Scholar
Hit Points
Hit Dice: d8 per Scholar level
Hit Points at first Level: 8+your constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Scholar level after 1st.
Proficiences
Armor: Light Armor
Weapons: Simple Weapons
Tools: Healing kit or Herbalism kit, a choice of artisan’s tools or a pipe
Saving Throws: Intelligence & Wisdom
Skills: Medicine, Lore plus choose one from History, Riddle, Traditions, Insight, Investigation, Nature, Perception and Survival.
Overview & Creation
For you, knowledge makes the Wild a less threatening
place. Strangers become friends if addressed properly,
yellowed maps in old books replace a fear of the unknown
with curiosity and wonder of places you have yet to
explore, songs composed in ages past strengthen the
weariest of hearts. A love of learning guides your every
step and illuminates the way for you and those who listen
to your advice.
A Scholar is always learned, always wise, but learning
takes many forms. In civilised lands and civilised times,
Scholars gather books of lore and pore over rustling
parchments. In Wilderland, in rustic communities or in
times of war and want, a Scholar might be a master of
folk-lore and secrets passed from teacher to apprentice
over long years.
Many Scholars are also healers, for a knowledge of herblore
and the healing arts is perhaps the most useful (and,
some would say, most respectable) field of study.
The most important thing to keep in mind when creating
your Scholar is to think of where and how you gained
your knowledge. Did you study under a master, learning
as an apprentice? Is your Scholar a dabbler, flitting from
one obsession to another, or do you learn all there is to
know about one field of lore before moving on? Finally,
why have you left your home to take on a dangerous life
as an adventurer?
Play a Scholar if you want to…
• Uncover ancient secrets and use their power against
the Enemy.
• Master the art of healing and restore your injured
friends to full health.
• Be admitted into the councils of the Wise, and know
much that is hidden.
Class Features
Hands of a Healer
You know how to treat wounds and illness and poison.
You have a pool of healing tricks and techniques that
replenishes when you take a short rest. You have one
Healing Die (1d8) per level in the Scholar class.
If you can touch a creature, you may expend one Healing
Die per action, instantly granting them hit points equal
to 1d8 plus your wisdom modifier, up to their maximum.
If instead you tend the creature for at least 10 minutes,
binding their wounds, treating them with herbs and
poultices, and offering soothing words, then you may
multiply the 1d8 by your proficiency modifier. Then add
your Wisdom modifier.
Alternatively, you can spend a Healing Die to cure one
disease, neutralize one poison, or remove one condition
affecting a single target. Conditions are removed instantly,
but poisons and diseases require the creature to take a
long rest before they are removed.
The types of conditions you can cure are limited when
you first gain this feature. You can remove the Frightened,
Paralysed, Stunned, or Unconscious conditions. At higher
levels you can cure other conditions, described below.
News from Afar
You know many things that are hidden from most and
tidings of distant events tend to reach you with astonishing
speed. The source of your knowledge is obscure and you
do not explain how you know the things you do to others
it is enough that what you know is true.
At the start of each adventuring phase or after spending
time in a Sanctuary, the Loremaster should inform you
of one or two events of importance occurring somewhere
in Wilderland.
Scholars always know a little bit about everything and
the Loremaster should regularly give you rumours or
information based on your appropriate Passive ability
checks. For more clarity you can always make an active
ability check to learn more about a person, place, or
event. Once per Adventuring Phase you can add +5 to one
of these active ability checks.
Tongues of Many Peoples
You know a little of many languages. You can hold a simple
conversation in any of the tongues of Men or Elves, and
know a few common phrases in the tongues of the otherpeoples – enough to offer a greeting, shout a warning, or
insult someone.
The Path of Wisdom
At 2nd level choose either Medicine and one skill
proficiency, or Medicine and proficiency with a herbalism
kit. Your proficiency bonus is doubled for any ability
checks that use either of your choices.
Whenever you gain a new skill proficiency, you may move
your doubled proficiency bonus to the new skill, to reflect
your change of focus.
Speciality
At 3rd level you choose a speciality that determines the
focus of your study. Choose Master Healer or Master
Scholar (both are detailed at the end of the class
description). The speciality you choose grants you features
at 3rd level, and again at 7th, 10th, 14th and 18th level.
Character Improvement
When you reach 4th level, and again at 8th, 12th, 16th
and 19th level, you can increase one ability score of your
choice by 2, or you can increase two ability scores of your
choice by 1, or you can take a Cultural or Open Virtue.
As normal, you cannot increase an ability score above 20
using this feature.
Webs of Deceit
At 5th level, your insight and learning is sufficient to
manipulate others with well-timed words (or theatrics
and cheap tricks). At the start of any interaction, you may
make an Intelligence (Insight) test against a DC of 15 + the
target’s Wisdom modifier. If successful, then at any point
in the conversation, you may gain advantage on any one
skill check through your scholarship and preparation.
You might, for example, make a cryptic reference to some
secret known only to a few people, or remind the personyou’re talking to about the deeds of their forefathers, or
raise your staff to dramatically startle a flock of crows
to underline your words. You might palm a firework, or
arrive in just the nick of time.
Shadow of the Past
At 6th level, you find deeper meaning in the long history
of Middle-earth. If you remind another Player-hero of a
relevant tale from the history of their people, then that
character gains one Scholarly Inspiration die, a d6, which
they may use to add to any roll. Once you have used this
feature, you cannot use it again until you have taken a
long rest.
Physician
At 9th level your use of the Hands of a Healer feature
improves to cover a greater number of conditions. Now
you can cure Blinded, Charmed or Deafened conditions.
Additionally, by expending a Healing Die, you may remove
the Petrified condition or a level of exhaustion.
Hidden Paths
At 11th level, your mastery of lore is such that you know of
secret paths, alternative routes and hidden entrances and
passageways in the most unlikely of places. You may grant
advantage to an ally on any one ability check related to
one of the journey roles (Guide, Scout, Hunter or Look-
Out) by describing how your knowledge of obscure places
and secret lore aids you. For example, you might lead the
Company down a hidden valley when serving as Guide,
or discover a secret dwarf-door as a Scout.
The paths you take often have their own perils or
encounters; often, this ability takes you out of the frying
pan and into the fire. You may only use this ability once
per Adventuring phase.
Hope Unlooked-For
At 13th level, you may make preparations in advance
and only reveal them when the time is right. Once per
Adventuring phase, you may activate this ability and
describe actions you took in the past that were unknown
to the rest of the player-heroes, but that have now come
to light. You must then make a suitable skill check to
determine how successful these preparations were.
The Loremaster is entitled to veto any unreasonable
suggestions.
Example uses of this ability might include:
• “I found this ancient map on another adventure, and
I reveal it now.”
• “I sent word to our allies in Rohan a week ago, and
they are going to arrive to bolster our defences just
before the Orcs attack.”
• “I guessed the King would imprison us, which is why I
bribed the jailer a week ago to hide a key behind this
loose brick.”
• “I just happened to bring along these fireworks.”
Habits of the Wise
At 15th level, your learning is such that you know there are
few who can understand your concerns and worries, and
so you must look to yourself for wise counsel. You may
spend Inspiration to gain another use of a feature that
typically requires a long rest before you can use it again,
or is usable only once per Adventuring phase. Habits of
the Wise is itself only usable once per Adventuring phase.
Words Unspoken
At 17th level, you may convey your thoughts without
speaking aloud. When dealing with high-level Scholars,
Elves, Dúnedain or other folk of power, you may hold a
full conversation, speaking mind to mind. Others have
a sense or intuition of your words, but cannot reply, and
may misinterpret your thoughts as their own. You cannot
read the minds of others with this ability.
Once per long rest, you may send brief snatches of your
thought over great distances, conveying a single word or
short message in dreams.
Great among the Wise
At 20th level, your knowledge on one subject approaches
absolute and the Wise widely recognise you as the preeminent
authority on matters pertaining to your chosen
lore. Choose one Intelligence or Wisdom skill – you
automatically succeed at all ability checks using that skill.
Additionally, you may spend Inspiration to learn
something completely hidden about your chosen lore.
Whether by shrewd guess or seemingly chance insight,
you learn a useful secret that most could have no way of
knowing. You must take a long rest in a Sanctuary before
you use this feature again.
Starting Equipment
Simple Weapon
Leather Jerkin
Ink and Parchment
Subclass Options
"I once knew every spell in all the tongues of Elves or Men
or Orcs that was ever used for such a purpose. I can still
remember ten score of them without searching in my mind."
Even the Wise cannot see all ends, or master every branch
of lore. There are always more secrets to discover, and so a
Scholar must choose a field of study to specialise in.
Master Healer
You have studied anatomy, physiology and all manner
of curative arts. You know how to use healing herbs and
poultices, how to let blood to purge a wound and how to
bind one, and how to fight sicknesses that assail the spirit
as well as the body.
Improved Healing
When you choose this speciality at 3rd level you become
an expert at treating injuries. Whenever you use the Hands
of the Healer feature to restore hit points, you roll 2d8 in
place of 1d8.
Healing Lores
Also at 3rd level, you make a discovery in your quest
to understand the mind and body. You gain another
discovery at 7th, 10th, 14th and 18th levels.
When you learn a new discovery you may also replace
one discovery you already know with a different one.
Choose from the following discoveries.
Healing Herbs
You have studied herb-lore in great depth, and know secret
techniques to cure illness and poison. A creature now only
needs a short rest to recover from disease or poison when
you use your Hands of a Healer feature.
In addition, you have learned far more than the common
uses of healing herbs and are capable of using them in
more potent forms, or in new ways. When using medicinal
herbs, use these effects instead of the normal effects of the
herb.
• Athelas: Burned into a powder and then boiled, this
herb produces a cloud of vapour that removes a level
of exhaustion from a number of creatures equal to
your Scholar level.
• Hagweed: Ground into a paste, dried and smoked in
a pipe, hagweed eases the spirit and cures 1 Shadow
point. A Master Healer can only cure 1 Shadow point
using hagweed per year.
• Kingcup: A poultice of kingcup applied to a poisoned
wound draws the poison out and heals any damage
the poison has caused.
• Reedmace: Dried, powdered and inhaled, reedmace
allows a person to stay awake and aware for three
days without the need for sleep or food. After that, the
Player-hero gains two levels of exhaustion.
• Shadow-thorn: Once double brewed and strained,
shadow-thorn produces a wet residue of plant matter
that can be used to perfectly mask a creature’s scent,
giving them advantage on Dexterity (Stealth) ability
checks for three days.
• Water-lily: If dried and ground into a fine powder,
white water-lily can be baked into sweet cakes. These
cakes invigorate and revivify, allowing a single person
to gain the advantages of a long rest while taking a
short rest, provided the Player-hero also gets a good
night’s sleep.
If boiled down to a syrup, red water-lily creates a
potent but evil-smelling liquid. Few who know of this
use readily produce this remedy, for while it does grant
the Player-hero +2 to attack and damage rolls for an
hour, it also generates a red anger and 1 Shadow point.
Healer’s Staunching Song
The words of this song and its special tune can help
wounds close and help heal injuries. Once you have
learned this song, during a short rest you may perform
it for a number of companions equal to your Scholar
levels. Those benefiting from this song may each recover
one of their Hit Dice worth of damage + their Constitution
modifier without expending any of their Hit Dice.
Friend to All
A Master Healer is welcome nearly everywhere, and even
bitter foes will hesitate to attack such a person. Your
reputation and skill precedes you. You gain advantage on
any rolls to convince a person to give you shelter or food for
a night. Additionally, if you do not make an attack during
combat, intelligent foes that do not serve the Shadow will
not attack you. However, you have sworn to use your skills
to help all who need your aid, so refusing or neglecting to
treat any potential patient counts as a Misdeed for you.
Additionally, if you do not have it already, gain proficiency
in the Traditions skill.
Softer Underneath
Your studies of the anatomy of various creatures and
beings have granted you an intimate knowledge of their
weaknesses. If you spend an action studying a target,
you gain a Precision die that may be applied to a single
attack that hits the creature. This die is a d6 at 3rd level,
and increases to a d8 at 6th, a d10 at 12th, and a d12 at
20th level.
Relief from Long Burdens
You have learned how to heal even the wounds of the
heart and mind. If you spend a long rest doing nothing
but resting and talking with a willing creature, you may
remove a Shadow point from that creature. The number of
Shadow points healed increases to two points at 10th level
and three points at 20th level. You cannot use this ability
on yourself, nor can another Master Healer so assist you.
The Weapons of the Enemy
You know how to counteract the various poisons Orcs use.
You can cure certain terrible wounds inflicted by the evil
spells or weapons of the Enemy, such as Morgul-knives or
the Black Breath of the Nazgûl. Additionally, if you do not
have it already, gain proficiency in the Shadow-lore skill.
House of the Healer
At 14th level, if you reside in a place for more than a year,
it becomes a Sanctuary as long as you remain there. Once
you leave, this blessing persists for one month per Scholar
level.
Seen and Unseen
Once you reach 18th level, even if you have never been
there, the light of the Blessed Realm shines in your eyes.
You have advantage on all tests against Corruption, and
can see invisible creatures and spirits.
Master Scholar
You have studied ancient books and scrolls in the treasured
libraries of the great cities, or you learned rhymes of lore
and secrets unwritten from some older master. You know
much that is hidden or lost.
Bonus Proficiency
When you choose this speciality at 3rd level, you gain
proficiency in a single Intelligence or Wisdom skill of your
choice.
Secret Lores
Also at 3rd level, you learn one branch of obscure or
hidden lore. You gain another secret at 7th , 10th, 14th
and 18th levels.
Choose from the following secrets.
Ancient Lore
Your knowledge stretches back to the Elder Days. You
know the names of the Two Trees, the Tale of the Three
Jewels and the terror of the Great Enemy Morgoth. You’veheard the tales of the Elven Kingdoms of Beleriand, now
lost beneath the sea, and the stolen halls of the Dwarf
Lords, and you know of the rise and fall of the Dúnedain.
You may make Intelligence (History) ability checks without
penalty regarding ancient matters.
Additionally, if you do not have it already, gain proficiency
with History.
Birds & Beasts
You have learned the secret speech of a specific breed of
animal, such as the speech of eagles or foxes. You can
communicate with them using skills such as Deception,
Insight, Intimidation and Persuasion. Animals may be
persuaded to carry messages, spy on areas or even lead a
Master Scholar to food and water.
The communication is limited to the knowledge of the
animal in question and animals tend to care only about the
things of their world, such as food, shelter and predators,
paying little attention to the goings-on of larger creatures;
however, a great deal of knowledge can be gleaned from
their speech, and while a songbird might not be able to tell
an Orc from a Hobbit, she will note which is despoiling
the forest.
You may choose this secret a second time. If you do, your
knowledge expands from a specific breed to all creatures of
a similar kind and you gain Advantage on your Charisma
skills regarding them. For example, when you first select
this secret, you learn the hooting speech of owls; with your
second, you learn the tongues of all birds and gain their
favour.
Dark Knowledge
Dark and terrible is the lore of the Enemy and you,
perhaps, know more of it than is safe. Upon selecting
this secret, you learn the Black Speech of Mordor and
can make ability checks about information regarding the
Shadow and its followers without penalty. Additionally,
if you do not already possess it, gain proficiency with
Shadow-lore.
Finally, when you learn this Secret, you gain 4 Shadow
points.
Natural World
You know the secret properties of many plants, for good
and ill, readily identifying natural poisons. You can tell if
a beast is natural or not just by looking at it. While you
may not have met them, you know of the existence of the
Shepherds of the Trees, the Ents of Fangorn Forest. With
a successful DC 15 Intelligence (Nature) ability check
you can correctly identify a Blighted area, and can guess
roughly what caused it to become blighted. If you travel
through an area whose blight you successfully deduced,
you have advantage on your Wisdom saving throw against
Corruption.
In addition, if you do have it already, gain proficiency with
the Nature skill.
Runes
You know the secrets of reading old runes, from the ancient
Tengwar to the Alphabet of Daeron – the Angerthas Moria.
You are adept at finding lore hidden within cunning texts
and have advantage on Intelligence (Lore) ability checks
regarding all such matters.
Finally, you can automatically discern where Dwarven
moon-letters have been inscribed (though you cannot
read them without the correct moon!).
Works of Elder Days
You know of the wondrous creations of the Elven-smiths
of Eregion and the other great smiths and craftsmen of
yore, and know some of the ways their works can be
employed by those with the right knowledge. You can
identify the properties of wondrous artefacts by making
a DC 15 Intelligence (Investigation) ability check. On a
success, you can identify one Blessing and make a decent
guess at other abilities that might be hidden within such
an item.
In addition, gain proficiency in three artisan’s tools of
your choice.
Deep Knowledge
At 14th level, your accumulated knowledge over the years
has given you bits and pieces about people, locations,
objects and events that you are likely to encounter.
Much of this information is stored in your head, but even
more is contained in scrolls and books that you have
access to, as well as others among the Wise whose counsel
you can ask for.
When you first encounter a person, object, location or
event, you may ask the Loremaster three questions about
it, for which they will provide truthful answers. If you do
so, in addition to the lore you learn, you have advantage
on any subsequent ability checks directly regarding
that person, object, location or event for the rest of the
Adventuring phase. Due to the sometimes intense nature
of recalling such information, you may not use this feature
again until you have taken a long rest in a Sanctuary.
Words of Command
At 18th level, your mastery of lore gives you authority
over the world around you. Once per short rest you may
speak a word of command. When you do so, choose a
target related to one of the secrets you have mastered and
make the appropriate skill check against a DC set by the
Loremaster (typically at least a DC 20). If successful, you
may give a short but irresistible command to your target.
For example:
• Ancient Lore: Command a door made by the Elves
of Eregion to open.
• Birds and Beasts: Order a fearsome wolf to fly back
to its den.
• Dark Knowledge: Command a wraith to return to
its tomb.
• Natural World: Order a pile of firewood to burst
into flame.
• Runes: Command moon-letters to reveal themselves
in the full light of day.
• Works of Elder Days: Wrench control of a palantir
from the will of the Dark Lord.
Level | Proficiency Bonus | Features |
---|
1 | +2 | Hands of a Healer, News from Afar, Tongues of Many Peoples |
2 | +2 | The Path of Wisdom |
3 | +2 | Speciality |
4 | +2 | Character Improvement |
5 | +3 | Webs of Deceit |
6 | +3 | Shadow of the Past |
7 | +3 | Speciality Feature |
8 | +3 | Character Improvement |
9 | +4 | Physician |
10 | +4 | Speciality Feature |
11 | +4 | Hidden Paths |
12 | +4 | Character Improvement |
13 | +5 | Hope Unlooked-For |
14 | +5 | Speciality Feature |
15 | +5 | Habits of the Wise |
16 | +5 | Character Improvement |
17 | +6 | Words Unspoken |
18 | +6 | Speciality Feature |
19 | +6 | Character Improvement |
20 | +6 | Great Among The Wise |