Læsir are masters of the mundane arts, using methodical practices to turn the tables to their advantage. From years of study and testing, læsir 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 members of the military.
For læsir, mundane life is often too slow. When life becomes stagnant or when an answer cannot be found, the call to adventure rings louder. Læsir will often go to ancient, forgotten, and often dangerous places to find something to quench their thirst for knowledge.
Creating a Læsir
As you create a læsir, 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.
Class Features
As a læsir, you gain the following class features:
Hit Points
Hit Dice: 1d8 per læsir 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, swords
Tools: Any two
Saving Throws: Dexterity, Intelligence
Skills: Choose three from Arcana, Deception, History, Insight, Intimidation, Investigation, Medicine, Nature, Persuasion, Religion, and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
any 2 simple weapons
(a) scholar's pack or (b) explorer's pack
a set of leather armor
any two tools of your choice
10 gp
Learned Superiority
Beginning at 1st level, you know how to apply your studies in practical ways known as maneuvers. Your maneuvers are fueled by special dice called superiority dice.
Maneuvers. You know 2 maneuvers of your choice, which are detailed under “Maneuvers” below. You may only use a particular maneuver once per turn. Many of your maneuvers enhance an attack in some way, you can use only one maneuver per attack.
You learn two additional maneuvers of your choice at 3rd, 6th, 11th, and 17th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
Superiority Dice. You have a number of superiority dice as shown in the Superiority Dice column of the Scholar class table which are d6s. This die changes as you gain Scholar levels, as shown in the Academic Superiority 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.
Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus +
your Intelligence modifier
Maneuvers
The maneuvers are presented in alphabetical order.
Administer Aid. As an action, you can expend a superiority die to tend to a creature you can touch. The creature regains a number of hit points equal to the number rolled + your Intelligence modifier.
Assess the Situation. You can expend one superiority die to make a Wisdom (Perception) or Intelligence (Investigation) check as a bonus action, adding the superiority die to the check.
Deliberate Movement. You can expend one superiority die to use the Disengage action as a bonus action and ignore the effects of nonmagical difficult terrain until the end of your turn.
Distracting Strike. When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, and give your allies an opening. You add the superiority die to the attack’s damage roll. The next attack roll against the target by an attack other than you has advantage if the attack is made before the start of your next turn.
Evasive Footwork. When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.
Exploit Weakness. When you hit a creature with a weapon attack, you can expend a superiority die and deal additional damage equal to the number rolled. This damage cannot be reduced in any way.
Measured Action. As a reaction when you make a roll for a contested skill check, you can expend a superiority die to add to the roll. You can use this maneuver before or after making the contested skill check roll, but before any effects of the contested skill check are determined.
One Step Ahead. As a reaction when you roll initiative, you can expend a superiority die and add the number rolled to your initiative.
Reasoned Defense. As a reaction when you are forced to make a saving throw against an effect you can see, you can expend a superiority die and add the number rolled to your saving throw. You can use this maneuver before or after making the saving throw roll, but before any effects of the saving throw are determined.
Critical Analysis
At 1st level, you are able to analyze a target, 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 target you can see within 60 feet of you. For the next minute, or until you analyze another target, attack rolls and damage rolls made with a finesse or ranged weapon may use your Intelligence modifier instead of Strength or Dexterity.
Additionally, once per turn when you use a maneuver targeting your analyzed target, you can roll an additional d4 and add the number rolled to the total.
The die increases to a d6 at 5th level, a d8 at 10th level, and a d10 at 15th level.
Discovery
As you adventure, your studies have helped you discover new practices you can apply to your skills.
At 2nd level, 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
When you reach 2nd level, you can spend 1 minute advising spread your knowledge and experience to 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 modifier to the roll, or double their proficiency if they are 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, it cannot be used again until you complete a short or long rest. Starting at 13th level, you can use it twice before a rest.
Expertise
At 3rd level, choose two of your skill proficiencies, or one of your skill proficiencies and one of your tool proficiencies, or two of your tool proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
At 10th level, you can choose another two proficiencies (in skills or tools) to gain this benefit.
Pursuit
At 3rd level, you dedicate your studies towards a pursuit of your choice: physician, politician, or tactician, detailed at the end of the class description. The pursuit you choose grants you features at 3rd level, and again at 6th, 11th, and 17th level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 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.
Unwavering Mind
Starting at 7th level, you gain proficiency in Wisdom saving throws.
Calculated Defenses
Beginning at 14th level, whenever you make a saving throw from an effect you can see, you gain a bonus to the saving throw equal to your Intelligence modifier.
Lightning Execution
At 18th level, your mind works at incredible speeds, seconds turn into minutes allowing you ample time to react to any situation. You may take one additional reaction each round. You may only use one reaction per trigger.
Genius Unbound
When you reach 20th level, your genius is has no equal. Your Intelligence score increases by 4. Your maximum for that score is now 24. Additionally, you may use any maneuver you know without expending a superiority die, rolling a d6 instead.
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