Scholar
About this class
The pen is mightier than the sword, and knowledge of how both the pen and sword work is mightier still! At least this is how you operate.
After previously living your life through reading or archaeology, you have set out on an adventure into the world. The knowledge you have consumed is what keeps you, and others, safe. You operate with a mixture of keen research and curiosity, and as a result you are able to pick apart situations and work your way through, or around them.
Domains
Codex
Bone
Starting stats
Hope feature
Class features
-
Keen Study
At the end of each long rest, roll a D4 plus your subclasses spellcast trait. Put these on your character sheet as your Trivia Tokens.
As you start a long rest, discard any remaining Trivia Tokens.
-
Field Study
Once per scene, you may take a moment to observe a creature, object, or situation, ask the GM questions at a cost of 1 Trivia Token. The GM must answer truthfully, however, they are allowed to be vague with their answer.
You cannot use this to identify if someone is lying.Examples:
"What dangers have we not noticed yet here?"
"What are we overlooking?"
"Does this structure or object have a weak spot?"
"What is this creature's immediate intention?"
Class items
- A sealed book, that you wish to uncover the secrets of.
- A map of an underground kingdom, previously thought to be pure legend.
Character questions
Background prompts
- What caused your thirst for knowledge, and what did it cost you to pursue it?
- Who's teaching shaped you the most and why do you no longer follow their teachings?
- What knowledge have you learned that has turned out to be dangerous, and what happened as a result?
Connection prompts
- Who in the party once proved something from a book wrong, and what was it?
- Who do you stay up at night sharing stories with?
- Someone in the parties ancestors have a dark history that you uncovered in a book, who and what is it?
Subclass cards
Printable via header menu
Archivist
Foundation
SPELLCAST TRAIT: Knowledge
Quick Learner: During combat, you can use your Trivia Tokens to reveal an ability or abilities of a target (1 Token per Ability revealed).
Late Night Bookworm: For your class ability, Keen Study, instead of gaining D4 + Knowledge, roll an amount of D4's equal to your Knowledge.
Archivist
Specialization
Know The Theories: You can use your Knowledge-1 for any weapon you wield instead of its regular trait if this is higher than using the weapons regular trait.
Linguist: Can speak any language used by the intelligent species of the region.
Archivist
Mastery
Codex of the Mind: Once per long rest, you may activate a single ability from The Codex of the Mind:
Pull Forth Knowledge: Instantly learn a spell or ability of your level or lower, from any Domain for the remainder of the current scene.
Skip a Chapter: Ask the GM for a glimpse of an upcoming danger or plot point.
Rip Out A Page: Lock away a creatures ability or memory for the remainder of the current scene.
Archaeologist
Foundation
SPELLCAST TRAIT: Instinct
Trusted Tools: Gives a +2 bonus to any rolls that are related to navigation or searching.
Lucky discovery: Once per long rest, discover an item useful to your current situation. Discuss with your GM to decide what item you find.
Archaeologist
Specialization
Delver: Watching out for traps is second nature to you. Gain an advantage on any rolls revolving around spotting or dodging any type of trap.
Found Artifacts: Once per long rest, you may activate each of the following artifacts:
Earrings of Acute Hearing: You may listen in to a conversation or for a sound that you would usually have to complete a roll to hear.
Map of Magical Finding: you may ask the GM if there are any locations in your vicinity that you have not explored yet that may be worth exploring, or to reveal any secrets around you. If nothing is revealable, the artifact is not considered "used".
Ordinary Coin: Say you are activating your coin flip ability. When the flip ends, sound and/or look really happy or upset about the outcome and proceed to not ever mention it again.
Archaeologist
Mastery
Powerful Artifacts: Once per long rest, you may activate each of the following artifacts:
Scoundrels Mask: Allows you to change your appearance to anything you wish for the remainder of a scene.
Orcish Bottle of Diplomacy: Throw this magical, indestructible, and rechargeable bottle at a target to cause 3D8 of Magic Damage to all creatures within Close Range of the target.
Gamblers Coin of Truth: Flip a coin. On Heads, the GM must reveal if the person you are talking to is lying.
On tails, you roll with Disadvantage on your next
Scholar
The pen is mightier than the sword, and knowledge of how both the pen and sword work is mightier still! At least this is how you operate.
After previously living your life through reading or archaeology, you have set out on an adventure into the world. The knowledge you have consumed is what keeps you, and others, safe. You operate with a mixture of keen research and curiosity, and as a result you are able to pick apart situations and work your way through, or around them.
Domains
Codex + Bone
Starting Evasion
9
Starting Hit Points
6
Class Items
- • A sealed book, that you wish to uncover the secrets of.
- • A map of an underground kingdom, previously thought to be pure legend.
Scholar’s Hope Feature
Bestiary : Spend 3 hope to use your Bestiary to remember weak points and give all enemies in the scene Vulnerable.
Class Features
Keen Study
At the end of each long rest, roll a D4 plus your subclasses spellcast trait. Put these on your character sheet as your Trivia Tokens. As you start a long rest, discard any remaining Trivia Tokens.
Field Study
Once per scene, you may take a moment to observe a creature, object, or situation, ask the GM questions at a cost of 1 Trivia Token. The GM must answer truthfully, however, they are allowed to be vague with their answer. You cannot use this to identify if someone is lying. Examples: "What dangers have we not noticed yet here?" "What are we overlooking?" "Does this structure or object have a weak spot?" "What is this creature's immediate intention?"
Scholar Subclasses
Choose either the Archivist or Archaeologist subclass.
Archivist
Uses knowledge of the world, the land and its natural inhabitants to assist their group.
Spellcast Trait
Knowledge
Foundation Features
Quick Learner: During combat, you can use your Trivia Tokens to reveal an ability or abilities of a target (1 Token per Ability revealed).
Late Night Bookworm: For your class ability, Keen Study, instead of gaining D4 + Knowledge, roll an amount of D4's equal to your Knowledge.
Specialization Feature
Know The Theories: You can use your Knowledge-1 for any weapon you wield instead of its regular trait if this is higher than using the weapons regular trait.
Linguist: Can speak any language used by the intelligent species of the region.
Mastery Feature
Codex of the Mind: Once per long rest, you may activate a single ability from The Codex of the Mind:
Pull Forth Knowledge: Instantly learn a spell or ability of your level or lower, from any Domain for the remainder of the current scene.
Skip a Chapter: Ask the GM for a glimpse of an upcoming danger or plot point.
Rip Out A Page: Lock away a creatures ability or memory for the remainder of the current scene.
Archaeologist
Uses tools to help traverse and discover, and artifacts to activate abilities.
Spellcast Trait
Instinct
Foundation Features
Trusted Tools: Gives a +2 bonus to any rolls that are related to navigation or searching.
Lucky discovery: Once per long rest, discover an item useful to your current situation. Discuss with your GM to decide what item you find.
Specialization Feature
Delver: Watching out for traps is second nature to you. Gain an advantage on any rolls revolving around spotting or dodging any type of trap.
Found Artifacts: Once per long rest, you may activate each of the following artifacts:
Earrings of Acute Hearing: You may listen in to a conversation or for a sound that you would usually have to complete a roll to hear.
Map of Magical Finding: you may ask the GM if there are any locations in your vicinity that you have not explored yet that may be worth exploring, or to reveal any secrets around you. If nothing is revealable, the artifact is not considered "used".
Ordinary Coin: Say you are activating your coin flip ability. When the flip ends, sound and/or look really happy or upset about the outcome and proceed to not ever mention it again.
Mastery Feature
Powerful Artifacts: Once per long rest, you may activate each of the following artifacts:
Scoundrels Mask: Allows you to change your appearance to anything you wish for the remainder of a scene.
Orcish Bottle of Diplomacy: Throw this magical, indestructible, and rechargeable bottle at a target to cause 3D8 of Magic Damage to all creatures within Close Range of the target.
Gamblers Coin of Truth: Flip a coin. On Heads, the GM must reveal if the person you are talking to is lying.
On tails, you roll with Disadvantage on your next
Background Questions
Answer any of the following, or create your own.
- • What caused your thirst for knowledge, and what did it cost you to pursue it?
- • Who's teaching shaped you the most and why do you no longer follow their teachings?
- • What knowledge have you learned that has turned out to be dangerous, and what happened as a result?
Connections
Ask one of the following, or improvise.
- • Who in the party once proved something from a book wrong, and what was it?
- • Who do you stay up at night sharing stories with?
- • Someone in the parties ancestors have a dark history that you uncovered in a book, who and what is it?
Discussion
Be thoughtful and kind.
Remember to be respectful. Comments are moderated and should add to the discussion.