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  THE SCHOLAR | 1 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  THE SCHOLAR 
  A CLASS FOR 5TH EDITION DUNGEONS & DRAGONS 
  DESIGNED BY KYLE GRANT 
   
   
   
   
   
   
   
   
   
   
  
   
   
   
    
  THE SCHOLAR | 2 
  THE SCHOLAR 
  A human general, clad in gleaming armor, studies the map 
  on the table in front of him, covered in figurines that 
  represent units of his soldiers and invading orcs. He consults 
  a leather-bound journal filled with notes he’s made on the 
  enemy’s tribe, their customs and battle tactics, and he moves 
  two pieces confidently forward. 
  A wild-haired dwarf stands at the head of a long caravan. 
  She surveys the valley below and plots their course through 
  the untamed wilds. Unrolling a sheaf of parchment, she 
  sketches in new features on an expertly drawn map and then 
  motions for the caravan to follow, leading them deeper into 
  unknown territory in search of treasure and knowledge. 
  The halfling’s medical kit opens with a snap, and he 
  quickly starts removing instruments and vials as he looks 
  over his patient, coming to a diagnosis as he observes her 
  symptoms. He mixes a tincture and applies a salve to her 
  lesions. Her condition is advanced, but not beyond his skills. 
  As he administers the treatment he glances up and sees his 
  next patient coming through the door, nursing a wrist bent to 
  an odd angle. He reaches into his bag for a splint as he takes 
  back the vial with his tincture. 
  GREAT MINDS 
  While many sages and academics dedicate their great minds 
  to unraveling the mysteries of the divine or the arcane, 
  scholars usually focus their intellectual efforts on the 
  mundane. They look to the physical world around them and 
  marvel at the wonders it holds. 
  A scholar's true devotion is to understanding. Real 
  knowledge pushes beyond trivia, from the what to the why 
  and how. This distinction is critical to scholars, a defining 
  aspect of the curiosity that drives them to learn and to 
  adventure. The wisest among them realizes that, while there 
  may be no unsolvable mysteries, no single mortal can hope to 
  solve them all. And so, for many, learning is a lifelong 
  pursuit. 
  For the truly curious, the adventuring life is the only way 
  to expand one's horizons of knowledge and build one's skill. 
  Any scholar worth his salt will agree that libraries and 
  laboratories are excellent avenues for learning, but no books 
  or beakers contain the knowledge still waiting to be 
  discovered beyond the frontier or in the crucible of battle. The 
  scholar believes that every student reaches a point where the 
  most effective path to higher learning is hands-on experience. 
  The world is full of discoveries waiting to be made. 
  While most scholars have broad intellectual interests, all 
  of them pursue a particular field of expertise to which they 
  have likely dedicated years of study before becoming 
  adventurers. The pursuits are widely varied, but there are 
  still many characteristics that are shared by all scholars. For 
  example, though not all scholars will relish the opportunity to 
  fight, all of them possess a keen intellect that allows them to 
  exploit opportunities on the battlefield. 
  Typically, a scholar will make his or her biggest 
  contributions to an adventuring party outside of combat. 
  Their knowledge, expertise, and breadth of proficiencies make 
  them valuable in a myriad of situations that adventurers find 
  themselves in. 
  As you create your scholar character, consider how your 
  character first set out upon the academic path. Consider 
  where they learned, who taught them, and why they follow 
  the path still. The following sections offer ways to give depth 
  and history to your scholar. 
  AN EDUCATION BEGINS 
  There are countless reasons why you may have become a 
  scholar. Here are just a handful of ideas to get you started 
  thinking about how your education began. 
   
  d6 
  I became a scholar because… 
  1 
  My parents insisted on a proper education from a young 
  age. I proved an excellent student and never looked 
  back. 
  2 
  I was always curious. Even as a child, I investigated that 
  which I did not understand until I revealed its mysteries. 
  3 
  I was selected for my intelligence to attend a school 
  where I would receive training as a scribe, engineer, 
  archivist, or some other trade which requires an 
  education. 
  4 
  A learned scholar recognized my potential when I asked 
  an insightful question, and suggested that I should 
  further hone my mind. 
  5 
  I’ve seen might and magic fail others time and time 
  again, but when I apply my mind to a problem I always 
  come to a solution. 
  6 
  I was confronted with something inexplicable. A need to 
  explain this phenomenon ignited a deeper obsession. 
  PLACE OF STUDY 
  The scholar’s journey often begins at an early age. Children 
  everywhere spend much of their time growing up learning 
  about the ways of the world. For some, this learning may be 
  
   
  THE SCHOLAR | 3 
  narrow in scope: a trade, the village where they live, the local 
  folklore.  
  Most scholars were fortunate enough to have the privilege 
  of a proper education in a place of learning, or at least the 
  gumption and curiosity to turn a life on the streets into a 
  learning experience. The circumstances of your birth and 
  your background will likely have a significant influence on 
  where you took your first steps on the path of the scholar. 
   
  d6 
  Place of Study 
  1 
  You studied at a large university in a metropolitan city 
  that hosted interesting travelers from across the known 
  world. 
  2 
  You studied at a secluded academy built on an estate in 
  the countryside, where there was nothing to distract you 
  from your studies. 
  3 
  You studied in a private, well-stocked library belonging to 
  a member of the nobility or a wealthy merchant. 
  4 
  You studied out in the real world, learning more from 
  watching and working with others than from books. 
  5 
  You studied at a temple devoted to a god of knowledge, 
  where the focus was not just on accumulating 
  information, but on learning the wisdom to use it. 
  6 
  You studied on one of the outer planes under the 
  patronage of a powerful extraplanar being, such as an 
  angle, devil, or genie. 
  TUTOR 
  Most students will study under many teachers, each with 
  their own subjects of expertise, but often one tutor will loom 
  above the rest as a central figure in your education. It is 
  likely that this person shares your pursuit, and may have 
  introduced you to it.  
  Whether your own ideas are simpatico or reactionary to 
  those of your tutor is up to you. To find out, as yourself what 
  sort of person was your tutor? What was their area of 
  expertise. Their teaching method? 
   
  d6 
  Tutor 
  1 
  Your tutor challenged every idea you ever had, forcing 
  you to question your assumptions and hone your 
  theories. 
  2 
  Your tutor possessed a joyous curiosity that was 
  infectious. Your first and final lessons were to always 
  see the wonder present in the world. 
  3 
  Your tutor epitomized patience and calm. Through all 
  your struggles and antics, your teacher abided quietly 
  until you were ready for your next lesson. 
  4 
  Your tutor was a tyrant of scholastic orthodoxy. 
  Questioning the wisdom established by greater minds 
  was the greatest sin. 
  5 
  Your tutor attempted to pass along an obsession with 
  a pet theory that was largely dismissed by other 
  scholars. 
  6 
  Your tutor believed that true knowledge could be 
  gained through experience and hands on learning, that 
  books and lectures suffered a crucial lack of context. 
  PHILOSOPHY OF SCHOLARSHIP 
  Your background likely explains how you became a scholar, 
  what series of events set you on the path to begin with, but 
  why did you continue down that path? What drives your 
  never-ending search for knowledge? What ends does it serve? 
  Each scholar must answer this question of personal 
  philosophy for his or herself. 
   
  d6 
  Philosophy of Scholarship 
  1 
  Pure Research. Knowledge is worth pursuing for its 
  own sake. Mysteries are meant to be solved and 
  nothing is unknowable. 
  2 
  Self-Improvement. Scholarship is fundamentally 
  about chasing perfection. As an athlete or warrior 
  may push her body towards some ideal form, so I 
  push my mind. 
  3 
  Progress. The world moves forward by 
  accumulating new knowledge, technology, and 
  discovery. It takes a scholar to push those 
  boundaries. 
  4 
  Common Good. Knowledge is meant to be shared, 
  to improve the lives of all in tangible ways, and to 
  dispel unfounded and dangerous superstitions. 
  5 
  Power. A superior mind and information are better 
  than a good blade or even a good army. True power 
  comes from knowledge and the will to wield it. 
  6 
  Problem Oriented. Problems plague the world and 
  its impossible for one person to solve them all, but a 
  dedicated mind can solve one problem no matter 
  how difficult. 
  QUICK BUILD 
  You can make a scholar quickly by following these 
  suggestions. First, make Intelligence your highest ability 
  score, followed by Dexterity. (Some scholars who focus on 
  melee combat make Strength higher than Dexterity.) Second, 
  choose the sage background. 
  MULTICLASSING 
  A character wishing to multiclass into or out of the scholar 
  class must have an Intelligence score of 13 or higher. 
  When multiclassing into scholar from another class, you 
  gain proficiency in light armor, simple weapons, and one skill 
  from the scholar skill list. 
  
   
  THE SCHOLAR | 4 
  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 (Physician pursuit only) 
   
  Alternatively, you can purchase starting equipment with a 
  starting wealth of 4d4 x 10 gp. A medical kit costs 50 gp. 
  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  
  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 
   
   
  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. 
  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. 
  PURSUIT 
  At 1st level, you choose the scholarly pursuit on which you 
  have focused your learning. Choose Explorer, Inventor, 
  Philosopher, Physician, Planar Sage, or Tactician, detailed at 
  the end of the class description. The pursuit you choose 
  
   
  THE SCHOLAR | 5 
  grants you features at 1st level, and again at 3rd, 6th, 13th, 
  and 18th level. 
  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. 
  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. 
  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. 
  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. 
  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. 
  SCHOLARLY PURSUITS 
  Scholars choose their areas of focus well before becoming 
  adventurers, versing themselves in the research and theory 
  relevant to their field. A drive to further this mastery, and add 
  to the body of knowledge on their subject of interest, is often 
  the impetus for a scholar to become an adventurer. 
  EXPLORER 
  Scholars who choose the Explorer pursuit exemplify curiosity 
  and adaptability. Often experts in anthropology, archaeology, 
  or zoology, the cutting edge of their research always lies in 
  the field. Whether plumbing the depths of an ancient ruin, 
  making contact with an unknown people, or discovering 
  exotic plants and animals on a remote isle, the explorer 
  comes armed with the worldly knowledge to best handle the 
  situation. 
  BONUS PROFICIENCIES 
  You are proficient in Wisdom saving throws if scholar is your 
  first class. 
  Additionally, when you choose this pursuit at 1st level, 
  you gain additional proficiencies and learn additional 
  languages of your choice. Choose any four of the following: 
  • Cartographer's tools 
  • Land vehicles 
  • Navigator's tools 
  • Water vehicles 
  • Any martial weapon (may be selected multiple times) 
  • Any language (may be selected multiple times) 
  ADAPTABLE 
  At 3rd level, you can recalibrate and refocus your mind to 
  adapt to the task and environment at hand by drawing upon 
  past studies and your own insights. You learn one additional 
  practicum for which you meet the requirements. Whenever 
  you finish a short or long rest, you can replace this bonus 
  practicum with another for which you meet the requirements. 
  JACK OF ALL TRADES 
  At 6th level, you can add half your proficiency bonus, 
  rounded down, to any ability check you make that doesn't 
  already include your proficiency bonus. 
  
   
  THE SCHOLAR | 6 
  FOOL ME ONCE 
  At 13th level, you learn the fool me once gambit. When you 
  take damage, you can expend an insight die and use your 
  reaction to reduce the damage by the amount rolled and gain 
  one of the following benefits for 1 minute: 
  • You gain resistance to damage of that type. This does not 
  apply to the triggering damage. 
  • If the damage was inflicted by an attack, the attacker has 
  disadvantage on all future attack rolls against you. 
  • If the damage was caused by an effect that triggered a 
  saving throw, you have advantage on future saving throws 
  that target that ability. 
  RAPID ADJUSTMENT 
  At 18th level, you can use an action to replace the bonus 
  practicum granted by the adaptable feature with another one 
  for which you meet the requirements. You can't use this 
  feature again until you finish a long rest. 
  INVENTOR 
  The Inventor pursuit is taken up by scholars who are creators 
  at heart. More than mere artisans, Inventors draw upon their 
  intellect and a broad array of tools and disciplines to create 
  things which are wholly new. 
  BONUS PROFICIENCIES 
  You are proficient in Dexterity saving throws if scholar is your 
  first class. 
  Additionally, when you choose this pursuit at 1st level, 
  you gain proficiency in tinker’s tools, and you can add half 
  your proficiency bonus, rounded down, to any ability check 
  you make using a tool that doesn't already include your 
  proficiency bonus.  
  INVENTION 
  At 3rd level, you complete your first invention, and you 
  complete additional inventions at 6th, 13th, and 18th level.  
  
   
  THE SCHOLAR | 7 
  For each invention, choose either a clockwork companion, 
  combat device, improved tool, skill aid, or weapon. Each 
  invention type is detailed at the end of the pursuit description 
  with instructions for determining its capabilities. When you 
  gain a level in this class, you can change the properties of one 
  of your inventions, but not its type. 
  As devices on the cutting edge of technology, your 
  inventions require you to perform regular maintenance to 
  remain in working order. You can perform this maintenance 
  on all of your inventions during a long rest. Though you must 
  maintain your own inventions, you can teach another 
  creature with an Intelligence score of 7 or higher how to 
  properly use an invention of yours during a short rest. 
  The nature and description of your inventions are up to 
  you and your DM to determine. Be creative, but make sure 
  that you and your DM understand the logic of the creation. 
  INGENUITY 
  Beginning at 6th level, you can spend 1 minute improvising a 
  set of artisan's tools, a disguise kit, navigator's tools, thieves' 
  tools, or a piece of adventuring gear from materials found 
  nearby. An item improvised in this way can be used once 
  before it breaks. 
  At your DM's discretion, an area may not be furnished 
  with enough materials to replicate certain items. 
  Alternatively, the materials you find may be of sufficient 
  quality that the item does not break after use, and the 
  improvised item can be maintained alongside your 
  inventions. 
  You can use this feature a number of times equal to your 
  Intelligence modifier (minimum of 1), and you regain all uses 
  at the end of a long rest. 
  FIELD REPAIR 
  At 13th level, you learn the field repair gambit. As an action, 
  you can expend an intellect die to either attempt to reset or 
  repair an invention so that it can be used again, or use your 
  ingenuity feature. 
  To succeed, you must pass a DC 15 Intelligence ability 
  check, adding the intellect die to the roll. 
  MASTERPIECE 
  At 18th level, choose one of your inventions to become your 
  masterpiece. You perfect its design and no longer need to 
  maintain it during a long rest. You can spend 8 hours making 
  a copy of the invention if you have the requisite materials. 
  INVENTION TYPE: CLOCKWORK COMPANION 
  Design your clockwork companion by beginning with the 
  statblock above and then modifying it with the properties 
  below. For each category, select one of the available options. 
  In combat, your companion acts on your turn and is not 
  surprised if you are not surprised. It can't attack, but it can 
  take other actions as normal if you tell it to do so with its 
  Basic Communication Protocol feature. 
  You can build your clockwork companion during a long 
  rest using materials worth 100 gp. If it is destroyed, but its 
  parts are recoverable, you can repair it using parts worth 25 
  gp. 
  Build Dynamics. Your companion can have a light, 
  heavy, or balanced build dynamic. 
  A companion with a light build loses its reinforced +2 
  armor bonus, it's Dexterity score increases by your 
  Intelligence modifier, and its movement speed increases by 10 
  feet. 
   
  Clockwork Companion 
  Tiny construct, unaligned 
  Armor Class 13 (reinforced) 
  Hit Points 5 (2d4 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  4 (-3) 
  12 (+1) 
  10 (+0) 
  2 (-4) 
  2 (-4) 
  1 (-5) 
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned 
  Damage Immunities poison, psychic 
  Senses passive Perception 4 
  Languages — 
  Challenge 0 (10 XP) 
  Basic Communication Protocol. The clockwork companion can 
  communicate basic concepts with its inventor by signaling with 
  various moving parts. Conversely, its creator can give it simple 
  instructions by using an action to interact with it, which the 
  companion follows to the best  
  of its ability. 
   
  Invention Interface. The clockwork companion can use an 
  invention created by its own inventor as long as the invention is 
  a combat device, a skill aid, or an improved tool with the ease of 
  use property. 
   
  A companion with a heavy build has its reinforced armor 
  bonus increased by 2 to +4, its Strength and Constitution 
  scores both increase by half your Intelligence modifier, it 
  gains 2 additional d4 hit dice, and its movement speed 
  decreases by 10 feet. 
  A companion with a balanced build has its Strength, 
  Dexterity, and Constitution scores increase by half your 
  Intelligence modifier. 
  Locomotive Mechanism. Your companion can have an 
  increased walking speed or one of the following movement 
  speeds: burrow, climb, fly, or swim. 
  A companion with an increased walking speed has its 
  speed increased by 20 ft. Otherwise, the companion's new 
  movement type has a speed equal to its walking speed. 
  Secondary Functions. Your companion is proficient with 
  two of the following skills of your choice: Athletics, 
  Acrobatics, Sleight of Hand, and Stealth. The companion uses 
  your proficiency bonus instead of its own for these skills. 
  Utility Feature. Your companion has one of the following 
  utility features: contingency sensor, damage control, or 
  transformation. 
  If your companion has the contingency sensor property, 
  you can put into an alert state as an action. When you do so, 
  choose a simple trigger that the companion will wait for, and 
  a simple action for it to carry out when it senses that trigger. 
  For example, it could ring a bell when it senses a nearby 
  creature. Its passive Perception increases by an amount equal 
  to twice your Intelligence modifier + your proficiency bonus 
  while in this mode, and its speed is set to 0. 
  If your companion has the damage control feature, when 
  it is subjected to an effect that allows it to make a Strength, 
  Dexterity, or Constitution saving throw to take only half 
  damage, it instead takes no damage if it succeeds on the 
  saving throw, and only half if it fails. 
  
   
  THE SCHOLAR | 8 
  If your companion has the transformation feature, you 
  can use an action to have it reconfigure its form. This allows 
  it to either swap the skill proficiencies it gains from the 
  secondary functions feature, or the movement enhancement 
  granted by the locomotive mechanism feature. Your 
  companion is only capable of one type of transformation or 
  the other, of your choice. 
  INVENTION TYPE: COMBAT DEVICE 
  Design your combat device by selecting properties in each of 
  the categories below. If your combat device requires a saving 
  throw, it uses your gambit save DC. 
  Durability. The device can either be consumable or 
  reusable.  
  A consumable device requires 10 gp worth of materials to 
  construct and it is destroyed after it is used. You can create a 
  new one during a short rest, or three during a long rest, and 
  you can maintain up to three at any one time.  
  A reusable device requires 50 gp worth of materials to 
  construct over a long rest, and it can be recovered after use. 
  Once used, a reusable device must be reset during a short 
  rest before it can be used again. 
  Effect. The device can inflict damage, a condition, or 
  both. If the device deals damage, choose the type from 
  following options: acid, bludgeoning, cold, fire, lightning, 
  piercing, poison, slashing, or thunder. The conditions a 
  device can inflict are blinded, deafened, grappled, and prone. 
  If your device only deals damage, it deals a number of d8s 
  equal to your proficiency bonus. If the device only inflicts 
  conditions, choose two from the list of possible conditions. If 
  your device does both, choose one condition and the device 
  deals a number of d8s of damage equal to half your 
  proficiency bonus. 
  Activation. The device can either be activated as an 
  attack, as an action, or as a bonus action.  
  For a device activated with an attack, choose whether it is 
  a melee attack with a reach of 5 feet or a ranged attack with a 
  normal range of 20 feet and a long range of 60 feet. Also 
  choose whether the attack roll is made with Strength, 
  Dexterity, or Intelligence. A device that inflicts damage with 
  an attack does not have its effect modified in any way. A 
  device that inflicts a condition with an attack, inflicts that 
  condition until the end of the target's next round. 
  For a device activated with an action, choose Strength, 
  Dexterity, or Constitution as a saving throw the target must 
  make when targeted with the device. The range should be no 
  more than 60 feet. If the device inflicts damage, it deals a 
  number of extra d8s of damage equal to your proficiency 
  bonus. On a successful saving throw, a target takes half 
  damage. If the device inflicts a condition, the target can make 
  a saving throw to resist and the condition lasts for one 
  minute. An affected creature can make a saving throw to end 
  the effect at the end of each of its turns. 
  For a device activated with a bonus action, choose 
  Strength, Dexterity, or Constitution as a saving throw the 
  target must make when targeted with the device. The range 
  should be no more than 30 feet. If the device inflicts damage, 
  it deals a number of extra d8s of damage equal to half your 
  proficiency bonus. On a successful saving throw, a target 
  takes no damage. If the device inflicts a condition, the target 
  can make a saving throw to resist and the condition lasts 
  until the end of your next turn. 
  Target. The device can target one creature or an area. A 
  device that targets one creature does not have its effect 
  modified in any way. 
  A device that targets an area can have a 5-foot or 15-foot 
  radius, and must be paired with an action or bonus action 
  activation type. A device that inflicts damage within a 5-foot 
  radius uses d6 damage dice instead of d8s. A device that 
  inflicts damage within a 15-foot radius uses d4 damage dice 
  instead of d8s, and the saving throw DC is 3 lower. A device 
  that inflicts a condition within a 5-foot radius reduces its 
  saving throw DC by 2, or by 5 in a 15-foot radius. 
   
  INVENTION TYPE: IMPROVED TOOL 
  Design your improved tool by first selecting the kind of tool 
  you would like to improve from the list of tools in the Player's 
  Handbook. You may choose any kind of tool besides vehicles 
  and gaming sets. Once you have selected a type of tool, apply 
  one of the enhancements from the list below. 
  Your improved tool can be built from scratch with 
  materials costing the same amount as a normal tool of that 
  type during a long rest. Alternatively, you can modify an 
  existing tool of that type for an amount equal to half of the 
  price of that tool. 
  Automation. The tool can work automatically if you 
  spend ten minutes configuring it for the task at hand. It can 
  make an ability check to complete its task using your 
  Intelligence modifier and proficiency bonus. 
  Ease of Use. The tool can be used effectively even by 
  someone not trained in its use. When a creature makes an 
  ability check with the tool, it can add your proficiency bonus 
  to the roll if the ability check doesn't already include the 
  creature's proficiency bonus. 
  Refinement. The tool can improve the work of even a 
  master. A creature proficient with that type of tool adds half 
  your proficiency bonus to ability checks that use the tool in 
  addition to any bonus granted by their own proficiency or 
  expertise. 
  INVENTION TYPE: SKILL AID 
  Design your skill aid by first selecting the skill that you wish 
  your invention to assist. You may choose any skill other than 
  Arcana, History, Nature, and Religion. Once you have 
  selected a skill, choose one of the effects for the aid from the 
  list below. 
   
  Creating Creative Creations 
  Using the instructions provided here will allow you to create 
  inventions that are mechanically complete but intentionally 
  devoid of concrete description for how they look, work, and 
  even what level of technology they represent. It is up to you 
  to supply these details with the cooperation of your DM.  
  When creating flavor for your inventions, keep in mind 
  the level of technological sophistication that is appropriate 
  for the setting you are playing in, so that your inventions 
  feel plausible in the context of the adventure. Some 
  invention types, such as the clockwork companion, may not 
  be suitable for settings with particularly low levels of 
  technology. When creating an Inventor scholar, discuss this 
  ahead of time with your DM so that neither of you is 
  surprised. 
  Most inventions can be described using a wide range of 
  technology levels. For example, the right weapon invention 
  could be described as a revolver, a repeating crossbow, or a 
  multibarreled blowgun. 
  Hundreds of unique inventions can be created with 
  these rules, but with your DM's permission you can break 
  free from the blueprints laid out here and invent something 
  completely new. 
  
   
  THE SCHOLAR | 9 
  Your skill aid can be built with materials worth 50 gp over 
  a long rest. If a creature using your skill aid to assist an 
  ability check rolls a natural 1 on that check, the aid breaks. 
  It can be repaired during a short or long rest with materials 
  worth 25 gp. 
  Basic. A creature trained in the use of this aid gains a 
  bonus to ability checks that make use of it equal to half your 
  proficiency bonus, rounded down. 
  Enhanced. A creature trained in the use of this aid can 
  activate it as a bonus action to gain advantage on the next 
  relevant ability check it makes before the end of its next turn. 
  This function can be used twice before it needs to be reset 
  during a short or long rest. 
  Powered. A creature trained in the use of this aid can 
  activate it as a bonus action and on the next relevant ability 
  check it makes before the end of its next turn, it can treat the 
  number on the die roll as a 20. The aid can be used once 
  before it needs to be reset during a long rest. 
  INVENTION TYPE: WEAPON 
  Design your weapon by using each of the tables on the right 
  to choose properties for it. Each property has a die modifier. 
  When you've finished selecting properties, add the die 
  modifiers together and consult the weapon damage table to 
  determine the damage die for your weapon. If the die modifier 
  total of the weapon appears in the ranges for two different 
  damage dice options, you can choose which of the damage 
  dice your weapon uses. 
  Your invention is not considered simple or martial, and 
  only you are considered proficient with it. At your DM's 
  discretion, you may be able to instruct someone in its use 
  over a sufficiently long period of downtime. 
  You can build your weapon during a long rest with 
  materials worth 100 gp. If your weapon uses ammunition, 
  choose whether it uses a standard ammunition type, such as 
  arrows or sling bullets, or if it uses a unique ammunition 
  type. If it uses unique ammunition, you can craft up to 10 
  pieces during a short rest. Each piece of ammunition requires 
  materials worth 2 sp. 
  Reach or Range 
  Reach (Melee) 
  Range (Ranged) 
  Die Modifier 
  5 ft. 
  — 
  +6 
  10 ft. 
  — 
  +4 
  — 
  30/90 
  +2 
  — 
  60/150 
  +1 
  — 
  80/320 
  +0 
  Weight & Size 
  Weight 
  Die Modifier 
   
  Size 
  Die Modifier 
  Light 
  +0 
   
  — 
  +0 
  — 
  +1 
   
  Versatile 
  +0 (+2) 
  Heavy 
  +2 
   
  Two-Handed 
  +2 
   
  A weapon with the heavy property must also have the two-
  handed property. A weapon with the light property cannot 
  have the two-handed property. A ranged weapon cannot have 
  the versatile property. 
  Damage Type 
  Damage Type 
  Die Modifier 
  bludgeoning, piercing, or slashing 
  +3 
  acid, cold, fire, lightning, poison, or thunder 
  +0 
  Other Properties 
  Property 
  Die Modifier 
  Ammunition 
  +0 
  Ammunition, reload (6) 
  +1 
  Ammunition, reload (4) 
  +2 
  Ammunition, reload (2) 
  +3 
  Ammunition, loading 
  +4 
  Thrown 
  +0 
  Finesse 
  +0 
   
  A weapon with the reload property can be used a limited 
  number of times before it needs to be reloaded with an action 
  or a bonus action. A melee weapon can have the thrown 
  property, an ammunition property, or neither. A ranged 
  weapon must have either an ammunition property or the 
  thrown property. A ranged weapon can only have the finesse 
  property if it also has the thrown property. 
  Damage Die 
  Die Modifier 
  Damage Dice 
  0-5 
  1d4 
  6-7 
  1d6 
  8-9 
  1d8 
  9-10 
  2d4 
  10-11 
  1d10 
  12-13 
  1d12 
  13+ 
  2d6 
   
  
   
  THE SCHOLAR | 10 
  PHILOSOPHER 
  Scholars who choose the Philosopher pursuit walk varied 
  paths. Some are teachers or advisers. Some are leaders in 
  their own right. What they share in common is that above all 
  they are devoted to the study of their fellow humanoids, and 
  particularly to how they think. 
  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. 
  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. 
  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. 
  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. 
  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. 
  PHYSICIAN 
  The Physician pursuit is chosen by scholars who wish to 
  apply their minds to the art of healing. They use their 
  extensive and specialized knowledge to accomplish feats of 
  healing and restoration usually only possible with magic. 
  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
  
   
  THE SCHOLAR | 11 
  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. 
  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. 
  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. 
  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. 
  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. 
  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 | 12 
  PLANAR SAGE 
  Planar Sages stand furthest apart among scholars who follow 
  their various pursuits. The study of planes beyond the Prime 
  Material carries the inherent danger of encountering 
  otherworldly creatures with great powers. To survive these 
  encounters, a Planar Sage must draw upon not just lore, but 
  magic of all types, from the arcane to the divine. 
  BONUS PROFICIENCIES 
  You are proficient in Wisdom saving throws if scholar is your 
  first class. 
  Additionally, at 1st level you become proficient in either 
  Arcana or Religion. Your proficiency bonus is doubled for any 
  ability check you make that uses that skill. You also learn 
  one of the following languages of your choice: abyssal, 
  celestial, infernal, primordial, or sylvan. 
  SPELLCASTING 
  When you reach 3rd level, you augment your knowledge with 
  the ability to cast spells. See chapter 10 of the Player's 
  Handbook for the general rules of spellcasting. The Planar 
  Sage's spell list is at the end of the pursuit description. 
  Cantrips. You learn three cantrips of your choice from 
  the Planar Sage's spell list. You learn additional cantrips from 
  the Planar Sage's spell list at 6th and 13th level. 
  Spellbook. At 3rd level, once you acquire your first 
  spellbook, you can scribe into it three 1st-level Planar Sage 
  spells of your choice. 
  Preparing and Casting Spells. The Planar Sage 
  Spellcasting table shows how many spell slots you have to 
  cast you spells of 1st level and higher. To cast one of these 
  spells, you must expend a slot of the spell's level or higher. 
  You regain all expended spell slots when you finish a long 
  rest. 
  You prepare the list of Planar Sage spells that are 
  available for you to cast. To do so, choose a number of Planar 
  Sage spells from your spellbook equal to your Intelligence 
  modifier + half your scholar level (minimum of one spell). The 
  spells must be of a level for you have spell slots. 
  For example, if you're a 7th-level scholar, you have four 
  1st-level and two 2nd-level spell slots. With an Intelligence of 
  16, your list of prepared spells can include six spells of 1st or 
  2nd level, in any combination, chosen from your spellbook. If  
   
   
  Planar Save vs Wizard 
  On the surface, the Planar Sage shares much in common 
  with the wizard. They both record their spells in spellbooks 
  and rely on their Intelligence to cast spells. But they diverge 
  in important ways.  
  The Planar Sage is at once more focused and more 
  generalized than the wizard. The Sage studies magic more 
  holistically, exploring not just the arcane, but the divine and 
  the elemental as well. They sacrifice the heights of power 
  available to wizards and other dedicated casters like clerics 
  and druids, but tap all sources of magical power equally. 
  Besides a scholarly interest in studying magic in all its 
  facets, this broad approach is in service to the Planar Sage's 
  chosen field of study: the planes and the extraordinary 
  beings that inhabit them. 
   
  Planar Sage Spellcasting 
  Scholar 
  Level 
  Cantrips 
  Known 
  —Spell Slots per Spell Level— 
  1st 
  2nd 
  3rd 
  4th 
  3rd 
  3 
  2 
  — 
  — 
  — 
  4th 
  3 
  3 
  — 
  — 
  — 
  5th 
  3 
  3 
  — 
  — 
  — 
  6th 
  4 
  3 
  — 
  — 
  — 
  7th 
  4 
  4 
  2 
  — 
  — 
  8th 
  4 
  4 
  2 
  — 
  — 
  9th 
  4 
  4 
  2 
  — 
  — 
  10th 
  4 
  4 
  3 
  — 
  — 
  11th 
  4 
  4 
  3 
  — 
  — 
  12th 
  4 
  4 
  3 
  — 
  — 
  13th 
  5 
  4 
  3 
  2 
  — 
  14th 
  5 
  4 
  3 
  2 
  — 
  15th 
  5 
  4 
  3 
  2 
  — 
  16th 
  5 
  4 
  3 
  3 
  — 
  17th 
  5 
  4 
  3 
  3 
  — 
  18th 
  5 
  4 
  3 
  3 
  — 
  19th 
  5 
  4 
  3 
  3 
  1 
  20th 
  5 
  4 
  3 
  3 
  1 
   
  you prepare the 1st-level spell protection from evil and good, 
  you can cast it using a 1st-level or a 2nd-level slot. Casting 
  the spell doesn't remove it from your list of prepared spells. 
  You can change your list of prepared spells when you 
  finish a long rest. Preparing a new list of Planar Sage spells 
  requires time spent studying your spellbook and memorizing 
  the incantations and gestures you must make to cast the 
  spell: at least 1 minute per spell level for each spell on your 
  list. 
  Spellcasting Ability. Intelligence is your spellcasting 
  ability for your Planar Sage spells, since you learn your spells 
  through study and memorization. You use your Intelligence 
  whenever a spell refers to your spellcasting ability. In 
  addition, you use your Intelligence modifier when setting the 
  saving throw DC for a Planar Sage spell you cast and when 
  making an attack roll with one. 
   
  Spell save DC = 8 + your proficiency bonus + 
  your Intelligence modifier 
  Spell attack modifier = your proficiency bonus + 
  your Intelligence modifier 
   
  Spellcasting Focus. You can use an arcane focus or a 
  holy symbol (found in chapter 5 of the Player's Handbook) for 
  your Planar Sage spells. 
  Learning Spells of 1st-Level and Higher. Each time 
  you gain a scholar level, you can add one Planar Sage spell of 
  your choice to your spellbook. This spell must be of a level for 
  which you have spell slots, as shown on the Planar Sage 
  
   
  THE SCHOLAR | 13 
  Spellcasting table. On your adventures, you might find other 
  spells that you can add to your spellbook. See the "Your 
  Spellbook sidebar in the wizard description in the Player's 
  Handbook. 
  PLANES HUNTER 
  At 6th level, you learn the planes hunter gambit. When you 
  target a celestial, elemental, fey, fiend, or undead creature 
  with an attack, you can expend an intellect die and add it to 
  the attack roll. Alternatively, if you cast a spell or use a 
  scholar feature that forces a creature of one of those types to 
  make a saving throw, you can expend an intellect die and 
  subtract it from the creature's saving throw. 
  In either case, you must expend the intellect die before 
  the attack or saving throw is rolled. 
  ADVANCED PLANAR MAGIC 
  When you reach 13th level, you add the plane shift spell and 
  one other spell from the list below to your spellbook. You can 
  cast each of these spells once without using a spell slot. You 
  must finish a long rest before you can do so again. 
  Choose one of the following: dispel evil and good, planar 
  binding, forbiddance, or planar ally. 
  PLANES TRIPPER 
  When your reach 18th level, you add either the astral 
  projection or gate spell to your spellbook. You can cast this 
  spell once without using a spell slot. You must finish a long 
  rest before you can do so again. 
  TACTICIAN 
  Scholars of the Tactician pursuit have focused their minds on 
  the art and skill of combat. By honing their techniques and 
  studying their enemies, Tacticians become formidable 
  presences on any battlefield. 
  BONUS PROFICIENCIES 
  You are proficient in Dexterity saving throws if scholar is your 
  first class. 
  Additionally, at 1st level you gain proficiency with 
  medium armor, shields, and martial weapons. 
  FIGHTING STYLE 
  At 3rd level, you adopt a particular fighting style as your 
  specialty. Choose one of the following options. You can't take 
  a Fighting Style option more than once, even if you later get 
  to choose again. 
  Archery. You gain a +2 bonus to attack rolls you make 
  with ranged weapons. 
  Defense. While you are wearing armor, you gain a +1 
  bonus to AC. 
  Dueling. When you are wielding a melee weapon in one 
  hand and no other weapons, you gain a +2 bonus to damage 
  rolls with that weapon. 
  Great Weapon Fighting. When you roll a 1 or 2 on a 
  damage die for an attack you make with a melee weapon that 
  you are wielding with two hands, you can reroll the die and 
  must use the new roll, even if the new roll is a 1 or a 2. The 
  weapon must have the two-handed or versatile property for 
  you to gain this benefit. 
  Protection. When a creature you can see attacks a target 
  other than you that is within 5 feet of you, you can use your 
  reaction to impose disadvantage on the attack roll. You must 
  be wielding a shield. 
  Two-Weapon Fighting. When you engage in two-weapon 
  fighting, you can add your ability modifier to the damage of 
  the second attack. 
  STUDY FOE 
  At 6th level, you learn the study foe gambit. You can expend 
  an intellect die as a bonus action to begin studying a creature 
  you can see. You analyze its movements and fighting style in 
  order to avoid its attacks. 
  For 1 hour, the studied creature has disadvantage on 
  attack rolls that target only you. When the creature attempts 
  to take an action, you can use your reaction to make a 
  weapon attack against it, adding your intellect die to the 
  attack roll. If the attack hits, the creature loses its action for 
  the turn, including any resources it spent as part of the 
  interrupted action, such as a spell slot. Whether you hit or 
  miss, your study foe effect ends immediately. 
  The study foe effect also ends early if you are 
  incapacitated or if you use this gambit on a different 
  creature. 
  FORCE MULTIPLIER 
  Beginning at 13th level, you can use an action to enter an 
  observant state that allows you to analyze the battlefield. For 
  the duration, whenever you or an ally that can see and hear 
  you takes the attack action, you can point out an opening, 
  allowing the target to take one additional attack as part of 
  that action. Additionally, on your turn you can use a bonus 
  action to command an ally that can see and hear you to use 
  its reaction to attack a creature within range. Attacks granted 
  by this feature are made with advantage.  
  The observant state ends after 1 minute, or after you've 
  granted a number of attacks equal to your Intelligence 
  modifier (minimum of 1). Once you use this feature, you can't 
  use it again until you finish a long rest. 
  TENACIOUS INTELLECT 
  Starting at 18th level, when you roll initiative and have no 
  intellect dice remaining, you regain one intellect die. 
  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. 
  AGILE EYE 
  Prerequisite: 7th level, Tactician pursuit 
  If you are currently studying a creature with the study foe 
  gambit, or if your studied foe drops to 0 hit points, you can 
  use a bonus action to begin studying a different foe without 
  expending an additional intellect die. This does not refresh 
  the 1-hour duration of Study Foe. 
  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. 
  
   
  THE SCHOLAR | 14 
  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. 
  CONFIGURATOR 
  Prerequisite: 5th level, Inventor pursuit 
  When you learn this practicum, select one of your inventions 
  and one of its properties. You can change that property 
  during a short or long rest. For example, you could choose a 
  skill aid, which has a single property, and swap between the 
  basic, enhanced, and powered properties. Or you could select 
  the effect property of a combat device, and switch what 
  condition or damage type it inflicts. 
  You can learn this practicum multiple times, selecting a 
  different invention each time. When you gain a level, if you 
  change the properties of an invention to which you have 
  applied this practicum, you may choose a different property 
  to be configurable. 
  CRUEL INTELLECT 
  Prerequisite: Tactician pursuit 
  When you roll an intellect die to add to an attack or damage 
  roll, you can reroll the intellect die once, but you must use 
  the second result. 
  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. 
  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. 
  EXPEDITION MASTERY 
  Prerequisite: 5th level, Explorer pursuit 
  If you spend at least one day traveling in a specific type of 
  terrain (arctic, coast, desert, forest, grassland, mountain, 
  swamp, or the Underdark), you gain the following benefits 
  until you spend at least one day traveling a different type of 
  terrain. 
   
  • Difficult terrain doesn't slow your group's travels. 
  • Your group can't become lost except by magical means. 
  • You remain alert to danger even when you are engaged in 
  another activity while traveling, such as foraging, 
  navigating, tracking, or mapping. 
   
  If you have a detailed map of the region you are traveling 
  through, you can ignore the require of one-day's travel before 
  benefitting from this feature. 
  EXTRA ATTACK 
  Prerequisite: 5th level 
  You can attack twice, instead of once, when you take the 
  attack action. 
  EXTRAPLANAR CONTACT 
  Prerequisite: 9th level, Planar Sage pursuit 
  You add the contact other plane spell to your spellbook. You 
  can cast it as normal once, and then you must finish a long 
  rest before you can do so again. You may also cast it as a 
  ritual without requiring a rest afterwards. 
  EXTRAPLANAR DETECTION 
  Prerequisite: 5th level, Planar Sage pursuit 
  You add the detect evil and good spell to your spellbook, if it 
  does not already have it. You can cast this spell at will and it 
  does not count against your number of prepared spells. 
  EXTRAPLANAR DIPLOMACY 
  Prerequisite: Planar Sage pursuit 
  When you learn this practicum select one of the following 
  types of extraplanar creatures: celestials, elementals, fey, or 
  fiends. You have advantage on Charisma checks made to 
  interact with creatures of that type. 
  
   
  THE SCHOLAR | 15 
   
  EXTRAPLANAR SUMMONING 
  Prerequisite: 14th level, Planar Sage pursuit 
  When you cast a conjuration spell that allows you to summon 
  celestials, elementals, fey, or fiends, you can cast that spell 
  as if you had used a spell slot two levels higher than the level 
  you actually use. For example, you can cast the conjure 
  animals spell with a 3rd-level spell slot as if you had used a 
  5th-level spell slot, even if you have no 5th-level spell slots. 
  Once you use this feature, you cannot do so again until 
  you finish a long rest. 
  FOOL ME NEVER 
  Prerequisite: 14th level, Explorer pursuit 
  When you use the fool me once gambit, you reduce the 
  triggering damage by an additional amount equal to twice 
  your scholar level. 
  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. 
  IMMERSION LEARNING 
  Prerequisite: Explorer pursuit 
  When you learn this practicum, select a skill with which you 
  are not proficient. When you make ability checks that use 
  that skill, you can add half your Intelligence modifier, 
  rounded down, to the roll. 
  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. 
  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. 
  MASTERFUL HAND 
  Prerequisite: 7th level, Inventor pursuit 
  When you make an ability check with a tool to which you add 
  your proficiency bonus, you can expend an intellect die and 
  add it to the roll. 
  MEASURED ASSAULT 
  Prerequisite: 14th level, Tactician pursuit 
  Your force multiplier feature now recharges when you finish a 
  short or long rest, but only allows you to grant a number of 
  extra attacks equal to half your Intelligence modifier (rounded 
  up). 
   
   
  
   
  THE SCHOLAR | 16 
  NATURAL CARTOGRAPHY 
  Prerequisite: 9th level, Explorer pursuit 
  When outdoors, you can spend 10 minutes to study your 
  nearby surroundings to extrapolate knowledge about the land 
  within 3 miles of you. In caves and other natural 
  underground settings, the radius is limited to 300 feet. From 
  a suitable vantage point with a high elevation and clear 
  sightlines, you can accomplish this task in just 1 minute. 
  This ability doesn't function where nature has been replaced 
  by construction, such as in dungeons and towns. 
  You gain knowledge of up to three facts about any of the 
  following subjects as they relate to the area. 
   
  • terrain and bodies of water 
  • prevalent plants, minerals, animals, or peoples 
  • buildings 
   
  For example, you could determine the location of major 
  sources of safe drinking water, the location of any nearby 
  towns, and the location of goblin camps in the area. 
  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. 
  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 
  
   
  THE SCHOLAR | 17 
  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. 
  TACTICAL RETREAT 
  Prerequisite: 5th level, Tactician pursuit 
  You can take the Disengage action as a bonus action on your 
  turn. When you do so, any creature you target with a weapon 
  attack on the same turn is unable to make opportunity 
  attacks until the start of its next turn, and allies within reach 
  of a creature affected in this way can immediately use their 
  reaction to move up to half their speed. 
  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. 
  TROUBLESHOOTER 
  Prerequisite: 14th level, Inventor pursuit 
  When you attempt a field repair and fail, you recover the 
  expended intellect die. 
  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. 
  
   
   
   
    
  THE SCHOLAR | 18 
  PLANAR SAGE SPELLS 
  Cantrips (0 Level) 
  Control flames (transmutation) 
  Fire bolt (evocation) 
  Friends (enchantment) 
  Frostbite (evocation) 
  Guidance (divination) 
  Gust (transmutation) 
  Light (evocation) 
  Mage hand (conjuration) 
  Message (transmutation) 
  Mold earth (transmutation) 
  Prestidigitation (transmutation) 
  Produce flame (conjuration) 
  Resistance (abjuration) 
  Shape water (transmutation) 
  Thaumaturgy (transmutation) 
  Thunderclap (evocation) 
  1st Level 
  Absorb Elements (abjuration) 
  Alarm (abjuration, ritual) 
  Chromatic orb (evocation) 
  Command (enchantment) 
  Comprehend languages (divination, ritual) 
  Cure wounds (evocation) 
  Detect evil and good (divination) 
  Detect magic (divination, ritual) 
  Disguise self (illusion) 
  Find familiar (conjuration, ritual) 
  Fog cloud (conjuration) 
  Guiding bolt (evocation) 
  Healing word (evocation) 
  Hellish rebuke (evocation) 
  Ice knife (conjuration) 
  Identify (divination, ritual) 
  Illusory script (illusion, ritual) 
  Mage armor (abjuration) 
  Magic missile (evocation) 
  Protection from evil and good (abjuration) 
  Purify food and drink (transmutation, ritual) 
  Sanctuary (abjuration) 
  Shield (abjuration) 
  Tenser’s floating disk (conjuration, ritual) 
  Unseen servant (conjuration, ritual) 
  2nd Level 
  Alter self (transmutation) 
  Augury (divination, ritual) 
  Crown of madness (enchantment) 
  Darkvision (transmutation) 
  Detect thoughts (divination) 
  Dust devil (conjuration) 
  Enthrall (enchantment) 
  Flaming Sphere (conjuration) 
  Healing Spirit (conjuration) 
  Invisibility (illusion) 
  Lesser restoration (abjuration) 
  Locate object (divination) 
  Magic weapon (transmutation) 
  Misty step (conjuration) 
  Nystul’s magic aura (illusion) 
  Rope trick (transmutation) 
  See invisibility (divination) 
  Suggestion (enchantment) 
  Zone of truth (enchantment) 
  3rd Level 
  Blink (transmutation) (transmutation) 
  Clairvoyance (divination) 
  Conjure animals (conjuration) 
  Counterspell (abjuration) 
  Daylight (evocation) 
  Dispel magic (abjuration) 
  Elemental weapon (transmutation) 
  Gaseous form (transmutation) 
  Glyph of warding (abjuration) 
  Leomund’s tiny hut (evocation, ritual) 
  Magic circle (abjuration) 
  Meld into stone (transmutation, ritual) 
  Nondetection (abjuration) 
  Protection from energy (abjuration) 
  Remove curse (abjuration) 
  Sending (evocation) 
  Summon lesser demons (conjuration) 
  Thunder step (conjuration) 
  Tongues (divination) 
  Water breathing (transmutation, ritual) 
  4th Level 
  Arcane eye (divination) 
  Banishment (abjuration) 
  Charm monster (enchantment) 
  Confusion (enchantment) 
  Conjure minor elementals (conjuration) 
  Conjure woodland beings (conjuration) 
  Death ward (abjuration) 
  Dimension door (conjuration) 
  Divination (divination, ritual) 
  Freedom of movement (abjuration) 
  Guardian of faith (conjuration) 
  Greater invisibility (illusion) 
  Locate creature (divination) 
  Mordenkainen’s private sanctum (abjuration) 
  Summon greater demon (conjuration) 
  
   
   
   
    
  THE SCHOLAR | 19 
  ABOUT THE SCHOLAR 
   
  This original class has been tested over hundreds of hours of actual play. Many thanks to my players, especially those who took 
  up the experimental mantle of the scholar, and to all who have given feedback on the many iterations of the class. 
   
  I am confident that this version of the scholar will serve your table well. That said, while the class is complete that does not 
  mean it must ever be finished. The latest version of the scholar can always be found on dmsguild.com. 
   
  If you have any questions about the scholar, or if you want to share your experiences with it, you can leave a comment on the 
  dmsguild page, or you can message me on reddit, at /u/wdalright. 
  ART 
  All the artworks used in this document are in the public domain. 
   
  Cover: A Scholar in his Study by Thomas Wyck 
  https://commons.wikimedia.org/wiki/File:Thomas_Wyck_-_A_scholar_in_his_Study_-_Google_Art_Project.jpg 
   
  Page 2: Landscape Composition: Saint John in the Wilderness by Thomas Cole 
  https://commons.wikimedia.org/wiki/File:Cole_Thomas_Landscape_Composition_Saint_John_in_the_Wilderness_1827.jpg 
   
  Page 3: “Vanitas” Still Life by Adam Bernaert 
  https://commons.wikimedia.org/wiki/File:Adam_Bernaert_-_%22Vanitas%22_Still_Life_-_Walters_37682.jpg 
   
  Page 6: The Wanderer above the mists by Caspar David Friedrich 
  https://commons.wikimedia.org/wiki/File:Caspar_David_Friedrich_-_Der_Wanderer_%C3%BCber_dem_Nebelmeer.jpg 
   
  Page 9: Design for an enormous crossbow by Leonardo da Vinci 
  https://commons.wikimedia.org/wiki/File:Leonardo_crossbow.JPG 
   
  Page 10: School of Athens by Rafael 
  https://commons.wikimedia.org/wiki/File:Escola_de_Atenas.jpg 
   
  Page 15: Anthony with the monsters by Hieronymus Bosch 
  https://commons.wikimedia.org/wiki/File:Hieronymus_Bosch_096.jpg 
   
  Page 17: Alexander and Diogenes by Paride Pascucci 
  https://commons.wikimedia.org/wiki/File:Paride_Pascucci_-_Alessandro_e_Diogene.jpg 
  LEGAL 
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, and all other Wizards of the 
  Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. 
   
  This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission 
  under the Community Content Agreement for Dungeon Masters Guild. 
   
  All other original material in this work is copyright 2017 by Kyle Grant and published under the Community Content Agreement 
  for Dungeon Masters Guild. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Kyle Grant/Kyle Grant - The Scholar v3.4.pdf