B1 04 S1 - The Scholar

by AspireGames

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The Scholar

Class
Level
Class
Features
Direct
Actions
Discoveries
Known
Composed
Uses
1st Superiority, Critical Analysis
2nd Direct, Scholar Discoveries 2 2
3rd Sage Advice, Scholar Subclass 2 2
4th Ability Score Improvement, Major Feat 2 2
5th Superior Trait, Extra Reaction 3 3
6th Subclass feature, Minor Feat 3 3
7th Composed 3 3 3
8th Ability Score Improvement, Major Feat 3 3 3
9th Superior Trait 4 4 4
10th Subclass feature, Minor Feat 4 4 4
11th Greater Extra Reaction 4 4 4
12th Ability Score Improvement, Major Feat 4 4 4
13th Superior Trait 5 5 5
14th Subclass feature, Minor Feat 5 5 5
15th Critical Analysis Improvements 5 5 5
16th Ability Score Improvement, Major Feat 5 5 5
17th Superior Trait 6 6 6
18th Subclass feature, Minor Feat 6 6 6
19th Scholar Capstone, Superior Capstone 6 6 6
20th Ability Score Capstone 6 6 6

Class Traits

As a Scholar, you gain the following class traits.

Hit Points


  • Hit Dice: 1d6 per Scholar level
  • Hit Points at 1st Level: 6 + your Constitution
    modifier
  • Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Scholar level after 1st

Proficiencies


  • Skills: Any five of your choice
  • Tools: Any two of your choice

  • Armor: Light armor
  • Weapons: Simple weapons

  • Saving Throws: Will

Equipment


  • Armor: (a) partial light armor and 400 cr; or (b) 500 cr
  • Shield: (a) light physical shield and 450 cr; or (b) 500 cr
  • Weapon: (a) quarterstaff and 300 cr; (b) short bow, 20 arrows, and 105 cr; or (c) 500 cr
  • School: superior catalogue and (a) one creator's implements or provider's kit and 100 cr; (b) one gaming set or musical instrument and 250 cr; or (c) 400 cr
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Class Features

As a Scholar, you gain the following class features.

1st level: Superiority

You are a full Superior. See chapter 10 for the full rules of superiority.

1st level: Critical Analysis

As a bonus action on your turn, you can analyze a creature you can see within 60 feet of you. You can only have one target analyzed in this way at a time. For the next minute, or until you analyze another creature, you gain the following benefits provided you aren’t wearing medium or heavy armor:

  • When you analyze a hostile creature, weapons with which you are proficient that lack the strength and dexterity property are considered to have the mental property for you against the target of your Critical Analysis.
  • When you analyze a friendly creature, the target can end your Critical Analysis on them (no action required) to add your mental tactic ability modifier to one ability test. Once a friendly creature has benefited from this ability, they cannot do so again until they complete a short rest.

Beginning at 5th level, you can analyze a creature as a reaction on your turn, instead of a bonus action. Additionally, you can use your reaction to analyze an ally when they are forced to make a saving throw, provided you can see the target and they’re within 60 feet of you.

2nd level: Scholar Discoveries

You’ve learned two Scholar discoveries, as detailed at the end of the class description, and you learn more at higher levels, as shown in the Discoveries Known column of the Scholar table. Your subclass grants additional discovery options, from which you can also choose.

2nd level: Direct

As an action, you can direct a friendly creature you can see or hear within 60 feet of you who can see or hear you. Choose two actions from Fight (one attack only) and Limited Actions. You can choose more actions at higher levels, as shown in the Direct Actions column of the Scholar table.

On the chosen creature's next turn, it gains an additional action that can only be used for one of your selected actions.

3rd level: Sage Advice

You can spread your knowledge and experience with skills and tools to advise those around you. Choose one skill or tool in which you are at least proficient and up to two allies within 60 feet of you who can see and hear you. For each ally you choose, you must spend 1 minute advising them. At the end of that minute, the chosen creature’s tier of proficiency in the chosen skill or tool increases by one step (to trained, from trained to proficient, or from proficient to expertise). Their tier of proficiency cannot exceed yours in this way. The chosen allies maintain this benefit for the next hour, as long as they remain within 60 feet of you.

You can choose up three allies at 5th level, four at 9th level, five at 13th level, and six at 17th level.

This feature refreshes after a short rest.

3rd level: Scholar Subclass

You choose a Scholar subclass, which is detailed at the end of the class description, after the Scholar Discoveries.

4th level: Ability Score Improvement

Increase an ability score of your choice by 1.

4th level: Major Feat

You gain a major feat of your choice.

5th level: Superior Trait

You gain a superior trait. You can choose your trait or role on the table below to determine it randomly.

d4 Trait
1 Resourceful Superiority
2 Skillful Superiority
3 Superiority
4 Variable Superiority

5th level: Extra Reaction

You gain a second reaction.

6th level: Subclass Feature

You gain a feature from your subclass.

6th level: Minor Feat

You gain a minor feat of your choice.

7th level: Composed

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 mental tactic ability modifier.

You can use this feature three times, and you gain more uses at higher levels, as shown in the Composed Uses column of the Scholar table. All uses refresh after a long rest.

UNBOUND REALMS | CLASSES | THE SUPERIOR | SCHOLAR

8th level: Ability Score Improvement

Increase an ability score of your choice by 1.

8th level: Major Feat

You gain a major feat of your choice.

9th level: Superior Trait

You gain an additional superior trait.

10th level: Subclass Feature

You gain a feature from your subclass.

10th level: Minor Feat

You gain a minor feat of your choice.

11th level: Greater Extra Reaction

You gain a third reaction.

12th level: Ability Score Improvement

Increase an ability score of your choice by 1.

12th level: Major Feat

You gain a major feat of your choice.

13th level: Superior Trait

You gain an additional superior trait.

14th level: Subclass Feature

You gain a feature from your subclass.

14th level: Minor Feat

You gain a minor feat of your choice.

15th level: Critical Analysis Improvements

Your ability to analyze a creature has improved. You gain the following benefits:

  • You can analyze a second creature. You can do so as a part of analyzing the first creature, or you can do so on a subsequent turn. If you try to analyze a creature beyond your capacity, you must immediately terminate one of your existing analyses.
  • When you use a tactic or Scholar class feature that would affect one of your analyzed creatures, you can use your reaction to also affect the other analyzed creature. If the triggering tactic or feature would already use your reaction, you can affect the other analyzed creature as a part of this same reaction.

16th level: Ability Score Improvement

Increase an ability score of your choice by 1.

16th level: Major Feat

You gain a major feat of your choice.

17th level: Superior Trait

You gain an additional superior trait.

18th level: Subclass Feature

You gain a feature from your subclass.

18th level: Minor Feat

You gain a minor feat of your choice.

19th level: Scholar Capstone

You gain a fourth reaction.

19th level: Superior Capstone

When you roll initiative, you can choose to recover up to four expended superiority dice. This feature refreshes after a short rest.

20th level: Ability Score Capstone

Increase an ability score of your choice by 2. Your maximum for this score increases by 2. Then, do so a second time.

UNBOUND REALMS | CLASSES | THE SUPERIOR | SCHOLAR

Scholar Discoveries

The discoveries are presented in alphabetical order.

Adventuring Discovery

When a creature fails the initial saving throw against an adventuring gear you control that deals damage, you can apply a tactic as if you had hit it with a weapon attack. If multiple creatures fail the saving throw, your tactic only applies to one of them.

When you reach 11th level, the tactic applies to all creatures that fail their saving throw, rather than only one of them.

Armored Discovery

You gain proficiency in medium armor. If you are already proficient in medium armor, you instead gain proficiency in heavy armor. Additionally, you can now benefit from your Critical Analysis feature while wearing medium or heavy armor.

Beneficial Discovery

When you affect a friendly creature with a tactic, you can apply 1 level of a leveled beneficial condition of your choice to the creature, which lasts for one round.

Companion Discovery

Once per turn, when an ally is within 5 feet of you, and both you can see or hear them and they can see or hear you, you can expend a superiority die (no action required) and enhance their attack, using one of the tactics you know.

This radius increases to 15 feet at 7th level and 30 feet at 15th level.

Consistent Discovery

You can use your tactics twice per turn, instead of once. Additionally, you can apply two tactics to an attack, instead of only one, though you can’t apply the same tactic twice in this way.

Detrimental Discovery

When you affect a hostile creature with a tactic, you can apply 1 level of a leveled detrimental condition of your choice to the creature, which lasts for one round.

Expert Discovery

Choose one skill or two tools in which you are proficient. You gain expertise in the chosen skill or tools.

Initiative Discovery

You have advantage on initiative checks. When you would make an initiative check, you can choose to forgo this advantage. If you do so, you cannot be Surprised, and analyzing a creature with your Critical Analysis feature does not require any action on your first turn in combat.

Mobile Discovery

Your walking speed increases by 10 feet.

Proficient Discovery

You gain proficiency in two skills. Alternatively, in place of either skill, you can gain proficiency with any combination of two languages or tools.

Psionic Discovery

You know one at-will psionic talent. When you reach 3rd level, you learn one 1st-degree psionic talent, which you can cast once per long rest at its base level without expending psi points. See chapter 10 for the complete rules for casting. Additionally, you lose the Psi-Incapable special trait if you have it.

Ranged Analysis

The range of your Critical Analysis increases to 120 feet. This increases to 300 feet at 11th level.

Spell Discovery

You know one cantrip. When you reach 3rd level, you learn one 1st-degree arcanic spell, which you can cast once per long rest at its base level without expending a spell slot. See chapter 10 for the complete rules for casting. Additionally, you lose the Spell-Impotent special trait if you have it.

Tactical Discovery

You learn two additional tactics. Additionally, two tactics you know become general tactics.

You learn a new tactic and a tactic becomes a general tactic at 5th, 9th, 13th, and 17th level.

Tech Discovery

You know one at-will tech module. When you reach 3rd level, you learn one 1st-degree tech module, which you can cast once per long rest at its base level without expending tech points. See chapter 10 for the complete rules for casting. Additionally, you lose the Tech-Impaired special trait if you have it.

UNBOUND REALMS | CLASSES | THE SUPERIOR | SCHOLAR

Arcanic Scholar

Arcanic Scholars delve into the ancient texts and eldritch runes, seeking the raw, untamed power that fuels the most complex enchantments.

3rd level: Subclass Traits

As an Arcanic Scholar, you gain the following subclass traits.


  • Linguist: You learn one language of your choice.
  • Skill Proficient: You are proficient in Lore.
  • Tool Proficient: You are proficient in arcanist's implements.

3rd level: Spellcasting

You are a minimal Arcanist. See chapter 10 for the full rules of spellcasting.

3rd level: Arcanic Discoveries

You learn an additional discovery from those available to this subclass. You learn another additional discovery at 7th and 15th levels.

6th level: Spell Steal

When a creature within 60 feet of you that you can see casts a spell at 1st degree, you can use your reaction to attempt to steal that spell. Make a spellcasting ability check contested by the source of the spell's spellcasting ability check. If the target is the subject of your Critical Analysis, you have advantage on your check, or they have disadvantage on theirs (your choice). On a success, the creature's spell fails and has no effect, and once before the end of your next turn, you can cast the spell at the same degree without expending a spell slot.

You can use this feature three times. You gain an additional use at 9th, 13th, and 17th level. All uses refresh after a long rest.

At 7th level, you can expend two uses of this feature to steal a spell cast at 2nd degree in this way. At 13th level, you can expend three uses to steal a spell cast at 3rd degree, and at 17th level, you can expend four uses to steal a spell cast at 4th degree.

10th level: Arcanic Trait

You gain an arcanic trait. You can choose your trait or role on the table below to determine it randomly.

d8 Trait
1 Arcanist
2 Carrying Caster
3 Jumping Caster
4 Resourceful Spellcaster
d8 Trait
5 Skillful Caster
6 Throwing Caster
7 Variable Spellcaster
8 Vaulting Caster

14th level: Directed Arcana

When you take the Direct action, you can also choose to cast a spell with with a casting time of 1 action (no action required). When you do so, you cast the spell as normal but its effects don't immediately take place. On the affected creature's next turn, they can choose to cast the chosen spell with the additional action granted by Direct in lieu of one of the other options available to them, using your spellcasting statistics for the spell.

18th level: Spell Memory

When you use your Spell Steal feature, you permanently learn the spell.

Additionally, you can cast a spell you know that is not prepared. You can do so six times. All uses refresh after a short rest.

UNBOUND REALMS | CLASSES | THE SUPERIOR | SCHOLAR

Arcanic Discoveries

The discoveries are presented in alphabetical order.

Arcanic Analysis

Your Critical Analysis gains the following benefits:

  • When you cast a spell that has a range of 5 feet or greater targeting the subject of your Critical Analysis, its range increases by 5 x your Scholar level.
  • When you cast a spell that has a range of touch targeting the subject of your Critical Analysis, it range becomes 5 x half your Scholar level.

Archon Dabbler

You gain the Magic Channel feature and one option from the Archon class. You can use the chosen option, following all rules for the class feature, with the following exceptions:

  • You don't gain additional uses or options.
  • The chosen option scales with your Scholar level, instead of Archon.

The chosen option refreshes after a long rest.

Caster's Dicovery

You adopt a casting practice. Choose one of the Casting Practice options, detailed in Chapter 6.

Channeler Dabbler

You gain the Channeler Rites feature and one rite option from the Channeler class. You can use the chosen option, following all rules for the class feature, with the following exceptions:

  • You don't gain additional options or the ability to amplify the chosen rite.
  • The number of rite levels you can maintain scales with your Scholar level, instead of Channeler.

You can use the option twice. You gain an additional use at 5th, 9th, 13th, and 17th level. All uses refresh after a short rest.

Dabbler's Discovery

You adopt a casting dabble. Choose one of the Casting Dabble options, detailed in Chapter 6. When you complete a long rest, you can change this dabble out for another one.

Magus Dabbler

You gain the Sigilry feature and one sigil enhancement from the Magus class. You can deploy the sigil, following all rules for the class feature, with the following exceptions:

  • Your sigil's diameter does not increase and you do not gain additional enhancement options.
  • You only gain one damage for the Consume Sigil feature.
  • You can only use Sigilist's Step once per short rest.

Recovering Arcana

Your Spell Steal uses refresh on a short rest, instead of just long.

Ritual Superiority

You’ve learned to cast spells more efficiently by using your superiority and dedicating additional time to them:

  • When you cast a prepared spell at 1st degree, you can choose to spend an additional minute and expend a superiority die. If you do so, casting the spell does not cost a spell slot.
  • You can cast a known spell that is not prepared at 1st degree by spending an additional minute and expending a superiority die.

At 7th level, you can spend two additional minutes and expend two superiority dice to cast a spell at 2nd degree in these ways. This increases to three minutes and three superiority dice for a spell at 3rd degree at 13th level and four minutes and four superiority dice for a spell at 4th degree at 17th level.

Superior Arcana

When you hit a creature with a spell attack or a creature fails a saving throw against a spell you control that deals damage, you can apply a tactic as if you had hit it with a weapon attack. If multiple creatures fail the saving throw, your tactic only applies to one of them.

When you reach 11th level, the tactic applies to all creatures that fail their saving throw, rather than only one of them.

UNBOUND REALMS | CLASSES | THE SUPERIOR | SCHOLAR

Assisting Scholar

Assisting Scholars focus on supporting and enabling their allies in the pursuit of greatness.

3rd level: Subclass Traits

As an Assisting Scholar, you gain the following subclass traits.


  • Battleform Dabbler: You learn the Supporting battleform.
  • Swift: Your walking speed increases by 5 feet.

3rd level: Assisting Discoveries

You learn an additional discovery from those available to this subclass. You learn another additional discovery at 7th and 15th levels.

3rd level: Assisting Practice

You gain the Assisting fighting practice.

6th level: Influence Echo

When an ally fails an ability test that benefitted from advantage you applied or a hostile creature succeeds on an ability test that suffered from disadvantage you applied, you can use your reaction to force them to repeat the test.

You can do so three times. You gain an additional use at 9th, 13th, and 17th level. All uses refresh after a long rest.

10th level: Assisting Technique

You gain the Assisting fighting technique.

14th level: Momentous Support

When you use your action, bonus action, or reaction to take the Help action or use your Direct feature on an ally, you can choose to forgo up to 30, 20, or 10 feet of movement, respectively. If you do so, the chosen creature gains the same amount of movement on its next turn.

18th level: Collective Assistance

When you use your action to take the Help action, you can choose up to three additional targets. When you use your bonus action to take the Help action, you can choose up to two additional targets. When you use your reaction to take the Help action, you can choose one additional target.

Assisting Discoveries

The discoveries are presented in alphabetical order.

Dabbler's Discovery

You gain the Assisting fighting dabble, or another fighting dabble of your choice. When you complete a long rest, you can change this dabble out for another one.

Aiding Support

Over the course of 1 minute, which can be done during a quick rest, you can expend a Hit Die to allow a friendly creature within your reach to recover an expended Hit Die.

Assisting Analysis

Your Critical Analysis gains the following benefits:

  • When you take the Help action targeting an ally who is the subject of your Critical Analysis, you can choose to grant the ally advantage on the first saving throw it makes, instead of ability check, before the start of your next turn, provided you could reasonably assist them in the check.
  • When you take the Help action targeting a hostile creature who is the subject of your Critical Analysis, you can choose to force disadvantage on the creature's first saving throw it makes, instead of advantage on the first attack an ally makes, before the start of your next turn, provided you could reasonably assist them in the check.

Boonful Help

When you take the Help action, rather than granting advantage or disadvantage, you can choose to grant a d4 boon or bane die. This die becomes a d6 at 5th level, d8 at 9th level, d10 at 13th level, and d12 at 17th level.

Deliberate Aid

When you take the Help action, rather than the first ability check or attack roll, one affected ally can choose to apply the advantage to one ability check or attack roll during the duration.

Directed Assistance

When you use your action to Direct an ally, you can choose to also use the Help action targeting that same creature. Once you've done so, you can't do so again to that creature until you complete a long rest.

Help or Hinder

You gain the following benefits:

  • When you take the Help action targeting an ally, rather than granting them advantage on their first ability check, you can apply 1 level of a leveled beneficial condition of your choice to the creature, which lasts for one round.
  • When you take the Help action targeting a hostile creature, rather than granting advantage on the first attack roll against them, you can apply 1 level of a leveled detrimental condition of your choice to the creature, which lasts for one round.

Once you've affected a creature in this way, you can't affect that creature in this way again until you complete a long rest.

Intervention Momentum

When a friendly creature makes an ability test that benefits from advantage you applied or a hostile creature makes an ability test that suffers from disadvantage you applied, your speed increases by 10 feet until the end of your next turn.

Recovering Assistance

Your Influence Echo uses refresh on a short rest, instead of just long.

UNBOUND REALMS | CLASSES | THE SUPERIOR | SCHOLAR

Diplomat Scholar

Diplomat Scholars weave words into silken arguments and keen insights, often disarming their foes with a smile and a compelling thesis before ever needing to raise a hand.

3rd level: Subclass Traits

As a Diplomat Scholar, you gain the following subclass traits.


  • Skill Proficient: You are proficient in one Charisma skill of your choice.
  • Adaptive Charisma: Whenever you make a Charisma test, you can choose to add a dPB boon die to the result (no action required). This feature refreshes after a short rest.

3rd level: Diplomat Discoveries

You learn an additional discovery from those available to this subclass. You learn another additional discovery at 7th and 15th levels.

3rd level: Diplomat Practice

You gain the Diplomat fighting practice.

6th level: Rally Roster

As an action, bonus action, or reaction, you can choose up to three, two, or one allies, respectively, within 60 feet of you that can see or hear you. The chosen allies can immediately use their reactions to move up to their speed without provoking opportunity attacks. They must end this movement closer to you than they started.

You can use this feature three times. You gain an additional use at 9th, 13th, and 17th level. All uses refresh after a long rest.

10th level: Diplomat Technique

You gain the Diplomat fighting technique.

14th level: Irresistible Presence

You have advantage on saving throws to avoid being Charmed or Frightened, and you shred resistance to the Charmed and Frightened conditions.

18th level: Dominating Presence

As a bonus action, you can call out to a Humanoid who can understand you that is Charmed or Frightened of you to direct their next action. The target must succeed a Wisdom saving throw against your mental tactic save DC. On a failed save, until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do.

This feature refreshes after a short rest.

Diplomat Discoveries

The discoveries are presented in alphabetical order.

Compelling Attacker

You have advantage on attack rolls against creatures who are Charmed or Frightened of you.

Cunning Linguist

When you hear a spoken language or see a written language, you can choose to understand that language for the next hour. This feature refreshes on a short rest.

Dabbler's Discovery

You gain the Diplomat fighting dabble, or another fighting dabble of your choice. When you complete a long rest, you can change this dabble out for another one.

Diplomatic Analysis

When you use your Critical Analysis on a hostile creature, you can choose to force the creature to make a Will saving throw against your mental tactic save DC. On a failure, the creature is Charmed or Frightened of you (your choice) for the duration of your Critical Analysis. On a success, the creature becomes immune to this feature until you complete a long rest.

Diplomatic Ward

Over the course of 1 minute, which can be done during a quick rest, you can ward yourself. For the next hour, any creature who targets you with an attack, or otherwise take a hostile action against you, must fir make a Will saving throw against your mental tactic save DC. On a failed save, the creature must choose a new target or lose the attack or effect. This doesn't protect you from area effects, such as a grenade. If you attack or take a hostile action, this effect ends early.

This feature refreshes on a long rest.

Inspiring Compel

You can Compel an ally to grant them temporary hit points equal to half your Scholar level + your mental tactic ability modifier. Once you've used this feature on a creature, you can't use it on that creature again until you complete a long rest.

Recovering Diplomacy

Your Rally Roster uses refresh on a short rest, instead of just long.

Reliable Words

Choose one Charisma skill in which you are at least trained. The chosen skill gains a minimum roll threshold.

Social Training

You are considered trained in any Charisma check you make in which you are not otherwise at least proficient.

UNBOUND REALMS | CLASSES | THE SUPERIOR | SCHOLAR

Studious Scholar (Not Going in Book One)

Description bullshit.

3rd level: Subclass Traits

Investigation, +2

3rd level: Studious Discoveries

You learn an additional discovery from those available to this subclass. You learn another additional discovery at 7th and 15th levels.

3rd level: Studious Practice

You gain the Studious fighting practice.

6th level: Advantageous Study

When you take the Study action and succeed on your check, you have advantage on one ability test you make against that creature for one round. While you could have this advantage, when an ally you can see makes an ability test against that creature, you can use your reaction to apply the advantage to the ally's test.

You can use this feature three times. You gain an additional use at 9th, 13th, and 17th level. All uses refresh after a long rest.

10th level: Studious Technique

You gain the Studious fighting technique.

14th level:

18th level:

Studious Discoveries

The discoveries are presented in alphabetical order.

Dabbler's Discovery

You gain the Studious fighting dabble, or another fighting dabble of your choice. When you complete a long rest, you can change this dabble out for another one.

Studious Analysis

You can now use your Critical Analysis feature on a surface within 60 feet of you that you can see. You can treat any creatures inside this space as if they are the target of your Subject Scan feature. Additionally, friendly creatures of your choice treat terrain in that space as one step better (from extreme to difficult or difficult to none) and hostile creatures of your choice treat terrain in that space as one step worse (from none to difficult or difficult to extreme).

Your analysis has a diameter of 10 feet when analyzing in this way. This increases to 20 feet at 7th level and 30 feet at 15th level.

Studious Tactics

When you take the Study action and you succeed on your check, for the next round, you can use any tactic you could know but do not, provided it is of a degree you could know.

Careful Study

The amount of time a careful check takes you is reduced by 1 step (from 10 minutes to 1 minute or 1 minute to 1 round).

Extort Truth

As an action, you can force a hostile creature within 60 feet you can see that can see or hear you to make a Will saving throw against your mental tactic save DC. On a failure, the creature is unable to deliberately speak a lie and all Charisma checks made against the creature have advantage for 1 minute.

When you use this feature, the creature is aware of your attempt to influence them, regardless of whether or not the creature succeeds on their save.

This feature refreshes after a short rest.

4

3

2

Recovering Study

Your Advantageous Study uses refresh on a short rest, instead of just long.

UNBOUND REALMS | CLASSES | THE SUPERIOR | SCHOLAR