Scholar


Academic who uses wits and allies to control the battlefield
An overwhelming horde of tusken raiders bears down on a chiss and her fellow adventurers. She gives the order and her allies unleash a single coordinated attack cutting deep into their lines. Under her command the enemy is quickly routed against all odds, all according to plan.
Deep within the once thought abandoned ruins, a nautolan tends to his companions wounds as they rest. Countless long nights of study and training have conditioned him to keep going even when all others have exhausted themselves. He will see them through this.
A twi'lek in fine vestments addresses a gathering crowd. What was the making of an angry mob begins to disperse, his mere presence putting them at ease, giving his companions time to make their escape.
Scholars are master of the mundane arts, using methodical practices to turn the tables to their advantage. From years of study and testing, scholars take in the situation around them and quickly formulate the means to achieve whatever they have minds set to. Whatever pursuit they follow, a scholar will have a plan for anything that comes their way.
The Pursuit of Knowledge
A true scholar is never satisfied. They are always seeking out a new answer to a new question. This often goes hand-in-hand with seeking a life of adventure, to explore new, hidden areas, or accompany those that do. The life of a scholar often times begins in the mundane, as a teacher or sage. Sometimes they serve as doctors, diplomats, or as officers in the military.
To Learn, To Know
For scholars, mundane life is often too slow. When life becomes stagnant or when an answer cannot be found, the call to adventure rings louder. Scholars will often go to ancient, forgotten, and often dangerous places to find something to quench their thirst for knowledge.
Academic Superiority
Scholar: 1st level You learn maneuvers that are fueled by special dice called superiority dice. See chapter 13 for the maneuvers list.
Maneuvers Known
You learn one maneuver of your choice, and you earn more at higher levels, as shown in the Maneuvers Known column of the scholar table. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack, and you may only use each maneuver once per turn.
Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
Superiority Dice
You have three superiority dice, which are d4s, and you earn more at higher levels, as shown in the Superiority Dice Quantity column of the scholar table. This die changes as you gain scholar levels, as shown in the Superiority Dice Size 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.
Maneuver Ability
Your maneuver ability varies based on the type of the maneuver you use. You use Strength, Dexterity, or Constitution for physical maneuvers (your choice), Intelligence, Wisdom, or Charisma for mental maneuvers (your choice), and an ability of your choice for general maneuvers. You use this ability whenever a maneuver refers to your maneuver ability. Additionally, you use this ability modifier when setting the saving throw DC for a maneuver you use.
Maneuver save DC = 8 + your proficiency bonus + your maneuver ability modifier
Critical Analysis
Scholar: 1st level You are able to analyze a creature, 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 creature you can see within 60 feet of 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 weapons with the finesse property or blaster weapons against that target may use your Critical Analysis ability modifier, which is Intelligence, instead of Strength or Dexterity. You must use the same modifier for both rolls.
- When you analyze a friendly creature, the target can end your Critical Analysis on them (no action required) to add your Critical Analysis ability modifier, which is Intelligence, 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.
Discovery
Scholar: 2nd level As you adventure, your studies have helped you discover new practices you can apply to your skills. 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
Scholar: 2nd and 13th level You can spend 1 minute spreading your knowledge and experience, advising 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 bonus to the roll if they are not 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, you can't use it again until you finish a long rest. Starting at 13th level, you regain the ability to use it after you complete a short or long rest.
Expertise
Scholar: 3rd and 10th level Choose two of your skill proficiencies, or one of skill proficiencies and one of your tool proficiencies, or two of your tool proficiencies. You gain expertise in those skills or tools.
At 10th level, you can choose another two proficiencies (in skills or tools) to gain this benefit.
Academic Pursuit
Scholar: 3rd, 6th, 9th, and 17th level You dedicate your studies towards a pursuit, which is detailed at the end of the class description.
Ability Score Improvement
Scholar: 4th, 8th, 12th, 16th, and 19th level You can increase one ability score by 2, or you can increase two ability scores by 1. You can't increase an ability score above 20 using this feature.
Multitasker
Scholar: 5th level You can take a second reaction each round.
Additionally, when a friendly creature you can see that can hear you is forced to make a saving throw, you can use your reaction to target them with your Critical Analysis feature.
Calm and Collected
Scholar: 14th and 17th level When you make a saving throw caused by an effect you can see, you may gain a bonus to the saving throw equal to your Intelligence modifier.
You can use this feature five times. You gain an additional use at 17th level. You regain all expended uses when you complete a long rest.
Adaptable Intellectual
Scholar: 18th level You are able to effectively prepare for any mission on hand. At the end of a long rest, you may choose one of the discoveries you know and replace it with another discovery that you could learn at that level.
Knowledge Unbound
Scholar: 20th level You are the pinnacle of your pursuit. Your Intelligence score increases by 4. Your maximum for that score increases by 4. Additionally, you can use any maneuver you know without expending a superiority die, rolling a d4 instead.
Discoveries
The discoveries are presented in alphabetical order.
Academic Memory
You can recall anything you have read in the past month that you understand. This includes but is not limited to books, maps, signs, and lists.
Adaptive
Prerequisite: 15th 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.
Ambassador
You learn three additional languages of your choice.
You may choose this discovery multiple times.
Clever Applications
You gain proficiency with improvised weapons, and they gain the finesse property for you. Additionally, when you make an attack with an improvised weapon, it deals 1d6 damage.
You can use your Sage Advice feature to give friendly creatures improvised weapon proficiency if they don't already have it, following the same rules of that feature as if it were a skill or tool. The friendly creatures retain this proficiency for the entire duration instead.
Expert's Advice
When you use your Sage Advice feature, the first time each targeted creature makes the chosen skill check, they gain an additional bonus to the roll equal to half your Critical Analysis ability modifier.
Hardened Mind
Prerequisite: 9th level You have advantage on saving throws against illusions and on Intelligence checks to discern them from reality.
You also gain resistance to psychic damage.
Lifelong Learning
You gain proficiency in a skill and a tool, or two tools.
You can select this discovery multiple times, each time choosing a new skill and a tool, or two new tools.
Lingering Advice
Prerequisite: 5th level When you use your Sage Advice feature, the targeted creatures retain the benefit from your instruction for the full duration.
Malleable Maneuvering
You learn two additional maneuvers. When you complete a short rest, you can replace one of these maneuvers with another one. When you complete a long rest, you can replace both of these maneuvers with other ones.
Master's Advice
Prerequisite: 11th level, Expert's Advice When you use your Sage Advice feature, the first time each targeted creature makes the chosen skill check, they gain an additional bonus to the roll equal to your Critical Analysis ability modifier.
Mental Prowess
When you make a Strength (Athletics) or Dexterity (Acrobatics) check to grapple a creature or break out of a grapple, net, and other restraining equipment, you can use your Critical Analysis ability modifier instead of Strength or Dexterity.
Moderately Armored
Prerequisite: 5th level You gain proficiency in medium armor.
Perfect Maneuver
Your superiority die rolls gain a minimum roll threshold, discussed in chapter 7.
Quick Analysis
Prerequisite: 9th level When you roll initiative and aren't surprised, you can use your reaction to use your Critical Analysis feature.
Rancor's Discipline
You can substitute Wisdom or Charisma (chosen when you study this discipline) for Intelligence for your scholar class features, except for other discoveries and Academic Pursuit features.
Reliable Sources
Prerequisite: 9th level Intelligence (Lore) or Intelligence (Nature) skill check that lets you add your proficiency bonus gain a minimum roll threshold, discussed in chapter 7.
Resolute
When you make a saving throw to resist charm and fear effects, you may add your Intelligence modifier to the roll.
Running on Fumes
You only need 3 hours of sleep during a long rest to gain its benefits, instead of 6. Additionally, if your long rest would be interrupted, you only need to complete the long rest instead of restarting it to gain its benefits. Lastly, you have advantage on saving throws against exhaustion.
Survival Expert
When you make a Survival skill check, you may use your Critical Analysis ability modifier instead of your Wisdom modifier.
Additionally, you have advantage on saving throws against poison.
Targeted Analysis
Prerequisite: 5th level Your attack rolls against the target of your Critical Analysis feature cannot suffer from disadvantage.
Tech Amateur
You learn and can cast one 1st-level tech power once per long rest. Your techcasting ability is Intelligence. You require use of a wristpad for this power.
You can select this discovery multiple times. Each time you do so, you must choose a different power.
Universal Language
You can communicate simple ideas with any creature with an Intelligence score of 6 or higher through basic expressions and gestures.
Versatile Maneuvers
Choose two maneuvers you know. The chosen maneuvers count as general maneuvers for you. You can choose another maneuver at 5th, 9th, 13th, and 17th level. Whenever you gain a level in this class, you can replace one of these maneuvers with another maneuver you know.
Advancement
| Level | Proficiency Bonus | Features | Maneuvers Known | Superiority Dice Quantity | Superiority Dice Size | Discoveries |
|---|---|---|---|---|---|---|
| 1st | +2 | Academic Superiority, Critical Analysis | 1 | 3 | d4 | — |
| 2nd | +2 | Discovery, Sage Advice (long rest) | 2 | 3 | d4 | 2 |
| 3rd | +2 | Expertise, Academic Pursuit | 4 | 4 | d4 | 4 |
| 4th | +2 | Ability Score Improvement | 5 | 4 | d4 | 4 |
| 5th | +3 | Multitasker | 6 | 5 | d6 | 5 |
| 6th | +3 | Pursuit feature | 7 | 5 | d6 | 5 |
| 7th | +3 | — | 9 | 6 | d6 | 5 |
| 8th | +3 | Ability Score Improvement | 10 | 6 | d6 | 5 |
| 9th | +4 | Pursuit feature | 11 | 7 | d8 | 6 |
| 10th | +4 | Expertise | 12 | 7 | d8 | 6 |
| 11th | +4 | — | 14 | 8 | d8 | 7 |
| 12th | +4 | Ability Score Improvement | 15 | 8 | d8 | 7 |
| 13th | +5 | Sage Advice (short rest) | 16 | 9 | d10 | 8 |
| 14th | +5 | Calm and Collected | 17 | 9 | d10 | 8 |
| 15th | +5 | — | 19 | 10 | d10 | 8 |
| 16th | +5 | Ability Score Improvement | 20 | 10 | d10 | 8 |
| 17th | +6 | Pursuit feature | 21 | 11 | d12 | 9 |
| 18th | +6 | Adaptable Intellectual | 22 | 11 | d12 | 9 |
| 19th | +6 | Ability Score Improvement | 23 | 12 | d12 | 9 |
| 20th | +6 | Knowledge Unbound | 24 | 12 | d12 | 9 |
- Hit Die
- d8
- Primary Ability
- Intelligence
- Saving Throws
- Intelligence, Wisdom
- Armor
- Light armor
- Weapons
- Simple blasters, simple vibroweapons, martial vibroweapons with the finesse property