Scholars who choose to follow the Politician pursuit are those who study social & political sciences. They use their knowledge of the people to manipulate the masses into doing their bidding or allow them to carry out their business without being impeded.

Beginning at 3rd level you may add half your proficiency bonus to any Charisma skill check you are not already proficient in. Additionally, You learn one additional language of your choice.

Learned Diplomat

At 3rd level, you gain access to new maneuvers which reflect the progress of your studies into the political world. Whenever you learn a new maneuver, you can choose from any of the following as well. The maneuvers are listed in alphabetical order.

Call to Arms. If you are surprised at the beginning of combat and aren't incapacitated, you can expend one superiority die to use a bonus action before doing anything else on your turn to make a call to arms. When you do so, creatures you choose within 30 feet who can hear or see who haven't gone yet may act normally on their first turn.

Overwhelming Presence. As an action, you can make a Charisma (Persuasion) or Charisma (Intimidation) skill check and expend one superiority die to attempt to charm a humanoid creature who can see or hear you within 60 feet. Add the superiority die to the roll. The target makes a contested Wisdom (Insight) check. If your check succeeds, the target is charmed by you if you used Persuasion, or frightened of you if you used Intimidation, until the end of your next turn.

Charge. As a bonus action on your turn, you can expend one superiority die to spurn your allies to move. Until the start of your next turn, creatures you choose within 30 feet who can see or hear you, have their speed increased by 10 feet and ignore nonmagical difficult terrain.

Goading Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attack you. You add the superiority die to the attacks damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

Inspiring Defense. As a reaction when an ally you can see within 30 feet who can hear or see you, makes a saving throw, you may expend a superiority die. Add the number rolled to the targets saving throw. You may use this reaction after the initial d20 has been rolled, but must be before the DM declares its effects.

Rally. On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.

Targeted Feint. You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 30 feet of you as your target. You have advantage on your next attack roll against that creature. If that attack hits, add the superiority die to the attacks damage roll.

Tyrannical Strike. When you hit a creature with a weapon attack, you can expend one superiority and issue a one-word command to a creature who can hear or see you. You add the superiority die to the attacks damage roll, and the target must succeed on a Wisdom saving throw. On a failed save, the target must follow the command on its next turn. The target automatically succeeds if it is Undead, can't be charmed, it doesn’t understand your language, or if your command is directly harmful to it.