Surrounded by the mysteries of ancient ruins, a scholarly figure stands undeterred, deciphering forgotten languages and unraveling the secrets of the past with a keen eye and a sharp intellect.
The knowledge that scholars possess transcends mere academia; it is a weapon honed through years of study and exploration, allowing them to navigate treacherous situations with wisdom and insight. Whether piecing together fragments of history or strategizing the next move in a complex battle, scholars wield their intellect as deftly as any swordsman wields a blade.
Character Inspirations
The Scholar class draws inspiration from the scholarly figures within One Piece, such as Nico Robin, with her profound understanding of archaeology and ancient civilizations, Bartholomew Kuma's strategic brilliance, and Trafalgar Law's tactical mastery.
A Scholar embodies the role of a versatile strategist, adept at uncovering hidden truths and guiding their allies through both scholarly pursuits and the rigors of combat.
Hit Points
Hit Dice. 1d8 per scholar level
Hit Points at First Level: 8 + Constitution modifier
Hit Points at Higher Levels: 8 + your Constitution modifier per scholar level after 1st
Energy Points
Energy Dice. 1d10 per Scholar level
Energy Points at 1st Level: 10 + your Constitution modifier
Energy Points at Higher Levels: 10 + your Constitution modifier per Scholar level after 1st
Proficiencies
Armor: Light armor, Simple Clothing, Fine Clothing, Luxury Clothing
Weapons: Simple weapons, hand crossbows, heavy crossbows, Exotic Firearm Weapons
Saving Throws: Intelligence, Wisdom, Dexterity
Tools: One of your choice
Skills: Choose four from Animal Handling, History, Insight, Investigation, Medicine, Nature, Perception, Performance, Artifact Knowledge, Persuasion, and Deception.
Technique Abilities
Brawl
Brawl Save DC = 8 + your proficiency bonus + your Strength modifier
Brawl Attack Bonus = your proficiency bonus + your Strength modifier
Special
Special Save DC = 8 + your proficiency bonus + your Intelligence modifier
Special Attack Bonus = your proficiency bonus + your Intelligence modifier
Active Intellect
Starting at 1st level, your Energy Points now scale off of your Intelligence ability score modifier instead of Constitution.
Profound Intellect
Your mind is capable of wondrous bursts of intuition. At 1st level you gain a number of Intellect Die equal to your Intelligence modifier, which are d6s, and can use them in various ways offered to you through either you class features or subclass features. You gain two uses of your intellect dice immediately, as shown below.
When you make an Intelligence, Wisdom, Charisma skill check, you can expend an Intellect die and add the number rolled to your check.
Once per turn you may add an Intellect die to the attack or damage roll (your choice) you make.
At certain scholar levels, your Intellect Die increases: at 5th level (d8), at 10th level (d10), and at 15th level (d12).
You get all your intellect dice back on a long rest.
Quick Study
You are able to gain a working knowledge of new concepts exceptionally fast. At 1st level, you gain an additional proficiency with one skill, tool, or weapon of your choice.
This can not be changed once taken.
Expertise
Additionally at 1st level, choose two of your proficiencies. Your proficiency bonus is double for any ability check you make that uses either of the chosen proficiencies.
At 7th level, you can choose two more of your proficiencies to gain expertise in. At 15th level, you can pick two more.
Practica
Your studies have exposed you to research and theory on any number of subjects, but applying that knowledge to the real world requires an extra level of dedication.
Beginning at 2nd level, you master two practica of your choice. Your practica options are detailed at the end of the class description. When you gain certain scholar levels, you master new practica of your choice, as shown in the Practica column of the Scholar table.
Additionally, when you gain a level in this class, you can choose one of the practica you know and replace it with another for which you meet the requirements.
DIVINATION
You are a student of divination and prophesies, able to read the stars, palms, and even a deck of special cards to foretell the future. Upon finishing a long rest, you can conduct an hour long ritual to see into the future. Roll a d20 and record the number you rolled, You can replace any attack roll, saving throw, or ability check made by you or another creature that you can see with one of these foretelling rolls. You must choose to do so before the roll is made.
Your foretelling roll can be used only once. If you do not use this roll before the end of your next long rest, it is lost.
You gain another d20 as part of this ritual at level 11.
SKILL MASTERY
You have spent significant time, effort, and research honing a singular skill. Choose a skill or tool that you are proficient with. When you make an ability check that uses the chosen skill or tool proficiency, you can treat a roll of 7 or lower on the d20 as an 8.
You can master this Practica more than once, but you must choose a different proficiency each time.
ASTROLOGY
Prerequisite: Divination practica, 7th level
Using your studies of star charts and constellations for use in navigation, you also gain greater insight into the future. You can roll one more d20 as part of your Divination practica.
EXPEDITION MASTERY
Prerequisite: 5th level, Field of the Archaeologist
If you spend at least one day traveling in a specific type of terrain (arctic, coast, desert, forest, grassland, mountain, or swamp), you gain the following benefits until you spend at least one day traveling a different type of terrain.
• Difficult terrain doesn't slow your group's travels.
• Your group can't become lost except by unexplainable means.
• You remain alert to danger even when you are engaged in another activity while traveling, such as foraging, navigating, tracking, or mapping.
If you have a detailed map of the region you are traveling through, you can ignore the requirement of one-day's travel before benefiting from this feature.
FALCONRY
You have spent many months learning to train birds of prey. You gain a second feature when you bond with a Sky Companion and it's threshold is lowered by 50 when doing the DTA.
TROUBLESHOOTER
Prerequisite: 14th level
When you use an intellect die to attempt to succeed a saving throw and fail, you recover the expended intellect die.
FENCING
You gain proficiency with long swords, rapiers, and scimitars.
When a creature you can see targets you with a melee attack while you are wielding one of these weapons, you can use your reaction to roll your Intellect Die and add it to your Armor class against the attack. If it misses, you can make one melee weapon attack against it as part of the same reaction. If you have already used the "Improved Intellect" feature to improve your Armor class, this replaces that bonus completely. (edited)
MARKSMAN
You gain proficiency with all martial ranged weapons and firearms. When you make a ranged weapon attack, you can use your Intellect Die in place of the weapon's damage die.
TRADITIONS
You are a student of culture, politics, and traditions. When you make an Intelligence (History) check related to a local custom, culture, or tradition, you have advantage on the roll.
This eclectic knowledge of local customs and traditions also makes you an excellent ambassador. The first time you meet a leader or otherwise important local figure, you have advantage on any Charisma checks you make.
DELIBERATE STEP
Prerequisite: 5th level
Your movement speed increases by 10 feet, and nonmagical difficult terrain no longer slows your movement.
IRON MIND
You have advantage on Constitution saving throws that you make to maintain your concentration on a technique.
CLEVER COMBATANT
Choose one weapon with which you are proficient with. When you attack with that weapon, you can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls. This choice cannot be changed later, but you can pick up this Practica multiple times, picking a new weapon each time you do so.
Field Research
Starting at 2nd level, if you spend at least 1 minute observing or interacting with another creature outside of combat, you can learn information about its capabilities. Choose a reference creature of the same type that you have seen, and the DM tells you if the creature you are researching is equal, superior, or inferior to the reference creature in regard to two of the following characteristics of your choice:
Strength score
Dexterity score
Constitution score
Intelligence score
Armor Class
Maximum hit points
Total class levels (if any)
Field of Study
Choose a field of study at 3rd level: Archaeologist, Investigator, Tactician, each of which is detailed at the end of this class. Your Field grants you features at the 3rd level, and again when you reach 6th, 13th, and 17th level.
Ability Score Improvement
When you reach 4th and again at 8th, 12th, 16th, and 19th, level, you can increase one ability score by +1 & a Feat of your choice that they qualify for. As normal you can’t increase an ability score above 20 using this feature.
Improved Intellect
Beginning when you reach 5th level, you regain all of your expended intellect dice when you finish a short or long rest.
Additionally, you gain 2 more abilities that make use of your intellect die.
As a reaction when a creature makes an attack against you, you can roll an intellect die and add half of the roll (rounded up) to your AC. This bonus to your AC lasts until the start of your next turn.
As a reaction when you are forced to make either an Intelligence, Wisdom, or Charisma saving throw, you may add a roll of your intellect die to the save.
Moment of Genius
Beginning at 9th level, when you expend an intellect die you can choose to take the highest value on your intellect die instead of rolling. The intellect die is still expended as normal. Once you use this feature, you cannot do so again until you finish a long rest.
Flash of Brilliance
At 10th level, if you roll initiative and have no intellect dice, roll a d10. You gain a number of intellect dice equal to half the number rolled rounded up.
When a creature within 30 feet makes a saving throw, you can shout a snippet of potent advice, granting it a bonus to its roll equal to one roll of your intellect die. The creature must be able to hear you to gain this benefit.
Meditative Mind
Beginning at 11th level, you can use your action to end one mental condition effecting yourself. Additionally you can apply your Intelligence modifier instead of your Wisdom modifier to Wisdom ability checks and Wisdom saving throws.
Inexhaustible Analysis
You are able to identify even the smallest weaknesses and exploit them with ruthless efficiency. At 14th level you can add a roll of your intellect die roll to any damage roll once per turn, so long as you can see the target and the attacker can hear you. You do not expend intellect dice using this feature.
Fool Me Once
At 18th level, you cannot be fooled again. When you take damage, you can expend an intellect die and use your reaction to reduce the damage by the amount rolled and gain one of the following benefits for 1 minute:
You gain resistance to damage of that type. This does not apply to the triggering damage.
If the damage was inflicted by an attack, the attacker has disadvantage on all future attack rolls against you.
If the damage was caused by an effect that triggered a saving throw, you have advantage on future saving throws that target that ability
True Genius
You realize your true genius potential at 20th level. Your Intelligence score increases by 4, up to a maximum of 24, unless your maximum has been increased by other means. Also, when you roll an intellect die and roll lower than your Intelligence modifier, you can replace the roll with your Intelligence modifier.