligence is your spellcasting ability for these spells.   Once you’ve cast a spell using this feature, you must complete a long rest before you can cast it again.  
Exsanguination
Prerequisite: 9th level
When a creature marked by your Curse of Objurgation is reduced to 0 hit points, you can use a reaction and expend a Hit Die to immediately regain a use of your Curse of Objurgation.  
Feedback Strike
Prerequisite: 7th level
When you hit a creature with a weapon attack, if that creature is forced to make a Constitution saving throw to maintain concentration on a spell and fails, it takes an additional psychic damage equal to your Critical Analysis die.  
Hexes and Superstitions
When you roll a 13 on an ability check, you treat it as if you rolled a 20.  
Natural Karma
Before you use a maneuver or power to set a curse on a target you can see, you can make a contested Dexterity (Sleight of Hand) check against the target’s Wisdom (Insight) check. On a success, the target is unaware you set the curse on them.  
Savage Sortilege
Prerequisite: 17th level
You ignore resistance to psychic damage, and you have resistance to psychic damage. If you already have resistance to psychic damage, you gain immunity instead.  
Shadow Puppetry
Prerequisite: 15th level
When a creature you can see within 30 feet of you is reduced to 0 hit points, you can use your reaction and expend a superiority die to give that creature a final act of aggression. That creature can immediately move a number of feet equal to 5 times the result of the die and make a single weapon attack against a target of your choice within its attack range, adding the die to the attack roll.  
Supernatural Vigor
At the end of a long rest, you can choose one creature you can see within 30 feet (this includes you) to imbue with unnatural power. The creature’s hit point maximum and current hit points increase by an amount equal to your scholar level, and it has advantage on Constitution saving throws made to avoid exhaustion. Both effects end after 8 hours.
    Physician

The Physician pursuit reflects your studies into the medical, anatomical, and biological sciences. Those who follow this pursuit use their knowledge to men their allies on the field and deal crippling blows with surgical accuracy.  

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.  

Distant Healer

Also at 3rd level, you have learned to administer medicine from a range. When you use a maneuver targeting an ally that is the target of your Critical Analysis feature, that maneuver’s range becomes 30 feet.  

Medical Practitioner

At 3rd level, you gain access to new maneuvers which reflect the progress of your studies into the medical arts. Whenever you learn a new maneuver, you can choose from any of the following as well. The maneuvers are listed in alphabetical order.
  • Dazing Strike. When you hit a creature with a melee weapon attack, you can expend a superiority die to temporarily daze the creature. Add the number rolled to the damage of the weapon attack and the creature must succeed a Constitution saving throw or be stunned until the end of their next turn.
  • Dull the Pain. You can use an action and expend one superiority die to dull the feeling of a creature. When you do so, a creature you can touch gains temporary hit points equal to the superiority die roll + your Intelligence modifier. These temporary hit points last 1 minute.
  • Hamstring. When you hit a creature with a weapon attack, you can expend one superiority die to cripple the creature. You add the superiority die to the attack's damage roll and the creature's speed is reduced by 10 feet until the end of their next turn.
  • Lacerate. When you hit a creature with a melee weapon attack, you can expend a superiority die to cause a lacerating wound. Add the number rolled to the damage of the weapon attack and the creature must succeed a Constitution saving throw or take 1d4 necrotic damage at the end of each of its turns for 1 minute or until it or another creature uses its action to stop the bleeding.
  • Neuroblock. When you hit a creature with a melee weapon attack, you can expend a superiority die to halt its ability to heal. Add the number rolled to the damage of the weapon attack and the creature cannot regain hit points until the end of your next turn.
  • Rapid Response. While moving, you can expend a superiority die and add 5 times the number rolled to your movement speed.
  • Reassure. As an action, you can call out to a creature within 60 feet that can hear or see you that has been charmed or frightened. When you do, expend a superiority die and the creature can immediately make another saving throw with advantage to end the effect.
  • Remove Toxins. As an action, you can expend a superiority die to purge the toxins from a creature you can touch. The target regains hit points equal to the number rolled and is the target is cured of one disease or one poison affecting it.
  • Smelling Salts. As a bonus action, you can expend a superiority die to heal a creature you can touch a number of hit points equal to the number rolled.
  • Transfusion. Once per turn when you hit a creature with a finesse melee weapon, you can expend a superiority die to give you or an ally that is within 5 feet of the target a transfusion. Add the superiority die to the damage you deal. You or your ally gain hit points equivalent to the damage you deal to the creature.
  • You can be the creature hit with the attack as long as there is an ally within 5 feet of you, in which you can let it hit without rolling an attack and must choose an ally to heal with the transfusion.
 

Field Surgeon

At 6th level, whenever you expend superiority dice to restore hit points or grant temporary hit points to a creature, you can expend up to two dice instead of just one, adding both to the roll. Both dice are expended as normal. When you do, if the target regaining hit points is the target of your Critical Analysis feature, you also roll your Critical Analysis dice twice, adding both to the roll.  

Resuscitate

Beginning at 11th level, your medical studies have revealed to you how to cheat death itself. As an action, you can tend to a creature you can touch that has died since the end of your last turn to bring it back to life with 1 hit point remaining.   A creature can only regain hit points this way once before that creature finishes a short or long rest.   Additionally, as a bonus action, you can stabilize a creature you can touch that has 0 hit points.  

Panacea

When you reach 17th level, you developed the formula to concoct a cure-all miracle solution: a panacea. Over the course of 10 minutes, you can expend rare medicinal herbs and oils worth 100 gp to create your panacea in a simple vial. The panacea retains its potency for 24 hours.   As an action, a creature can drink the elixir or administer it to another creature. The drinker has their exhaustion level reduced by one or has one of the following debilitating effects end:
  • One effect that petrified or cursed the target.
  • One magical effect afflicting the creature.
  • Any reduction to one of the target's ability scores.
  • One effect reducing the target's hit point maximum.
Once you create a panacea, you can't create another until you finish a short or long rest.  

Physician Discoveries

When you select this pursuit, you gain access to new discoveries which reflect your medical practice. Whenever you learn a new discovery, you can choose from any of the following as well. The discoveries are listed in alphabetical order.  
Expert Distant Healer
Prerequisite: 11th level
The range of your Distant Healer feature increases to 60 feet.  
Experimental Treatments
Your medication and treatments are known to be untested and unstable. Immediately after you use a maneuver that causes a creature to regain hit points or gain temporary hit points, you can choose to roll on the Side Effects table to the right. The condition or effect lasts until the creature completes a long rest, or you use this feature again.   You can use this feature a number of times equal to your proficiency bonus, as shown in the scholar table. You regain all expended uses when you finish a short or long rest.   Side Effects                                          
d20Side Effects
1 The creature turns out to be allergic to this specific treatment. Every ability score is reduced by 1.
2 The creature starts sneezing uncontrollably. Any attack rolls with a die roll value of 19 results in a miss due to a poorly timed sneeze.
3 The creature’s legs become swollen. The creature's movement is halved.
4 The creature becomes one size larger or smaller.
5 The skin at their joints turns into a hardened material, giving them a bonus of +2 to AC.
6 The creature’s body starts producing powerful stomach acid in high amounts. The creature can use an action to spew stomach acid in a 15 feet cone. The DC for this saving throw equals 8 + your proficiency bonus + your Constitution modifier. A creature takes 2d6 acid damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 5th level, 4d6 at 11th level, and 5d6 at 17th level.
7 The creature becomes mute and has uncontrollable gas. They have disadvantage on Dexterity (Stealth) checks that rely on smell
8 The creature’s eyes glows bright red. The creature also gains darkvision, but if they already have darkvision they get a light headache instead.
9 The creature gains advantage on perception checks based on hearing, but everything seems uncomfortably loud to them. They gain vulnerability to sonic damage.
10 The treatment slows down their brain function, reducing their Intelligence by 4.
11 The creature’s skin turns dark purple. If they are already purple, they turn bright pink instead.
12 The creature becomes covered in sickly, green pustules. When the creature is hit by a melee attack, the attacker takes 1d4 poison damage.
13 The creature’s skin starts to seriously bloat up from internal pressure build-up, and a strong impact may cause it to explode. Whenever the creature takes damage, the creature has to pass a concentration check or the creature takes kinetic damage equal to half their maximum hit points. Other creatures within 10 feet of the explosion also take a fourth of the damage. Once this explosion occurs, their skin becomes very soft.
14 The creature rapidly grows body hair all over, including the face. If they are already covered in hair or fur, the reverse effectoccurs; all hair immediately falls off, leaving the skin bare.
15 The creature’s body temperature fluctuates to extremes. They gain resistance to cold and fire damage.
16 The creature becomes ravenous. Every hour they haven’t eaten a meal they gain a level of exhaustion.
17 The creature believes they are the chosen one.
18 The creature has a difficult time resting. The amount they heal from Hit Dice is now halved.
19 The creature’s movement speed is increased by 15 feet, and opportunity attacks on them have disadvantage.
20 The creature gains 10d10 hit points, and they feel happy and carefree.
From the Brink
Prerequisite: 12th level
If the target of your Critical Analysis feature would be reduced to 0 hp, you may use your reaction and end your Critical Analysis feature to have them be reduced to 1 hp instead. Once a creature has benefited from this feature, they must complete a long rest before they can do so again.  
Medical Genius
When you make a Medicine skill check, you may use your Intelligence modifier instead of your Wisdom modifier.  
Mortician
You can 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.  
Patient Protector
Prerequisite: 5th level
You can treat creatures within 5 feet of the target of your Critical Analysis feature as if they were also targets of your Critical Analysis.  
Surgical Precision
Prerequisite: 5th level
When you hit a creature with a weapon attack, it takes additional damage equal to your Intelligence modifier.  
Tend the Wound
Prerequisite: 5th level
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 regain additional hit points equal to your superiority die.
    Tactician

All successful monarchs, conquerors, nd revolutions have a master strategist that is responsible for their success on the battlefield. Known as Tacticians, these intelligent leaders are always one step ahead of their enemies, and strive to have a plan for every eventuality. They know the strategies that lead to glorious victory, and those that end in utter ruin. Alone, a single Tactician is a minor threat, but with powerful allies to rally and command, a Tactician becomes a formidable force, capable of toppling entire regimes if left to their devices.  

Student of War

You have dedicated your life to the history of conquest and war. Beginning at 3rd level, you gain proficiency in the History skill, and your proficiency bonus is doubled for any History check you make. If you are already proficient in this skill, you instead gain proficiency in another skill of your choice from the scholar skill list.   You have also learned to arm yourself for battle. You gain proficiency with all martial weapons. In addition, when you wear light or medium armor, you can use your Intelligence modifier instead of your Dexterity modifier when calculating your Armor Class.  

Commanding Officer

At 3rd level, you gain access to new maneuvers which reflect your investigative prowess. Whenever you learn a new maneuver, you can choose from any of the following as well. The maneuvers are listed in alphabetical order.
  • Commander's Strike. When you take the Attack action on your turn, you can 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 superiority die. That creature can immediately use its reaction to make one weapon attack, adding your superiority die to the attack’s damage roll.
  • Disarming Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
  • Fortify. As an action, you can expend a superiority die to bolster a creature's defenses. When you do so, choose a friendly creature within 60 feet who can see or hear you and expend one superiority die. That creature gains a bonus to their Armor Class equal to the result until the start of your next turn.
  • Lunging Strike. When you make a melee weapon attack 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 superiority die to the attack's damage roll.
  • Maneuvering Attack. When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you.
    That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.
  • Officer's Parry. When a creature damages you with a weapon attack, you can use your reaction and expend one superiority die to reduce the damage by your Superiority Die + your Intelligence modifier.
  • Pushing Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from 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.
  • Targeted Attack. When you make a weapon attack roll, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
  • Trip Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.
 

Strike as One

You can focus your target down with the help with an ally. Once per round, whenever the creature that is the target of your Critical Analysis feature is attacked by someone other than you, you can use your reaction to make one weapon attack against them.  

Strategic Genius

Beginning at 11th level, when you use a maneuver that target's a friendly creature, you can issue the same maneuver to another creature within range, expending up to two of superiority dice in total.   As you gain levels in this class, your ability to command and coordinate increases. Starting when you reach 17th level, when you use a maneuver that target's a friendly creature, you can target up to three creatures within range with that maneuver, expending up to three superiority dice in total.  

All-Out Attack

At 17th level, you can 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.  

Tactician Discoveries

When you select this pursuit, you gain access to new discoveries which reflect your mastery in the field of combat. Whenever you learn a new discovery, you can choose from any of the following as well. The discoveries are listed in alphabetical order.  
Commander's Armor
Prerequisite: 5th level
You gain proficiency in medium armor and shields.  
Combat Survey
Prerequisite: 5th level
You can survey the field, allowing you a moment to formulate a plan, When you are in combat, you can use your action to survey the field and recover one expended superiority die.   You can use this feature once before finishing a short or long rest.  
Contingency Plan
Prerequisite: 9th level
When the target of your Critical Analysis feature attacks you and scores a critical hit, you can expend a Superiority Die to treat the attack as a normal hit instead. Your Critical Analysis ends on that creature and they cannot benefit from this feature again until you finish a long rest.  
Field Commander
Prerequisite: 7th level
You can use the Help action as a bonus action. Additionally, when you take the Help action, it has a range of 30 feet.  
Fighting Style
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.  
Tactical Retreat
When you take the Dash action, opportunity attacks made against you are made at disadvantage.
LevelProficiency BonusFeaturesSuperiority DiceAcademic SuperiorityDiscoveries
1st+2Academic Superiority, Critical Analysis (d4)d63-
2nd+2Discovery, Sage Adviced632
3rd+2Academic Pursuit, Expertised642
4th+2Ability Score Improvementd642
5th+3Critical Analysis (d6), Accelerated Reflexesd853
6th+3Academic Pursuit Featured853
7th+3Unwavering Mindd864
8th+3Ability Score Improvementd864
9th+4Critical Analysis (d8)d1075
10th+4Expertised1075
11th+4Academic Pursuit Featured1075
12th+4Ability Score Improvementsd1076
13th+5Sage Advice (x2)d1086
14th+5Unyielding Willd1086
15th+5Critical Analysis (d10)d1287
16th+5Ability Score Improvementd1287
17th+6Academic Pursuit Featured1297
18th+6Profound Insightd1298
19th+6Ability Score Improvementd1298
20th+6Unrialed Geniusd1298

Created by

MeepOfWar.

Statblock Type

Class Features

Link/Embed