Dissident Pursuit
Dissidents commit themselves to the twinned goals of unifying the oppressed and toppling the oppressors. Those scholars who choose the Dissident Pursuit train themselves in guerilla warfare tactics and rally their allies to strike coordinated blows that can break the ranks of a superior enemy force.
Voice of the Victims
Dissident Pursuit: 3rd level
You are proficient with the Investigation and Persuasion skills. Additionally, you can’t have disadvantage on checks you make with them.
Fight Another Day
Dissident Pursuit: 3rd level and 11th level
Rather than maintain direct combat with an overwhelming foe, you master a variety of acrobatic techniques that allow you to evade danger. As a bonus action, you can tumble. When you tumble, you gain the following benefits for the rest of your turn:
• You gain the benefits of taking the Dash and Disengage actions.
• You gain a climbing speed equal to your current speed.
• You take half damage from falling.
At 11th level, when you use your action to take the Dodge action, you also tumble.
Additional Maneuvers
Dissident Pursuit: 3rd level
You gain access to new maneuvers which reflect your journey in your revolution. Whenever you learn a new maneuver, you can choose from any of the following as well. The maneuvers are listed in alphabetical order.
Break Through
Mental Maneuver
Prerequisite: Proficiency in Persuasion
On your turn, you can use an action and expend one superiority die to bolster the resolve of an ally. When you do so, choose one ally who can see or hear you within 30 feet of you. The ally can add your maneuver modifier to every damage roll they make until the start of your next turn.
Break Through (Improved)
Mental Maneuver
Prerequisite: Break Through
When you use the Break Through maneuver, you roll the superiority die. The ally also adds the die's result to their damage rolls.
Demoralize
Mental Maneuver
On your turn, when you hit with a weapon attack, you can use a bonus action and expend a superiority die to menace your target, forcing it to succeed on a Wisdom saving throw or be frightened of you for up to 1 minute. At the start of each of the creature’s turns, it takes psychic damage equal to one rolled superiority die. As an action or bonus action, the creature can make a Wisdom check to end this condition.
Outrage
Mental Maneuver
When you throw a grenade, you can expend a superiority die and add its rolled value to the saving throw DC of one creature you can see who has to make the grenade's saving throw. You must use this maneuver before the creature rolls its saving throw.
Extra Attack
Dissident Pursuit: 6th level
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Stronger Together
Dissident Pursuit: 9th level
While you have friendly creatures within 30 feet of you, you can attempt to sway an opposition force. As an action, you can make a Charisma (Persuasion) or Charisma (Intimidation) skill check and expend one superiority die to attempt to charm or frighten a number of humanoid creatures who can see or hear you within 60 feet, equal to or less than the number of friendly creatures within 30 feet of you plus 1. Add the superiority die to your roll. Among the targets, the creature with the highest bonus to the Wisdom (Insight) skill makes a contested Insight check. If your check succeeds, the targets are charmed by you if you used Persuasion, or frightened of you if you used Intimidation, for up to 1 minute or until one of them takes damage. The first time a creature takes damage while the effect is active, all other affected creatures take psychic damage equal to half your proficiency bonus (rounded down).
Sacrosanct Unity
Dissident Pursuit: 17th Level
At the end of a long rest, you can spend ten minutes addressing a number of friendly creatures within 100 feet for a strategic briefing and impassioned speech.
At the end of the speech, each creature other than you who listened for the duration gains a number of temporary hit points equal to your Intelligence modifier plus your Charisma modifier (minimum 1). You can expend a number of hit die up to your Charisma modifier, adding the rolled sum to the temporary hit points gained. You then must make a Constitution saving throw, DC equal to the total rolled among the hit die. On failure, you suffer one stack of exhaustion. The temporary hit points last for 8 hours.
While a creature has these temporary hit points, its weapon attacks deal bonus damage of the same type, equal to your Intelligence or Charisma modifier (your choice).
Dissident Discoveries
When you select this pursuit, you gain access to new discoveries which reflect your journey in your revolution. Whenever you learn a new discovery, you can choose from any of the following as well. The discoveries are listed in alphabetical order.
Doctrine
Using a datapad and blank datacard, you can spend one month's downtime authoring a datacard that contains your training techniques and insights with a single skill, tool, or weapon you are proficient with. Once completed, a creature that spends 48 hours over a period of 6 days or fewer studying the datacard's contents permanently gains proficiency with the subject of the datacard.
Fighting Style
You adopt a particular style of fighting as your specialty. Choose one of the fighting style options, detailed in Chapter 6 of the Player’s Handbook.
Fury of the Oppressed
You and friendly creatures within 10 feet have advantage on any attack against a creature that is frightened of you.
Iconoclast’s Armor
Prerequisite: 5th level
You gain proficiency in medium armor. If you are already proficient in medium armor, you instead gain proficiency in heavy armor.
Militant Studies
You gain proficiency with a weapon of your choice, which you can choose to use with your Critical Analysis modifier instead of its usual statistic. You gain another weapon proficiency at levels 5, 9, and 15. You can select this discovery twice.
Militia Phalanx
Prerequisite: 9th level
When you are the target of your Critical Analysis feature, you and all allies within 10 feet of you gain a bonus to their AC equal to half your Critical Analysis modifier (rounded down).
No More Platitudes
Creatures have disadvantage on Deception and Persuasion checks against you. If they still succeed, you may use your reaction to force them to reroll the higher of the two dice. If a creature still succeeds after using this reaction, you can’t use it against that creature again for 1 hour.
Tools of the Unheard
You learn to throw grenades as a bonus action. Additionally, you may choose to use your Intelligence modifier instead of Strength for calculating a grenade’s maximum throwing distance.
We Have Hope
Prerequisite: 5th level
You can add half your proficiency bonus (rounded down) to any Charisma check you make or feature that calls for your Charisma modifier that doesn’t already include your proficiency bonus.
Zealous Advance
When you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to half your scholar level (rounded down), and may move up to half your speed towards another enemy you can see.
Art Credits
| Image | Title | Author |
|---|---|---|
![]() |
Rebels Poncho A7B | Jock |