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Vih Viamoel

Scholar 5 Class & Level
Spacer Background
Race
Chaotic Light Alignment

Strength 6
-2
Dexterity 16
+3
constitution 8
-1
intelligence 17
+3
wisdom 12
+1
charisma 14
+2
+3 Acrobatics
+1 Animal Handling
+6 Lore
+1 Athletics
+2 Deception
+1 Insight
+2 Intimidation
+7 Investigation
+1 Medicine
+6 Nature
+2 Perception
+2 Performance
+5 Persuasion
+8 Piloting
+6 Sleight of Hand
+3 Stealth
+1 Survival
+9 Technology
skills
+2 Strength
+3 Dexterity
+1 Constitution
+4 Intelligence
+1 Wisdom
+2 Charisma
saving throws
+3
proficiency bonus
5
Total Hit Dice
1d8-1
Hit Die
14
Armor Class
22
Hit Points
+3
Initiative
10
Speed

Total Power Points
Light armor
Simple blasters, simple vibroweapons, martial blasters and martial vibroweapons.

Tinkers implements
Mechanics kit
Astrotechs implements
Demolitions kit
Slicers kit
Proficiences
Small Mech Suit Blueprints
Small blue pil
Tracking Device (Lamproid)
Encrypted Message intercepted
Equipment
WeaponAttackDamageTypeOther
Vibro dagger 1d20+5 1d4+3 kineticfineese, light, thrown, range 6/18
Light pistol 1d20+5 1d4+3 energylight, power cell, range 12/49 reload 8
Attacks
9 years old Malen Jawa. I am quiet, reserved, and focused on my work. It takes a lot for me to raise my voice or object outside of my job.
Personality Traits
Hope. I hope to one day get enough money to start a new life in the stars.
Ideals
I carry with me a unique piece of technology unknown to me, but I keep it as a good luck charm.
Bonds
Compulsive Scavenger and I tend to hold people who work normal jobs in contempt.
Flaws
Jawa Traits:

Darkvision: You have a keen eyesight, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Grovel, Cower, and Beg: As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can see you. Once you use this trait, you can’t use it again until you finish a short or long rest.

Heat Adaptation: You have advantage on Constitution saving throws made to avoid exhaustion due to extreme heat.

Tech Dabbler: You know the ion blast at-will tech power. When you reach 3rd level, you learn and can cast the repair droid tech power once per long rest. When you reach 5th level, you learn and can cast the hold droid tech power once per long rest. Your techcasting ability is Intelligence. You do not require use of a wristpad for these powers.

Undersized: Your small stature makes it hard for you to wield bigger weapons. You can’t use heavy shields. Additionally, you can’t use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.

Tinker: You have proficiency with tinker’s implements. You can use these and spend 1 hour and 100 cr worth of materials to construct a Tiny Device (AC 5, 1 hp). You can take the Use an Object action to have your device cause one of the following effects: create a small explosion, create a repeating loud noise for 1 minute, create smoke for 1 minute, cause a small electrical fire. You can maintain a number of these devices up to your proficiency bonus at once, and a device stops functioning after 24 hours away from you. You can dismantle the device to reclaim the materials used to create it.
Features & Traits

 

Species for the character

Starship deployment associated with this character

The statblocks of your Weapons, armor and other important/magical equipment

Fiber Armor

Standard - Armor


Light Armor
Armor Class:

Fiber armor is a type of armor that offers more protection than the lighter combat suit. Fiber armor is heavier overall than combat suits, and not quite as flexible, but many consider the trade-offs worthwhile. It is a good source of defense from physical attacks and light blaster fire.

Value: 450
Weight: 6

Light repeater

Standard - Weapon


Simple Blaster - 15/61
1d6 Energy Damage
Auto, power cell (range 15/61m), rapid 5, reload 20, two-handed

Value: 625
Weight: 3

Techblade

Standard - Weapon


Martial Vibroweapon
1d6 Kinetic Damage
finesse, light

Value: 100cr
Weight: 7

The statblocks of your class features

Scholar


Hit Points

Hit Dice: d8
Hit Points at First Level: 8 + constitution modifier
Hit Points at Higher Levels: 1d8 or 5 + constitution modifier

Proficiencies

Armor: Light armor
Weapons: Simple blasters, simple vibroweapons, martial vibroweapons with the finesse property
Tools: Any one
Saving Throws: INT, WIS
Skills: Choose three from Deception, Insight, Intimidation, Investigation, Lore, Medicine, Nature, Persuasion, and Survival

Overview and Creation

Scholar

  An overwhelming horde of tusken raiders bears down on a chiss and her fellow adventurers. She gives the order and her allies unleash a single coordinated attack cutting deep into their lines. Under her command the enemy is quickly routed against all odds, all according to plan.   Deep within the once thought abandoned ruins, a nautolan tends to his companions wounds as they rest. Countless long nights of study and training have conditioned him to keep going even when all others have exhausted themselves. He will see them through this.   A twi’lek in fine vestments addresses a gathering crowd. What was the making of an angry mob begins to disperse, his mere presence putting them at ease, giving his companions time to make their escape.   Scholars are master of the mundane arts, using methodical practices to turn the tables to their advantage. From years of study and testing, scholars take in the situation around them and quickly formulate the means to achieve whatever they have minds set to. Whatever pursuit they follow, a scholar will have a plan for anything that comes their way.  

The Pursuit of Knowledge

A true scholar is never satisfied. They are always seeking out a new answer to a new question. This often goes hand-in-hand with seeking a life of adventure, to explore new, hidden areas, or accompany those that do. The life of a scholar often times begins in the mundane, as a teacher or sage. Sometimes they serve as doctors, diplomats, or as officers in the military.  

To Learn, To Know

For scholars, mundane life is often too slow. When life becomes stagnant or when an answer cannot be found, the call to adventure rings louder. Scholars will often go to ancient, forgotten, and often dangerous places to find something to quench their thirst for knowledge.   As you create a scholar, it's important to think of where you gained your knowledge. Did you serve as an apprentice under a master? Did you attend college or other formal education? Perhaps you gained it on your own, searching out and pouring over dusty tomes found in forgotten places. Where did your thirst for knowledge come from? Insatiable curiosity? Always wanting to know the right answer? Or do you have something to prove? Think about what field you wish to pursue and think of what is driving you in that direction.

Starting Equipment Options

You start with the following equipment, in addition to the equipment granted by your background   (a) a simple vibroweapon or (b) a simple blaster and two power cells (a) a entertainer’s pack, (b) an explorer’s pack, or © a scholar’s pack A tool with which you are proficient A combat suit  

Variant: Starting Wealth

  In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:   Class| Funds Scholar |6d4 x 100 cr

Spellcasting

Class Features

Academic superiority

Scholar: 1st level

You learn maneuvers that are fueled by special dice called superiority dice.


Maneuvers Known

You learn one maneuver of your choice, and you earn more at higher levels, as shown in the Maneuvers Known column of the scholar table. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack, and you may only use each maneuver once per turn.
 
Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.


Superiority Dice

You have three superiority dice, which are d4s, and you earn more at higher levels, as shown in the Superiority Dice Quantity column of the scholar table. This die changes as you gain scholar levels, as shown in the Superiority Dice Size column of the scholar table. A superiority die is expended when you use it.
 
You regain all of your expended superiority dice when you finish a short or long rest.


Maneuver Ability

Your maneuver ability varies based on the type of the maneuver you use. You use Strength, Dexterity, or Constitution for physical maneuvers (your choice), Intelligence, Wisdom, or Charisma for mental maneuvers (your choice), and an ability of your choice for general maneuvers. You use this ability whenever a maneuver refers to your maneuver ability. Additionally, you use this ability modifier when setting the saving throw DC for a maneuver you use.
 
Maneuver save DC = 8 + your proficiency bonus + your maneuver ability modifier

Critical Analysis

Scholar: 1st level

You are able to analyze a creature, develop a plan on how to best overcome any potential obstacle, and execute that plan with ruthless efficiency. As a bonus action on your turn, you can analyze a creature you can see within 60 feet of you. For the next minute, or until you analyze another target, you gain the following benefits:

When you analyze a hostile creature, your attack and damage rolls made with weapons with the finesse property or blaster weapons against that target may use your Critical Analysis ability modifier, which is Intelligence, instead of Strength or Dexterity. You must use the same modifier for both rolls.

When you analyze a friendly creature, the target can end your Critical Analysis on them (no action required) to add your Critical Analysis ability modifier, which is Intelligence, to one attack roll, ability check, or saving throw. Once a friendly creature has benefited from this ability, they can not do so again until they complete a short or long rest.

Discovery

Scholar: 2nd level

As you adventure, your studies have helped you discover new practices you can apply to your skills. You master two discoveries of your choice. Your discovery options are detailed at the end of the class description. When you gain certain scholar levels, you gain additional discoveries of your choice, as shown in the Discoveries column of the scholar table.
 
Additionally, when you gain a level in this class, you can choose one of the discoveries you know and replace it with another discovery that you could learn at that level.

Sage Advice

Scholar:2nd and 13th level

You can spend 1 minute spreading your knowledge and experience, advising those around you. When you do so, choose a skill or tool you are proficient with and a number of friendly creatures up to your Intelligence modifier within 30 feet of you who can hear you and who can understand you. Once within the next hour, the next time each creature would make an ability check with the chosen skill or tool, they may add their proficiency bonus to the roll if they are not already proficient. A creature may only benefit from this feature once. If a creature is targeted by this feature again before using it, they can choose to retain the first benefit or replace it with the new skill or tool instead.

Once you’ve used this feature, you can’t use it again until you finish a long rest. Starting at 13th level, you regain the ability to use it after you complete a short or long rest.

Expertise

Scholar: 3rd and 10th level

Choose two of your skill proficiencies, or one of skill proficiencies and one of your tool proficiencies, or two of your tool proficiencies. You gain expertise in those skills or tools.
 
At 10th level, you can choose another two proficiencies (in skills or tools) to gain this benefit.

Multitasker

Scholar:5th level

You can take a second reaction each round.

Additionally, when a friendly creature you can see that can hear you is forced to make a saving throw, you can use your reaction to target them with your Critical Analysis feature.

LevelProficiency BonusFeatures Maneuvers KnownSuperiority Dice QuantitySuperiority Dice SizeDiscoveries
1st+2Academic Superiority, Critical Analysis13d4-
2nd+2Discovery, Sage Advice (long rest)23d42
3rd+2Expertise, Academic Pursuit44d44
4th+2Ability Score Improvement54d44
5th+3Multitasker65d65
6th+3Pursuit feature75d65
7th+3-96d65
8th+3Ability Score Improvement106d65
9th+4Pursuit feature117d86
10th+4Expertise127d86
11th+4-148d87
12th+4Ability Score Improvement158d87
13th+5Sage Advice (short rest)169d108
14th+5Calm and Collected179d108
15th+5-1910d108
16th+5Ability Score Improvement2010d108
17th+6Pursuit feature2111d129
18th+6Adaptable Intellectual2211d129
19th+6Ability Score Improvement2312d129
20th+6Knowledge Unbound2412d129
Subclasses

Tactician Pursuit

Tacticians study strategy and the ways of war. Those scholars who choose the Tactician Pursuit train themselves and their allies in combat maneuvers to deftly eliminate their foes through clever positioning, and fierce, timely attacks.

 

Battle Display

Tactician Pursuit: 3rd level

You gain proficiency in martial blasters and martial vibroweapons.

 

Tactical Mastery

Tactician Pursuit: 3rd level

You learn to better command your allies to victory from afar. Your Critical Analysis range is increased to 90 feet.

Statblocks for companions, followers and other allies.

Statblocks for your spells.


Created by

aloisrage.

System

Star Wars 5e

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