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Scholar

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.  

QUICK BUILD

You can make a scholar quickly by following these suggestions. First, make Intelligence your highest ability score. Your next-highest score should be Dexterity. Second, choose the noble background. The Scholar
Level Proficiency Bonus Features Maneuvers Known Superiority Dice Quantity Superiority Dice Size Discoveries
1 +2 Academic Superiority, Critical Analysis 1 3 d4 -
2 +2 Discovery, Sage Advice (long rest) 2 3 d4 2
3 +2 Expertise, Academic Pursuit 3 4 d4 3
4 +2 Ability Score Improvement 4 4 d4 3
5 +3 Multitasker 5 5 d6 4
6 +3 Pursuit feature 6 5 d6 4
7 +3 7 6 d6 5
8 +3 Ability Score Improvement 8 6 d6 5
9 +4 Pursuit feature 9 7 d8 6
10 +4 Expertise 10 7 d8 6
11 +4 11 8 d8 6
12 +4 Ability Score Improvement 12 8 d8 7
13 +5 Sage Advice (short rest) 14 9 d10 7
14 +5 Calm and Collected 15 9 d10 8
15 +5 16 10 d10 8
16 +5 Ability Score Improvement 19 10 d10 8
17 +6 Pursuit feature 21 11 d12 9
18 +6 Adaptable Intellectual 22 11 d12 9
19 +6 Ability Score Improvement 23 12 d12 9
20 +6 Knowledge Unbound 24 12 d12 9

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 blasters, simple vibroweapons, martial vibroweapons with the finesse property   Tools: Any one   Saving Throws: Intelligence, Wisdom   Skills: Choose three from Deception, Insight, Intimidation, Investigation, Lore, Medicine, Nature, Persuasion, and Survival   EQUIPMENT   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    

ACADEMIC SUPERIORITY

Scholar: 1st level You learn maneuvers that are fueled by special dice called superiority dice. See chapter 13 for the maneuvers list.  

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.   List of Maneuvers:    

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.  

ACADEMIC PURSUIT

Scholar: 3rd, 6th, 9th, and 17th level You dedicate your studies towards a pursuit, which is detailed at the end of the class description.  

ABILITY SCORE IMPROVEMENT

Scholar: 4th, 8th, 12th, 16th, and 19th level You can increase one ability score by 2, or you can increase two ability scores by 1. You can’t increase an ability score above 20 using this feature.  

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.  

CALM AND COLLECTED

Scholar: 14th and 17th level 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 Intelligence modifier.   You can use this feature five times. You gain an additional use at 17th level. You regain all expended uses when you complete a long rest.  

ADAPTABLE INTELLECTUAL

Scholar: 18th level You are able to effectively prepare for any mission on hand. At the end of a long rest, you may choose one of the discoveries you know and replace it with another discovery that you could learn at that level.  

KNOWLEDGE UNBOUND

Scholar: 20th level You are the pinnacle of your pursuit. Your Intelligence score increases by 4. Your maximum for that score increases by 4. Additionally, you can use any maneuver you know without expending a superiority die, rolling a d4 instead.  

DISCOVERIES

The discoveries are presented in alphabetical order.  

ACADEMIC MEMORY

You can recall anything you have read in the past month that you understand. This includes but is not limited to books, maps, signs, and lists.  

ADAPTIVE

Prerequisite: 15th level When the target of your Critical Analysis feature is reduced to 0 hit points, you can use your reaction to change the target of your analysis to another creature within range.  

AMBASSADOR

You learn three additional languages of your choice.   You may choose this discovery multiple times.  

CLEVER APPLICATIONS

You gain proficiency with improvised weapons, and they gain the finesse property for you. Additionally, when you make an attack with an improvised weapon, it deals 1d6 damage.   You can use your Sage Advice feature to give friendly creatures improvised weapon proficiency if they don’t already have it, following the same rules of that feature as if it were a skill or tool. The friendly creatures retain this proficiency for the entire duration instead.  

EXPERT’S ADVICE

When you use your Sage Advice feature, the first time each targeted creature makes the chosen skill check, they gain an additional bonus to the roll equal to half your Critical Analysis ability modifier.  

HARDENED MIND

Prerequisite: 9th level You have advantage on saving throws against illusions and on Intelligence checks to discern them from reality.   You also gain resistance to psychic damage.  

LIFELONG LEARNING

You gain proficiency in a skill and a tool, or two tools.   You can select this discovery multiple times, each time choosing a new skill and a tool, or two new tools.  

LINGERING ADVICE

Prerequisite: 5th level When you use your Sage Advice feature, the targeted creatures retain the benefit from your instruction for the full duration.  

MALLEABLE MANEUVERING

You learn two additional maneuvers. When you complete a short rest, you can replace one of these maneuvers with another one. When you complete a long rest, you can replace both of these maneuvers with other ones.  

MASTER’S ADVICE

Prerequisite: 11th level, Expert’s Advice When you use your Sage Advice feature, the first time each targeted creature makes the chosen skill check, they gain an additional bonus to the roll equal to your Critical Analysis ability modifier.  

MENTAL PROWESS

When you make a Strength (Athletics) or Dexterity (Acrobatics) check to grapple a creature or break out of a grapple, net, and other restraining equipment, you can use your Critical Analysis ability modifier instead of Strength or Dexterity.  

MODERATELY ARMORED

Prerequisite: 5th level You gain proficiency in medium armor.  

PERFECT MANEUVER

Your superiority die rolls gain a minimum roll threshold, discussed in chapter 7.  

QUICK ANALYSIS

Prerequisite: 9th level When you roll initiative and aren’t surprised, you can use your reaction to use your Critical Analysis feature.  

RANCOR’S DISCIPLINE

You can substitute Wisdom or Charisma (chosen when you study this discipline) for Intelligence for your scholar class features, except for other discoveries and Academic Pursuit features.  

RELIABLE SOURCES

Prerequisite: 9th level Intelligence (Lore) or Intelligence (Nature) skill check that lets you add your proficiency bonus gain a minimum roll threshold, discussed in chapter 7.  

RESOLUTE

When you make a saving throw to resist charm and fear effects, you may add your Intelligence modifier to the roll.  

RUNNING ON FUMES

You only need 3 hours of sleep during a long rest to gain its benefits, instead of 6. Additionally, if your long rest would be interrupted, you only need to complete the long rest instead of restarting it to gain its benefits. Lastly, you have advantage on saving throws against exhaustion.  

SURVIVAL EXPERT

When you make a Survival skill check, you may use your Critical Analysis ability modifier instead of your Wisdom modifier.   Additionally, you have advantage on saving throws against poison.  

TARGETED ANALYSIS

Prerequisite: 5th level Your attack rolls against the target of your Critical Analysis feature cannot suffer from disadvantage.  

TECH AMATEUR

You learn and can cast one 1st-level tech power once per long rest. Your techcasting ability is Intelligence. You require use of a wristpad for this power.   You can select this discovery multiple times. Each time you do so, you must choose a different power.  

UNIVERSAL LANGUAGE

You can communicate simple ideas with any creature with an Intelligence score of 6 or higher through basic expressions and gestures.  

VERSATILE MANEUVERS

Choose two maneuvers you know. The chosen maneuvers count as general maneuvers for you. You can choose another maneuver at 5th, 9th, 13th, and 17th level. Whenever you gain a level in this class, you can replace one of these maneuvers with another maneuver you know.

Career

Career Progression

Archetypes:

 

GAMBLER PURSUIT

Not all studied men and women use their intelligence and skill for the pursuit of knowledge, but instead turn to the various casinos and betting halls of the galaxy. Those scholars who choose the Gambler Pursuit use their knowledge of probability and risk to attempt to master games of chance and build their fortune, or lose it all along the way.  
GAMBLER’S APTITUDE
Gambler Pursuit: 3rd level You gain proficiency with your choice of gaming set and your choice of the Insight, Deception, Persuasion, or Sleight of Hand skills. Additionally, you can’t have disadvantage on checks you make with them.  
RISK VERSUS REWARD
Gambler Pursuit: 3rd, 9th, 13th, and 17th level When you make your first attack on your turn against the target of your Critical Analysis feature, you can decide to gamble by rolling a d6. On a roll of 4 or higher, you have advantage on attack rolls against that creature until the start of your next turn. On a roll of 3 or lower, that creature instead has advantage on attack rolls against you until the start of your next turn.   This die increases to d8 at 9th level, d10 at 13th level, and d12 at 17th level.  
LUCKY NUMBER 7
Gambler Pursuit: 6th level Whenever you roll a 7 on an attack roll against the target of your Critical Analysis feature, the attack automatically hits and you regain an expended superiority die.   When attacking with advantage or disadvantage, this effect applies if either roll is a 7. If both rolls are a 7, the attack is a critical hit.  
TELL ME THE ODDS
Gambler Pursuit: 9th, 13th, and 17th level If the target of your Critical Analysis hits you with a weapon attack roll, you can use your reaction to roll a d8. On a 4 or higher, you impose disadvantage on the roll. If the target already had disadvantage, they must instead reroll one of the dice once (your choice).   This die increases to d10 at 13th level and d12 at 17th level.  
BORROWED LUCK
Gambler Pursuit: 17th level You have gained the ability to unnaturally alter luck in your favor. Once per round, after an attack roll, saving throw, or ability check is rolled by you or a creature that you can see, you can replace the number on the d20 with a 7. Note the number on the d20 of the roll that you replaced. That number becomes your borrowed luck roll.   While you have a borrowed luck roll, you can expend it and replace any ability check, attack roll, or saving throw made by you or a creature that you can see with the value of the borrowed luck roll. You can only have one borrowed luck roll at a time, and you lose any   unused borrowed luck rolls when you complete a short or long rest.  
GAMBLER DISCOVERIES
When you select this pursuit, you gain access to new discoveries which reflect your deep understanding of chance. Whenever you learn a new discovery, you can choose from any of the following as well. The discoveries are listed in alphabetical order.  
ACE UP YOUR SLEEVE
Whenever you make a Dexterity (Sleight of Hand) or Charisma (Deception) check, you can expend a superiority die, adding the result to your total for the check.  
AGAINST THE HOUSE
Whenever you would make a Charisma (Persuasion) check involving haggling, you can instead challenge the target to a game of chance. If they accept your offer, you can make an ability check with an available gaming set. If you win the challenge, you automatically succeed on the Charisma (Persuasion) check.  
ANTE UP
When you roll initiative, are not surprised, and end up first in the initiative order, you can take one additional action on top of your regular action and a possible bonus action during your first turn in combat.  
CALCULATED BLUFF
When you make an ability check using Charisma, you can choose to instead make the check using your Intelligence or Wisdom modifier (your choice).  
COLD READ
Prerequisite: 5th level As an action, you may make a Wisdom (Insight) check contested by a target’s Charisma (Deception) check. On a success, you know the next action the target intends to take, so long as the situation does not change dramatically.  
FEELING THE PRESSURE
Prerequisite: 13th level Whenever you roll a 4 or higher on your Risk Versus Reward feature, the target of your Critical Analysis feature also has disadvantage on attack rolls made against you until the start of your next turn.  
TAKE A CHANCE
Prerequisite: 9th level Before making an attack roll, you can expend a superiority die. On a miss, you lose that superiority die and do not benefit from it in any way. On a hit, you can choose two other maneuvers that you know, and subject the target to both maneuvers, without expending additional superiority dice.  
THE MAGIC NUMBER
Prerequisite: 7th level Whenever you roll a 7 on an ability check or saving throw, you can reroll the ability check or saving throw with advantage.    

PHYSICIAN PURSUIT

Physicians study the medical, anatomical, and biological sciences. Those scholars who choose the Physician Pursuit use their knowledge to mend their allies on the field and deal crippling blows with surgical precision.  

MEDICAL PRACTITIONER

Physician Pursuit: 3rd level You gain proficiency with biochemist’s kits and your choice of the Medicine or Nature skills. Additionally, you can’t have disadvantage on checks you make with them.  

REMOTE HEALER

Physician Pursuit: 3rd level You have learned to deploy medicine from a range. When you use a maneuver targeting an ally that is the target of your Critical Analysis feature, that maneuver’s range becomes 30 feet.  

FIELD SURGEON

Physician Pursuit: 6th and 11th level Whenever you expend superiority dice to restore hit points or grant temporary hit points to a creature, you can roll an additional d6 and add it to the roll. This die increases to d8 at 9th level, d10 at 13th level, and d12 at 17th level.   Additionally, whenever you expend superiority dice to restore hit points or grant temporary hit points to a creature, if the creature is the target of your Critical Analysis, you can instead choose the maximum on both dice. Once you’ve used this feature, you must finish a short or long rest before you can use it again. Starting at 11th level, you can use it twice before a rest, but only once on the same turn.  

RESUSCITATE

Physician Pursuit: 9th level Through your medical studies you have learned to delay seemingly inevitable death. As a bonus action, you can stabilize a creature you can touch that has 0 hit points.   Additionally, as an action, you can tend to a creature you can touch that has died since the end of your last turn. The creature immediately regains 1 hit point and stabilizes. Once you’ve used this feature, you must complete a short or long rest before you can use it again.  

PANACEA

Physician Pursuit: 17th level You’ve developed the formula to concoct a cure-all miracle solution: a panacea. Over the course of 10 minutes, you can expend rare medical supplies worth 1,000 cr to create your panacea in a simple syringe. The panacea retains its potency for 24 hours. As a bonus action, a creature can use the panacea. Alternatively, as an action, they can administer it to another creature within 5 feet.   The target has its exhaustion level reduced by one and regains all of its hit points. If the target is diseased, poisoned, paralyzed, or stunned, the condition ends.   Once you create a panacea, you can’t create another until you finish a long rest.  

PHYSICIAN DISCOVERIES

When you select this pursuit, you gain access to new discoveries which reflect the progress of your studies into the medical arts. Whenever you learn a new discovery, you can choose from any of the following as well. The discoveries are listed in alphabetical order.  

ADVANCED REMOTE HEALER

Prerequisite: 11th level The range of your Remote Healer feature increases to 60 feet.  

EXPERIMENTAL TREATMENTS

Your medication and treatments are known to be untested and unstable. Immediately after you use a maneuver that causes a creature to regain hit points or gain temporary hit points, you can choose to roll on the Side Effects table to the right. The condition or effect lasts until the creature completes a long rest, or you use this feature again.   You can use this feature twice. You gain an additional use at 5th, 9th, 13th, and 17th level. You regain all expended uses when you finish a short or long rest.  

FROM THE BRINK

Prerequisite: 7th level If the target of your Critical Analysis feature would be reduced to 0 hp, you may use your reaction and end your Critical Analysis feature to have them be reduced to 1 hp instead. Once a creature has benefited from this feature, they must complete a long rest before they can do so again.  

HEALTH ADVISOR

Whenever a creature that is a target of your Critical Analysis feature begins their turn, you can use your reaction to give them temporary hit points equal to one-fourth your scholar level + your proficiency bonus, as shown in the scholar table, which last until the start of their next turn.  

PATIENT PROTECTOR

Prerequisite: 5th level You can treat creatures within 5 feet of the target of your Critical Analysis feature as if they were also targets of your Critical Analysis.  

SURGICAL PRECISION

Prerequisite: 5th level When you hit a creature that is the target of your Critical Analysis feature with a weapon attack, it takes additional damage equal to your Dexterity modifier.  

TEND THE WOUNDED

If you or any friendly creatures you can touch regain hit points by spending one or more Hit Dice at the end of a short rest, each of those creatures regain 1d4 extra hit points.   This die increases when you reach certain levels in this class: 1d6 at 5th level, 1d8 at 9th level, 1d10 at 13th level, and to 1d12 at 17th level.   Side Effects d20 Side Effects 1 The creature turns out to be allergic to this specific treatment. Every ability score is reduced by 1. 2 The creature starts sneezing uncontrollably. Any attack rolls with a die roll value of 19 results in a miss due to a poorly timed sneeze. 3 The creature’s legs become swollen. The creature gains 1 slowed level. 4 The creature becomes one size larger or smaller. 5 The skin at their joints turns into a wooden material, giving them a bonus of +2 to AC. 6 The creature’s body starts producing powerful stomach acid in high amounts. The creature can use an action to spew stomach acid in a 15 feet cone. The DC for this saving throw equals 8 + your proficiency bonus + your Constitution modifier. A creature takes 2d6 acid damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 5th level, 4d6 at 11th level, and 5d6 at 17th level. 7 The creature becomes mute and has uncontrollable gas. They have disadvantage on Dexterity (Stealth) checks that rely on smell. 8 The creature’s eyes glows bright red. The creature also gains darkvision, but if they already have darkvision they get a light headache instead. 9 The creature gains advantage on perception checks based on hearing, but everything seems uncomfortably loud to them. They gain vulnerability to sonic damage. 10 The treatment slows down their brain function, reducing their Intelligence by 4. 11 The creature’s skin turns dark purple. If they are already purple, they turn bright pink instead. 12 The creature becomes covered in sickly, green pustules. When the creature is hit by a melee attack, the attacker takes 1d4 poison damage. 13 The creature’s skin starts to seriously bloat up from internal pressure build-up, and a strong impact may cause it to explode. Whenever the creature takes damage, the creature has to pass a concentration check or the creature takes kinetic damage equal to half their maximum hit points. Other creatures within 10 feet of the explosion also take a fourth of the damage. Once this explosion occurs, their skin becomes very soft. 14 The creature rapidly grows body hair all over, including the face, until they resemble a wookiee. If they are already a wookiee, the reverse effect occurs; all hair immediately falls off, leaving the skin bare. 15 The creature’s body temperature fluctuates to extremes. They gain resistance to cold and fire damage. 16 The creature becomes ravenous. Every hour they haven’t eaten a meal they gain a level of exhaustion. 17 The creature believes they are the chosen one. 18 The creature has a difficult time resting. The amount they heal from Hit Dice is now halved. 19 The creature’s movement speed is increased by 15 feet, and opportunity attacks on them have disadvantage. 20 The creature gains 10d10 hit points, and they feel happy and carefree.    

POLITICIAN PURSUIT

Politicians study social & political sciences. Those scholars who choose the Politician Pursuit know how to best present themselves to manipulate the masses into doing their bidding or allow them and their allies to carry out their business without impediment. They also understand the importance of self-preservation for a political figure.  

SILVER TONGUE

Politician Pursuit: 3rd level You learn your choice of two languages and your choice of Charisma skill. Additionally, you can’t have disadvantage on checks you make with it.  

MOTIVATING DIPLOMAT

Politician Pursuit: 3rd 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 ability modifier.  

FORCE OF PERSONALITY

Politician Pursuit: 6th level As an action, you suggest a course of activity (limited to a sentence or two) to influence a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the effect.   The target must make a Wisdom saving throw against your maneuver save DC. On a failed save, the target is charmed by you, and it pursues the course of action you described to the best of its ability. The suggested course of action can continue for up to 24 hours. If the suggested activity can be completed in a shorter time, the effect ends when the subject finishes what it was asked to do.   You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that an officer givers her gun to the first smuggler she meets. If the condition isn’t met before the effect ends, the activity isn’t performed.   If you or any of your companions damage the target, the effect ends.   You can use this feature three times. You gain an additional use at 9th, 13th, and 17th level. You regain all expended uses when you finish a long rest.  

REASSEMBLE

Politician Pursuit: 9th level You may use to a bonus action to call your allies towards you. When you do so, choose a number of creatures that you can see within 60 feet of you equal to your Critical Analysis ability modifier (minimum of one). They can use their reaction to immediately move a number of feet equal to their speed. This movement does not provoke opportunity attacks, and they must end this movement closer to you than they started.   Once you’ve used this feature, you must complete a short or long rest before you can use it again.  

BEGUILING PRESENCE

Politician Pursuit: 17th level Humanoids within 60 feet are particularly susceptible to your presence. Humanoids within range have disadvantage on saving throws against any charm or fear effects that originate from you.  

POLITICIAN DISCOVERIES

When you select this pursuit, you gain access to new discoveries which reflect the progress of your studies into the political world. Whenever you learn a new discovery, you can choose from any of the following as well. The discoveries are listed in alphabetical order.  

CHARMING FEINT

Allies within range of your Motivating Diplomat feature also gain a bonus to their damage rolls equal to half your Critical Analysis ability modifier.  

DEMANDING LEADER

Prerequisite: 5th level The range of each of your maneuvers increases by 10 feet. If the range is touch, it becomes 10 feet.  

DOMINATING PRESENCE

Prerequisite: 15th level As a bonus action, you can call out to a humanoid who can understand you that is charmed by you or frightened of you to direct their next action. The target must succeed a Wisdom saving throw against your maneuver 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.   During this time you can use your reaction to force the creature to use its reaction.   Once you’ve used this feature, you must complete a short or long rest before you can use it again.  

INFLUENCER

Prerequisite: 5th level The range on the your Motivating Diplomat feature is increased to 15 feet.  

RELIABLE WORDS

Prerequisite: 9th level Charisma (Deception, Intimidation, or Persuasion) checks you make gain a minimum roll threshold, discussed in chapter 7.  

SOCIAL OPPORTUNIST

You can add half your proficiency bonus to any Charisma check you make that doesn’t already include your proficiency bonus.  

TYRANT’S FEROCITY

You have advantage on any attack against a creature that is charmed by you or frightened of you.    

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.  

FIRE AS ONE

Tactician Pursuit: 6th level You can focus your target down with the help with an ally. Once per round, whenever the creature that is the target of your Critical Analysis feature is attacked by someone other than you, you can use your reaction to make one weapon attack against them.  

BATTLEFIELD SURVEY

Tactician Pursuit: 9th level You become a master at leading your allies around in a battlefield you have studied. When you spend 10 minutes observing an area that is within 120 feet from you, or by using a detailed map, select a number of creatures up to your Critical Analysis ability modifier. You and those selected allies ignore unenhanced difficult terrain, and have advantage on Dexterity (Stealth) checks in that area.  

ALL-OUT ATTACK

Tactician Pursuit: 17th level You can use your action to initiate an all-out attack. Choose a number of allies up to your Critical Analysis ability modifier within 60 feet who can see or hear you. The chosen allies may then immediately use their reaction to make one weapon attack against a target of your choice. You may choose the target for each attack separately.   Once you use this feature, you cannot use it again until you finish a short or long rest.  

TACTICIAN DISCOVERIES

When you select this pursuit, you gain access to new discoveries which reflect your mastery in the field of combat. Whenever you learn a new discovery, you can choose from any of the following as well. The discoveries are listed in alphabetical order.  

COMMANDER’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.  

CONTINGENCY PLAN

Prerequisite: 9th level When the target of your Critical Analysis feature scores a critical hit, you can use your reaction and expend a superiority die to treat the attack as a normal hit instead.  

FIGHTING STYLE

You adopt a particular style of fighting as your specialty. Choose one of the fighting style options, detailed in Chapter 6.  

FIRING COMMAND

You can take the Help action as a bonus action. Additionally, when you take the Help action to assist an ally attacking the target of your Critical Analysis, it has a range of 30 feet.  

OBSERVANT LEADER

You have advantage Wisdom (Perception) checks that rely on sight.  

STUDIED COMMANDER

When you make an Intelligence (Lore) or Intelligence (Technology) check related to battles, tactics, or weaponry, you may expend a superiority die and add it to the roll.  

TACTICAL RETREAT

When you take the Dash action, opportunity attacks made against you are made at disadvantage.  

UNBOUND COMMANDER

Prerequisite: 12th level You learn to command your allies to victory from afar. Your Critical Analysis range is increased to 120 feet.

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