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  THE SCHOLAR – PHILOSOPHER | 1 
   
   
   
   
   
   
  THE SCHOLAR 
  PHILOSOPHER 
  Designed by Kyle Grant 
   
   
   
   
   
   
  CLASS FEATURES 
  As a scholar you gain the following class features. 
  HIT POINTS 
  Hit Dice. 1d8 per scholar level 
  Hit Points at 1st Level: 8 + your Constitution modifier 
  Hit Points at Higher Levels: 1d8 (or 5) + your Constitution 
  modifier per scholar level after 1st 
  PROFICIENCIES 
  Armor: Light armor 
  Weapons: Simple weapons, hand crossbows, heavy 
  crossbows, shortswords 
  Tools: Any two 
   
  Saving Throws: Intelligence 
  Skills: Choose four from Animal Handling, History, Insight, 
  Investigation, Medicine, Nature, Perception, Performance, 
  Persuasion, Religion, and Survival 
  EQUIPMENT 
  You start with the following equipment, in addition to the 
  equipment granted by your background. 
   
  • (a) a shortsword, (b) any simple weapon, or (c) any martial 
  weapon (if proficient) 
  • (a) leather armor or (b) scale armor (if proficient) 
  • (a) a light crossbow and 20 bolts or (b) any simple weapon 
  • (a) a scholar’s pack or (b) an explorer’s pack 
   
  Alternatively, you can purchase starting equipment with a 
  starting wealth of 4d4 x 10 gp. 
  The Scholar 
  Level 
  Proficiency 
  Bonus 
  Features 
  Practica 
  1 
  +2 
  Keen Intellect, Pursuit 
  — 
  2 
  +2 
  Practica 
  3 
  3 
  +2 
  Pursuit Feature 
  3 
  4 
  +2 
  Ability Score Improvement 
  3 
  5 
  +3 
  Boundless Intellect 
  4 
  6 
  +3 
  Pursuit Feature 
  4 
  7 
  +3 
  Field Research 
  5 
  8 
  +3 
  Ability Score Improvement 
  5 
  9 
  +4 
  Moment of Genius 
  6 
  10 
  +4 
  Ability Score Improvement 
  6 
  11 
  +4 
  Improved Keen Intellect (d10) 
  7 
  12 
  +4 
  Ability Score Improvement 
  7 
  13 
  +5 
  Pursuit Feature 
  7 
  14 
  +5 
  Clear Mind 
  8 
  15 
  +5 
  Analytical Mind 
  8 
  16 
  +5 
  Ability Score Improvement 
  8 
  17 
  +6 
  Improved Keen Intellect (d12) 
  9 
  18 
  +6 
  Pursuit Feature 
  9 
  19 
  +6 
  Ability Score Improvement 
  9 
  20 
  +6 
  True Genius 
  9 
  KEEN INTELLECT 
  At first level, you gain the ability to use your quick wits to 
  your advantage both in and out of combat. You learn gambits 
  that are fueled by special dice called intellect dice. Gambits 
  allow you to bring your mind to bear in order to solve 
  problems, and to create and exploit opportunities that others 
  cannot see. 
  Gambits. You know all the gambits listed under 
  "Gambits" below, and may learn another at a later level, 
  unique to your Pursuit. Many gambits enhance an attack in 
  some way. You can use only one gambit per attack. 
  Intellect Dice. You have a number of intellect dice equal 
  to your Intelligence modifier (a minimum of one), which are 
  d8s. An intellect die is expended when you use a gambit, and 
  you regain all expended intellect dice when you finish a long 
  rest. 
  Saving Throws. Some gambits require your target to 
  make a saving throw to resist its effects. The saving throw DC 
  is calculated as follows: 
   
  Gambit save DC = 8 + your proficiency bonus + 
  your Intelligence modifier 
  GAMBITS 
  The gambits are presented in alphabetical order. 
  Agitating Attack. When you hit a creature with a 
  weapon attack, you can expend one intellect die to attempt to 
  force the creature to lose focus. You add the intellect die to 
  the damage roll and the target must make a Wisdom saving 
  throw. On a failed save, the target has disadvantage on the 
  next Intelligence, Wisdom, or Charisma saving throw it makes 
  before the end of your next turn. 
  
   
  THE SCHOLAR | 2 
  Defensive Posture. You can expend one intellect die and 
  take the Dodge action as a bonus action on your turn. If a 
  creature misses you with an attack before the start of your 
  next turn, you can use your reaction to make a weapon 
  attack against the creature if it is within range, adding the 
  intellect die to the attack roll. 
  Foiling Strike. When a creature you can see is forced to 
  make a Strength, Dexterity, or Constitution saving throw, you 
  can expend an intellect die and use your reaction to make a 
  weapon attack against the creature if it is within range. If the 
  attack hits, you add the intellect die to the damage roll of the 
  attack, and the target has disadvantage on the saving throw. 
  Sage Advice. When you or another creature is preparing 
  to take an action that requires an ability check, you can 
  expend an intellect die and use an action to analyze the 
  situation and give advice based on your observations and 
  deductions. Add the number rolled on the intellect die to any 
  creature who can hear and understand you who attempts 
  that action within the next minute, including yourself. 
  Unsticky the Situation. When you fail a saving throw, 
  you can expend an intellect die and add it to the roll, 
  potentially turning it into a success. 
  BONUS PROFICIENCIES 
  When you choose the Philosopher pursuit you gain bonus 
  proficiencies. You are proficient in Wisdom saving throws if 
  scholar is your first class. 
  Additionally, at 1st level you gain proficiency with one of 
  the following skills of your choice: Deception, Insight, 
  Intimidation, or Persuasion. 
  Your proficiency bonus is doubled for any ability check 
  you make that uses that skill. 
  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 three 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. You cannot 
  replace practica that allow you to learn a language. 
  IRONCLAD INSIGHT 
  Beginning at 3rd level, your understanding of the sapient 
  mind gives you an instinctive measure of defense in combat. 
  You gain a bonus to your AC equal to your Wisdom modifier 
  as long as you are wearing light or no armor. 
  ABILITY SCORE IMPROVEMENT 
  When you reach 4th level and again at 8th, 10th, 12th, 16th, 
  and 19th level, you can increase one ability score of your 
  choice by 2, or you can increase two ability scores of your 
  choice by 1. As normal, you can't increase an ability score 
  above 20 using this feature. 
  BOUNDLESS INTELLECT 
  Beginning when you reach 5th level, you regain all of your 
  expended intellect dice when you finish a short or long rest. 
  FORCEFUL PRESENCE 
  At 6th level you learn the forceful presence gambit. While 
  conversing with a creature that isn't hostile to you, you can 
  expend an intellect die as part of a Deception, Intimidation, 
  or Persuasion ability check you make to interact with that 
  creature. Add the intellect die to your ability check roll, and if 
  you beat the creature's opposing Wisdom (Insight) check the 
  creature becomes charmed by you if you rolled Deception or 
  Persuasion, or frightened of you if you rolled Intimidation. 
  This condition lasts as long as you remain in the creature's 
  presence, and for 10 minutes afterward. The charmed 
  condition ends early if you or your companions do anything 
  harmful to the target. 
  FIELD RESEARCH 
  Starting at 7th 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) 
  MOMENT OF GENIUS 
  Beginning at 9th level, when you use a gambit 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. 
  IMPROVED KEEN INTELLECT 
  At 11th level, your intellect dice turn into d10s. At 17th level, 
  they turn into d12s. 
  LOGIC 
  Beginning at 13th level, when you make a Charisma ability 
  check using a skill in which you are proficient, you can add 
  your Intelligence modifier instead of your Charisma modifier 
  to the roll. 
  CLEAR MIND 
  Beginning at 14th level, you can use your action to end one 
  effect on yourself that is causing you to be charmed or 
  frightened. 
  
   
  THE SCHOLAR | 3 
  ANALYTICAL MIND 
  At 15th level, you can apply your Intelligence modifier instead 
  of your Wisdom modifier to Wisdom ability checks and 
  Wisdom saving throws. 
  UNMATCHED AUTHORITY 
  Starting at 18th level, you can use the forceful presence 
  gambit as an action even if the target is hostile. Additionally, 
  when you use the sage advice gambit you can treat an 
  intellect die roll lower than your Intelligence modifier as your 
  Intelligence modifier. 
  TRUE GENIUS 
  At 20th level, your dedication to developing your mind has 
  honed you into a true genius. The sum total of your 
  experiences lends you an incisiveness that is unmatched. 
  Your Intelligence score increases by 4 and your maximum 
  Intelligence increases to 24. 
  PRACTICA 
  If a practicum has prerequisites, you must meet them to 
  learn it. You can learn the practicum at the same time that 
  you meet its prerequisites. A level prerequisite for a 
  practicum refers to scholar level, not character level. 
  ARTIST 
  You gain proficiency with three tools of your choice. If you are 
  already proficient with one of these tools, you instead add 
  double your proficiency bonus to ability checks you make to 
  use that tool. 
  COMBAT ASSESSMENT 
  Prerequisite: 14th level 
  You can use a limited form of field research while in combat. 
  As a bonus action on your turn, you can learn one piece of 
  information about an enemy that you can see as per the field 
  research feature. If you can see the reference creature, you 
  can choose current hit points as the characteristic. 
  CUNNING AIM 
  You can use Intelligence instead of Strength for the attack 
  and damage rolls of weapons made with a light weapon, 
  quarterstaff, or unarmed strike. If you are an Inventor, you 
  can also apply this benefit to any ranged weapon invention 
  that you invent. 
  CRIPPLING BLOW 
  Prerequisite: 17th level 
  You know how to turn a perfect strike into a devastating 
  attack. When you roll maximum damage on a weapon's 
  damage dice, double the damage of your attack against the 
  creature. 
  CYNICISM 
  Prerequisite: 7th level, Philosopher pursuit 
  Whenever you or a friendly creature within 30 feet of you 
  must make a saving throw, the creature gains a bonus to the 
  saving throw equal to half your Wisdom modifier (rounded 
  up, with a minimum bonus of +0). A creature must be able to 
  see or hear you to gain this bonus. 
  This feature does not stack with the paladin's Aura of 
  Protection feature. 
  DEFT IMPROVISER 
  You gain proficiency with improvised weapons, and half-cover 
  functions as well for you as three-quarters cover. 
  DELIBERATE STEP 
  Prerequisite: 5th level 
  Your movement speed increases by 10 feet, and nonmagical 
  difficult terrain no longer slows your movement. 
  DOGGED 
  When exhausted, you suffer the effects as if your level of 
  exhaustion is one lower. You suffer no negative effects from a 
  single level of exhaustion. Additionally, you cannot be 
  stunned. 
  EXTRA ATTACK 
  Prerequisite: 5th level 
  You can attack twice, instead of once, when you take the 
  attack action. 
  HARDY 
  Prerequisite: 11th level 
  You can ignore the effects of poison and disease. If you 
  become poisoned or diseased and this practicum is replaced 
  before the condition is removed, you immediately begin to 
  suffer its effects. 
  COMPREHENSIVE CARE 
  You gain proficiency with the Insight and Medicine skills. If 
  you are already proficient with either of these skills, you 
  instead add double your proficiency bonus to ability checks 
  you make that use that skill. 
  Additionally, when you make an ability check to 
  determine the physical or psychological state of a creature, if 
  your roll exceeds 20 you have advantage on the next 
  Charisma ability check you make to interact with that 
  creature in the next ten minutes. You gain this benefit 
  whether or not the triggering ability check was considered a 
  success or a failure. 
  INCISIVE STRIKES 
  Prerequisite: 11th level 
  When you hit a creature with a weapon attack, the creature 
  takes extra damage equal to your Intelligence modifier 
  (minimum of 1). 
  INFALLIBLE EXPERTISE 
  Prerequisite: 11th level 
  When you make an ability check that lets you add half your 
  proficiency bonus or your full proficiency bonus, you can 
  treat a d20 roll of 4 or lower as a 5. When you make an ability 
  check that lets you add double your proficiency bonus, you 
  can treat a d20 roll of 9 or lower as a 10. 
  KINAESTHETICS 
  You gain proficiency with the Acrobatics and Athletics skills. 
  If you are already proficient with either of these skills, you 
  
   
  THE SCHOLAR | 4 
  instead add double your proficiency bonus to ability checks 
  you make that use that skill. 
  Additionally, you when you learn this practicum choose 
  either climbing or swimming. That form of movement no 
  longer costs you extra movement. 
  LINGUIST 
  You learn to speak, read, and write three languages of your 
  choice. You may learn this practicum multiple times, 
  selecting different languages each time. This practicum 
  cannot be selected with the Explorer's adaptable feature. 
  MACHIAVELLIAN 
  You gain proficiency with the Deception and Intimidation 
  skills. If you are already proficient with either of these skills, 
  you instead add double your proficiency bonus to ability 
  checks you make that use that skill. 
  Additionally, you have advantage on saving throws made 
  to resist being charmed. 
  NATURALIST 
  You gain proficiency with the Animal Handling and Survival 
  skills. If you are already proficient with either of these skills, 
  you instead add double your proficiency bonus to ability 
  checks you make that use that skill. Additionally, you can 
  read the basic mood and intent of beasts. You learn its 
  emotional state, whether it is affected by magic of any sort, 
  its short-term needs (such as food or safety), and actions you 
  can take (if any) to persuade it not to attack. You cannot use 
  this ability against a creature that you have attacked within 
  the past 10 minutes. 
  ONE MOVE AHEAD 
  Prerequisite: 17th level, Incisive Strikes practicum 
  Once per turn, you can use incisive strikes to add your 
  Intelligence modifier to the attack roll instead of the damage 
  roll when you make a weapon attack. You must choose to use 
  this practicum before making your attack roll. 
  PSYCHOLOGICAL PROFILE 
  Prerequisite: 11th level 
  If you spend at least one minute conversing with a creature 
  or observing it in a social situation, you can analyze its 
  speech and body language to determine how best to interact 
  with it. The DM tells you whether Deception, Intimidation, 
  Performance, or Persuasion is most likely to have a favorable 
  impact on the creature's disposition toward you. For the next 
  hour, you have advantage on checks in that skill directed at 
  the creature. Once you use this feature, you can't use it again 
  until you finish a short or long rest. 
  RENAISSANCE MAN 
  You gain proficiency with one type of artisan's tools and one 
  instrument or gaming set of your choice. You learn to speak, 
  read, and write one language of your choice. You may learn 
  this practicum multiple times, selecting different options each 
  time. This practicum cannot be selected with the Explorer's 
  adaptable feature. 
  RHETORIC 
  You gain proficiency with the Performance and Persuasion 
  skills. If you are already proficient with either of these skills, 
  you instead add double your proficiency bonus to ability 
  checks you make that use that skill. 
  Additionally, if spend at least ten minutes speaking or 
  performing, allies of your choice (up to twice your Intelligence 
  modifier) gain a d6 which they can add to the next ability 
  check, attack roll, or saving throw they make. A creature can 
  only benefit from this ability once per short rest. 
  SCHOLASTICS 
  You gain proficiency with two of the following skills of your 
  choice: Arcana, History, Nature, and Religion. If you are 
  already proficient with either of these skills, you instead add 
  double your proficiency bonus to ability checks you make 
  that use that skill.  
  Additionally, if you fail an ability check that uses one of 
  your chosen skills, you can make the check once more during 
  your next short or long rest. 
  You can learn this practicum twice, selecting different 
  skills each time. 
  SKEPTICISM 
  Prerequisite: 5th level, Philosopher pursuit 
  You have advantage on saving throws against illusions, and 
  advantage on Intelligence checks made to see through them. 
  If you see through an illusion, but an ally who can hear you 
  does not, you can give them advantage on any saving throws 
  Intelligence checks to see through the illusion. This does not 
  require an action on your part. 
  SOPHISM 
  Prerequisite: Philosopher pursuit 
  You can add half your proficiency bonus, rounded down, to 
  any Charisma check you make that doesn't already include 
  your proficiency bonus. 
  SPATIAL AWARENESS 
  You gain proficiency with the Perception and Investigation 
  skills. If you are already proficient with either of these skills, 
  you instead add double your proficiency bonus to ability 
  checks you make that use that skill. 
  Additionally, you can perfectly recall any path you have 
  traveled since learning this practicum. 
  STOICISM 
  Prerequisite: 14th level, Philosopher pursuit 
  You can use your Clear Mind feature to allow a charmed or 
  frightened ally within 30 feet who can see and hear you to 
  make a new saving throw to end the effect that is causing it 
  to be charmed or frightened. This saving throw is made with 
  advantage. If the ally fails its new save, you cannot use this 
  feature again to end the same effect until the ally has 
  completed a short or long rest. 
  Additionally, when an ally within the same range is 
  critically hit, you can use a reaction to grant it temporary hit 
  points equal to your scholar level. This has no effect if the 
  critical hit reduces the ally to 0 hit points. 
  TRADECRAFT 
  You gain proficiency with the Sleight of Hand and Stealth 
  skills. If you are already proficient with either of these skills, 
  you instead add double your proficiency bonus to ability 
  checks you make that use that skill. 
  Additionally, you gain proficiency with thieves' tools. 
  
   
  THE SCHOLAR | 5 
  TRAIL MEDICINE 
  As an action, you can expend one charge of healer's kit or one 
  treatment point from your medicine kit to grant a willing 
  creature temporary hit points equal to your scholar level. 
  Once a creature has gained temporary hit points from this 
  feature, it cannot do so again until it finishes a long rest. 
  UNIVERSAL LINGUISTICS 
  Prerequisite: 14th level 
  You can communicate and understand simple ideas and 
  concepts when speaking to creatures that have an 
  Intelligence score of 7 or higher, even if you do not share a 
  language. You can also glean basic information from written 
  samples of languages that you do not know. The DM may 
  have you roll an Intelligence check if you attempt to read, 
  communicate, or understand more complex ideas in an 
  unknown language. At the DM's discretion, failure may result 
  in misinterpretation. 
  VIGILANT 
  Prerequisite: 7th level 
  You add your Intelligence modifier to your initiative rolls, and 
  your passive Perception score gains a bonus equal to your 
  Intelligence modifier for the purposes of determining whether 
  or not you are surprised. 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Kyle Grant/Kyle Grant - The Scholar, Subclass Philosopher.pdf