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The Scholar

This subclass was designed to play off of the Scholar class written by /u/Charrmeleon. See this reddit post for the most up-to-date Scholar base class.

Engineer

Scholars who focus on the Engineer pursuit are knowledgable in the mathematics and the sciences and have learned to put them to good use. Through careful theory and crafting, they create tools that help them in various situations. Engineers develop their tools on a longer time-frame than other Scholars, tinkering for hours or days to perfect their gadgets.

Modified Armory

At 3rd level, you begin tinkering with things you have available. You learn one additional maneuver of your choice from the following list. Whenever you learn a new maneuver, you can choose from any of the following as well. Some of these maneuvers require specifically prepared components, which can be crafted for 50 gp over the course of 8 hours. The maneuvers are listed in alphabetical order.

Arm-Mounted. As a bonus action, you can expend a superiority dice to attach a light weapon or shield to your arm, allowing you to use the hand for casting spells or manipulating objects. This effect lasts for 1 minute. This maneuver requires specially prepared arm straps for each weapon or shield.

Dampening. If you have disadvantage on stealth checks from a set of armor, you can expend one superiority dice when you make a Dexterity (Stealth) check to remove that disadvantage. You add the superiority die to the Dexterity (Stealth) check. This maneuver requires specially prepared dampening pads for each set of armor.

Fragmentational. When you make an attack roll with a weapon that has the ammunition property, you can expend a superiority dice to make a piece of ammunition that explodes on impact. Creatures within 10 feet of the original target must make a Dexterity saving throw take damage equal to your superiority dice. This maneuver requires specially prepared ammunition.

Hermetic Mask. As an action, you can expend a superiority dice to create an filtered mask that allows you to brave various environments. You gain the ability to breathe underwater and in the presence of poisonous gases. This effect lasts for 1 hour. This maneuver requires a specially prepared mask or mouthpiece.

Inertial Drift. You attach a momentum wheel to your torso, allowing you to change direction suddenly. As a reaction to being targeted by an opportunity attack, you can force the wheel to a halt as a reaction in order to impose disadvantage on the attack and also gain an extra 5 feet of movement. This maneuver requires specially prepared momentum wheel, which is attached to a piece of armor.

Retracting. As a bonus action, you can expend a superiority dice to secure a retracting mechanism to a weapon or piece of ammunition. The weapon or ammunition to be pulled back to the wielder as a bonus action, but its range is limited to the length of retraction mechanism available (maximum 60 ft). This effect lasts for 1 minute. This maneuver requires specially prepared retraction mechanism, which is attached to the weapon or piece of ammunition.

Stabilized. As a bonus action, you can expend a superiority dice to grant a weapon the finesse property if it does not already have it. This effect lasts for 1 minute, or until you are disarmed. This maneuver requires specially prepared gyroscopic stabilizer, which is attached to the weapon.

Trick Weapon. You can create combination of two weapons (at the DM's discretion), allowing you to change between the two in the heat of battle. As an action, you can expend a superiority dice to make one attack using the transforming weapon, using the properties of its current form. You add the superiority die to the attack's damage roll, and then transform the weapon into its other form. This maneuver requires specially prepared trick weapon.

Hone Edge. As a bonus action, you can expend a superiority dice to hone the edge of a slashing or piercing weapon. The weapon gains a +1 bonus to attack and damage rolls. This effect lasts for 1 minute.

Stress Analysis

At 6th level, you are able to discern weaknesses in equipment or objects around you. When you use your Critical Analysis, you discern weak points in their weapons or armor. For the next minute, you can target these weak points with your attacks. When you make an attack at your target, you can choose to deal no damage and instead attack their equipment. When you target a nonmagical weapon, its takes a semi-permanent and cumulative -1 penalty to Damage Rolls. If its penalty drops to -5, the weapon is destroyed. When you target a nonmagical suit of armor, its takes a semi-permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a Shield that drops to a +0 bonus is destroyed. Damaged weapons or armor can be repaired by an engineer over a the course of 8 hours.

You can choose to use your Critical Analysis against structures and objects. For the next minute, you deal double damage to that structure or object.

Blueprint

At 11th level, you learn to document your inventions properly in order to teach their use to others. You can spend 8 hours putting together a blueprint of one of your inventions. Preparing components for your maneuvers now only costs 5 gp and 1 hour.

As a bonus action, you can expend one superiority dice, giving it to an ally within 5 ft of you. Once within the next ten minutes, they can be used for one of the maneuvers from the Engineer subclass list that you know, expending the given superiority dice, provided they have the required equipment.

Masterwork

When you reach 17th level, you have created a feat of engineering. You build one of the following masterworks. Unless otherwise stated, other creatures cannot use your masterwork.

Power Armor. You craft an intricate suit of armor that enhances your strength and protects you in combat. While wearing it, you have an Armor Class and Strength score equal to your Intelligence score. Additionally, choose one of the maneuvers from the Engineer list that you know. While you are wearing the armor, you can perform this maneuver without expending superiority dice. If your power armor is destroyed or lost, you cam rebuild it by spending 500 gp worth of parts and labor, over the course of 24 hours.

Automaton. You craft an automaton capable of understanding your instructions and helping you carry them out. When you select this masterworks, roll all of your superiority dice. The automaton has hit points equal to the sum of that roll. Additionally, choose one of the maneuvers from the Engineer list that you know. Your automaton can perform this maneuver without expending superiority dice. If your automaton is damaged in combat, you can repair it over a short rest by expending superiority dice. It regains hit points equal to the superiority dice. If your automaton's hit points reach 0, it is destroyed. If your automaton is destroyed or lost, you cam rebuild it by spending 500 gp worth of parts and labor, over the course of 24 hours.

War Machine. You craft a weapon unlike any other in the world. Select a simple or martial weapon and choose one of the maneuvers from the Engineer list that you know. While using the war machine, you can perform this maneuver without expending superiority dice. If your war machine is destroyed or lost, you can rebuild it by spending 100 gp worth of parts and labor, over the course of 8 hours. You can build multiple War Machines.


Automaton

Medium Construct, Unaligned


  • Armor Class 14 (Natural Armor)
  • Hit Points Roll All of Your Superiority Die
  • Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 18 (+4) 2 (-4) 10 (+0) 1 (-5)

  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses darkvision 60 ft., passive Perception 10.
  • Languages --
  • Challenge 9

Integrated System. Choose one of the maneuvers from the Engineer list that you know. Your automaton can perform this maneuver without expending superiority dice.

Actions

Multiattack. The automaton makes two slam attacks.

Slam. Melee Weapon Attack: +8 hit, Reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage.

Discoveries

If a discovery requires a level, you must be that level in this class to learn the discovery.

Tireless

Prerequisite: 12th Level

Your body has adapted to sleepless nights and grueling conditions. You treat your levels of exhaustion as halved (rounded down), and suffer the effects accordingly. Additionally, when you are affected by a sleep spell, you are treated as having twice as many hit points for the purpose of resolving that spell.

Spell Breaker

Prerequisite: 7th Level, Engineer Pursuit

Your Stress Analysis feature can now affect magical weapons, armor, and held objects. When you break magical weapon or armor with this feature, you can expend one superiority die to force the object to burst. You add the superiority die to the attack's damage roll.

Infused Magic

Prerequisite: Engineer Pursuit, The ability to cast one spell or cantrip.

You gain the ability to channel your spells into objects for later use. When you cast a spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell's effects occur. Instead, the spell transfers into that item for later use if the item doesn't already contain a spell from this feature. Any creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell's range is self, it targets the creature that activates the item. When you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted. You can have a limited number of infused spells at the same time. The number equals your spellcasting modifier.

Mechanimagical Inventions

Prerequisite: Engineer Pursuit, Infused Magic Discovery

You learn the secrets of the constructing magic items. You can spend an amount of gold equivalent to half the cost of the item and 24 hours of total time, not necessarily continuous, working to create an item from the following list: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones, alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets, bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward's handy haversack, boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing, eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying.