The Scholar has a thirst for knowledge and a desire to study the mysteries of the world around them. Whether they want to understand the nature of monsters and other beasts, or seek out hidden secrets of the past, Scholars will find a way to get answers to their many questions.
Level 3: Required reading time for books and other things halved. Level 6: Gain Advantage on knowledge checks. Level 9: Become fluent in the language you are learning or choose to be learning a second language. Level 12: Gain advantage on any intelligence roll. Level 15: Use your intelligence modifier for any modified roll.
Historian: Once a day, add 1d4 per player level to History checks. Level 1: Historical Anecdotes - Once per day you may use your historical knowledge to help an ally with their History skill check. They may add your History bonus to their roll. Level 5: Advice from the Past - Once a day you may use your knowledge of the past to assist you in a task. Use your History modifier on a roll instead of the assigned modifier. Level 10: Past Weakness - Gain advantage on combat rolls against an opponent type you've fought before. Level 15: Doomed to Repeat - Save the die result for one failed die roll. During the same day, force another character to use that result on a die roll of your choice. Cost 3 Strain. Business Guru: Once a day add 1d4 per player level to Negotiation rolls. Level 1: Market Eye - Know the approx. value of items you come across and where to buy or sell said object. Also know the origin of the object. Level 5: Master Haggler - Prices are 10% cheaper for you. At level 15 they are 20% cheaper. Level 10: Golden Eye - Gain advantage on all rolls for bribes/bribery Level 15: Touch of Midas - Once a day you may touch a nonmagical object and turn it into a metal of your choice. Cost 8 Strain to make the object stay that metal after 30 days. Cryptozoologist: Choose 2 favorite monster types. Gain advantage when fighting them. Level 1: Knowledge of the Beast - You know average behavior, strengths, and weaknesses of your favorite monster types. Level 5: Eye of the Beast - Once a day you may gain 1 sense of 1 favorite monster. Lasts for X hours, X being equal to class level. Level 10: Beast Form - Transform into 1 favorite monster. Level 15: Beast Master - All career abilities upgrade by 2. Linguist: PHN Level 1: PHN - PHN Level 5: PHN - PHN Level 10: PHN - PHN Level 15: PHN - PHN Theologian: Once a day add 1d4 per player level to Religion rolls. Level 1: Cosmic Faith - Pick favorite Cosmic entity, such as Celestial, Eldritch, Fey, or Demonic. You gain advantage on rolls when dealing with favorite Cosmic entity. Level 5: Knowledge of the Cosmos - Use your knowledge of cosmic lore to aid you or another character on dice roll. Must explain to GM why your knowledge works. May use X times a day, X being equal to class level. Add your Religion or Mana knowledge modifier to roll. Level 10: Cosmic Arsenal - Call down a barrage from the Heavens. Deals 3d8 damage to all within a 50 ft. radius. Deals 2d4 damage to all within a 70 ft. radius. Once a day use. Cost 10 Strain. Level 15: Knowledge of the Mysteries - Once a day you may pay 12 Strain and stop time. You may take 3 actions while time is stopped. Gear Head: PHN Level 1: PHN- PHN Level 5: PHN - PHN Level 10: PHN - PHN Level 15: PHN - PHN
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