TEXT:  
   
  THE SCHOLAR – PHYSICIAN | 1 
   
   
   
   
   
   
  THE SCHOLAR 
  PHYSICIAN 
  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 
  • a medical kit 
   
  Alternatively, you can purchase starting equipment with a 
  starting wealth of 4d4 x 10 gp. A medical kit costs 50 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 Physician pursuit you gain bonus 
  proficiencies. You are proficient in Constitution saving throws 
  if scholar is your first class. 
  Additionally, at 1st level you gain proficiency with the 
  Medicine skill and you can use your Intelligence modifier 
  instead of your Wisdom modifier when making Medicine 
  checks. 
  MEDICAL KIT 
  When you choose this pursuit at 1st level, you gain the ability 
  to use a medical kit that enhances your Medicine checks and 
  allows you to administer treatments to yourself and others. 
  Your medical kit allows you to administer treatments by 
  spending treatment points, of which you have a number 
  equal to two times your scholar level. You regain all expended 
  treatment points when you finish a long rest. A full list of 
  treatments can be found at the end of the pursuit 
  description. 
  While you have your medical kit in hand, your proficiency 
  bonus is doubled when you make a Medicine ability check. 
  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. 
  TAILORED TREATMENT 
  At 3rd level, you gain the ability to tailor your treatments to 
  suit the circumstances at hand. You can only use one of the 
  options below on a single treatment. 
  Double Dose. When you administer a treatment that has 
  a duration of at least 1 minute, you can spend 2 treatment 
  points to double its duration. 
  Methodical Administration. When you restore hit points 
  with a treatment, you can spend 2 treatment points to reroll a 
  number of the healing dice up to your Intelligence modifier 
  (minimum of one). You must the new rolls. 
  Preparation. You can prepare a treatment ahead of time 
  that usually takes 1 action to administer. This requires one 
  minute and 1 additional treatment point. You can administer 
  a treatment prepared in this way as a bonus action instead of 
  an action. Additional treatment points spent to increase the 
  potency of the treatment must be spent during the 
  preparation process. A prepared treatment loses its potency 
  after 8 hours. 
  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. 
  PREVENTATIVE MEDICINE 
  At 6th level, you gain the preventative medicine gambit. When 
  an ally you can see fails a saving throw, you can use your 
  reaction and expend an insight die to add it to your ally's 
  saving throw, possibly turning it into a success. 
  The ally must be within 5 feet of you to gain this benefit, 
  and you can move up to half your speed as part of your 
  reaction to reach this distance. 
  If the saving throw was triggered by an area effect, and 
  your movement takes you into the affected area, you suffer 
  any effects as if you were in the area at the moment the 
  saving throw was triggered. 
  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) 
  
   
  THE SCHOLAR | 3 
  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. 
  INFECTING SOLUTION 
  Starting at 13th level, you can spend 8 treatment points and 
  use your medical kit to create a solution infected with a 
  natural disease. The solution is clear, odorless, and flavorless 
  and can be poured into a drink or on to food. Alternatively, is 
  can be coated onto a weapon or piece of ammunition that 
  deals piercing or slashing damage. In either case, the solution 
  loses its potency after 1 hour. The solution is sufficient to 
  infect one creature. 
  Once infected, either by ingestion or by taking damage 
  from a coated weapon, a creature is afflicted with a 
  nonmagical equivalent of the contagion spell. The save DC for 
  resisting the effects of the solution is the same as your 
  gambit save DC. 
  When you create the solution, you choose which disease it 
  inflicts from the diseases listed in the *contagion* spell. 
  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. 
  ANALYTICAL MIND 
  At 15th level, you can apply your Intelligence modifier instead 
  of your Wisdom modifier to Wisdom ability checks and 
  Wisdom saving throws. 
  DOUBLE SHIFT 
  At 18th level, once per day when you finish a short rest, you 
  can recover a number of expended medicine points equal to 
  half your scholar level. 
  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. 
  TREATMENTS 
  All treatments require you to have physical contact with the 
  target, and to have your medical kit in hand. Your treatments 
  are only effective on beasts and humanoids. 
  Antidotes, Tinctures, & Cold Water. As an action, you 
  can spend 2 treatment points to end one disease or one 
  condition afflicting a creature. The condition can be blinded, 
  deafened, paralyzed, or poisoned. 
  If you spend 8 treatment points and expend 100 gp worth 
  of rare medicinal ingredients such as herbs, distilled 
  chemicals, and plant extracts, you can instead reduce the 
  target's exhaustion level by one, or end an effect on it that is 
  causing it to be charmed or petrified, or has reduced one of 
  the target's ability scores or hit point maximum. 
  Induce Catalepsy. You can spend one minute and 4 
  treatment points to administer drugs that put a willing target 
  into a cataleptic state that is indistinguishable from death. 
  This state lasts for one hour, or until you administer an 
  antidote which you create while inducing the effect. 
  For the duration, the target appears dead to all outward 
  inspection and to spells used to determine the target's status. 
  The target is blinded and incapacitated, and its speed drops 
  to 0. The target has resistance to all damage except psychic 
  damage. If the target is diseased or poisoned when you 
  administer the treatment, or becomes diseased or poisoned 
  while under the treatment's effect, the disease and poison 
  have no effect until treatment ends. 
  Painkillers. You can spend one minute and 3 treatment 
  points to administer painkillers to up to 3 willing creatures. 
  Each target's hit point maximum and current hit points 
  increase by 5 for the next 8 hours. This treatment has no 
  effect if the target is already under its effects, or under the 
  effects of the Aid spell. 
  You can spend up to 6 additional treatment points when 
  administering this treatment. For every two additional points 
  spent, the current and maximum hit point increase granted 
  by this treatment increases by a further 5. 
  Rest and Mend. Over a short rest, you can spend 2 
  treatment points to treat up to six creatures of your choice, 
  including yourself. Each target regains hit points equal to 
  2d8 + your Intelligence modifier. 
  You can spend up to 3 additional treatment points when 
  administering this treatment. For each additional point, the 
  healing increases by 1d8. 
  Resuscitate. As an action, you can spend 5 treatment 
  points and expend 300 gp worth of rare medicinal ingredients 
  such as herbs, distilled, chemicals, and plant extracts to 
  revive a creature that has died within the last minute. 
  Stabilizing Concoction. As an action, you can spend 8 
  treatment points to administer a concoction to a willing 
  creature that grants it a measure of protection from death for 
  8 hours. 
  The first time the target would drop to 0 hit points as a 
  result of taking damage, the target instead drops to 1 hit 
  point, and the treatment ends. 
  If the treatment is still in effect when the target is 
  subjected to an effect that would kill it instantaneously 
  without dealing damage, that effect is instead negated against 
  the target, and the treatment ends. 
  Tend Wounds. You can spend 1 minute and 1 treatment 
  point to treat the wounds of a willing creature. The creature 
  regains a number of hit points equal to 1d10 + your 
  Intelligence modifier. 
  You can spend up to 4 additional treatment points when 
  administering this treatment. For each additional point, the 
  healing increases by 1d10. 
  Triage. As an action, you can spend 1 treatment point to 
  apply emergency medical treatment to a willing creature. It 
  regains hit points equal to 1d6 + your Intelligence modifier. 
  You can spend up to 4 additional treatment points when 
  administering this treatment. For each additional point, the 
  healing increases by 1d6. 
  
   
  THE SCHOLAR | 4 
  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. 
  ARTISAN 
  Prerequisite: Inventor pursuit 
  When crafting an item with a set of artisan's tools with which 
  you are proficient, you can choose to prioritize speed or quality. 
  You can either do the work of two craftsmen when determining 
  how long it takes to craft an item, or you can increase by half 
  the final value of an item you craft. 
  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. 
  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. 
   
   
   
  EXOTIC PHYSIOLOGY 
  Prerequisite: Physician pursuit 
  Choose one of the following types of creatures: celestials, 
  dragons, elementals, fey, fiends, giants, monstrosities, or 
  plants. Your treatments are effective on creatures of this type. 
  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 
  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. 
  
   
  THE SCHOLAR | 5 
  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. 
  PRACTICED PRACTITIONER 
  Prerequisite: 14th level, Physician pursuit 
  Choose one of the tailored treatment options. Using it costs 1 
  less treatment point for you. You can learn this practicum 
  multiple times, choosing a different tailored treatment option 
  each time. 
  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. 
  RAPID RESPONSE 
  Prerequisite: 5th level, Physician pursuit 
  You can take the Dash action as a bonus action on your turn. 
  When you do, you do not provoke opportunity attacks for the 
  rest of your turn, but the only action you can take is to 
  administer a treatment. 
  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. 
  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. 
  TOXICOLOGY 
  Prerequisite: 7th level, Physician pursuit 
  Your medical kit also functions as a poisoner's kit, and you 
  are considered proficient in its use. You can spend 2 
  treatment points to create a caustic poison that can coat one 
  slashing or piercing weapon or up to three pieces of 
  ammunition. A creature hit by the poisoned weapon or 
  ammunition must make a Constitution saving throw versus 
  your gambit save DC or take 1d8 poison damage. Applying 
  the poison takes an action, and once applied, the poison 
  retains its potency for 1 minute before drying. Once prepared, 
  the poison loses its potency after 8 hours if it is not applied. 
  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. 
  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 
  
   
  THE SCHOLAR | 6 
  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. 
   
  
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