{"name":"Scholar","overview":"For you, knowledge makes the Wild a less threatening\r\nplace. Strangers become friends if addressed properly,\r\nyellowed maps in old books replace a fear of the unknown\r\nwith curiosity and wonder of places you have yet to\r\nexplore, songs composed in ages past strengthen the\r\nweariest of hearts. A love of learning guides your every\r\nstep and illuminates the way for you and those who listen\r\nto your advice.\r\n\r\nA Scholar is always learned, always wise, but learning\r\ntakes many forms. In civilised lands and civilised times,\r\nScholars gather books of lore and pore over rustling\r\nparchments. In Wilderland, in rustic communities or in\r\ntimes of war and want, a Scholar might be a master of\r\nfolk-lore and secrets passed from teacher to apprentice\r\nover long years.\r\n\r\nMany Scholars are also healers, for a knowledge of herblore\r\nand the healing arts is perhaps the most useful (and,\r\nsome would say, most respectable) field of study.\r\n\r\nThe most important thing to keep in mind when creating\r\nyour Scholar is to think of where and how you gained\r\nyour knowledge. Did you study under a master, learning\r\nas an apprentice? Is your Scholar a dabbler, flitting from\r\none obsession to another, or do you learn all there is to\r\nknow about one field of lore before moving on? Finally,\r\nwhy have you left your home to take on a dangerous life\r\nas an adventurer?\r\n\r\nPlay a Scholar if you want to\u2026\r\n\r\n\u2022 Uncover ancient secrets and use their power against\r\nthe Enemy.\r\n\r\n\u2022 Master the art of healing and restore your injured\r\nfriends to full health.\r\n\r\n\u2022 Be admitted into the councils of the Wise, and know\r\nmuch that is hidden.","hitdice":"d8","hitpointsfirstlevel":"8+your constitution modifier","hitpointsathigherlevels":"1d8 (or 5) + your Constitution modifier per Scholar level after 1st.","armorproficiencies":"Light Armor","weaponproficiences":"Simple Weapons","tools":"Healing kit or Herbalism kit, a choice of artisan\u2019s tools or a pipe","savingthrows":"Intelligence & Wisdom","skills":"Medicine, Lore plus choose one from History, Riddle, Traditions, Insight, Investigation, Nature, Perception and Survival.","equipment":"Simple Weapon\r\n\r\nLeather Jerkin\r\n\r\nInk and Parchment","spellcasting":"","features":"[h2]Hands of a Healer[\/h2]\r\nYou know how to treat wounds and illness and poison.\r\nYou have a pool of healing tricks and techniques that\r\nreplenishes when you take a short rest. You have one\r\nHealing Die (1d8) per level in the Scholar class.\r\n\r\nIf you can touch a creature, you may expend one Healing\r\nDie per action, instantly granting them hit points equal\r\nto 1d8 plus your wisdom modifier, up to their maximum.\r\nIf instead you tend the creature for at least 10 minutes,\r\nbinding their wounds, treating them with herbs and\r\npoultices, and offering soothing words, then you may\r\nmultiply the 1d8 by your proficiency modifier. Then add\r\nyour Wisdom modifier.\r\n\r\nAlternatively, you can spend a Healing Die to cure one\r\ndisease, neutralize one poison, or remove one condition\r\naffecting a single target. Conditions are removed instantly,\r\nbut poisons and diseases require the creature to take a\r\nlong rest before they are removed.\r\n\r\nThe types of conditions you can cure are limited when\r\nyou first gain this feature. You can remove the Frightened,\r\nParalysed, Stunned, or Unconscious conditions. At higher\r\nlevels you can cure other conditions, described below.\r\n\r\n[h2]News from Afar[\/h2]\r\nYou know many things that are hidden from most and\r\ntidings of distant events tend to reach you with astonishing\r\nspeed. The source of your knowledge is obscure and you\r\ndo not explain how you know the things you do to others\r\n it is enough that what you know is true.\r\n\r\nAt the start of each adventuring phase or after spending\r\ntime in a Sanctuary, the Loremaster should inform you\r\nof one or two events of importance occurring somewhere\r\nin Wilderland.\r\n\r\nScholars always know a little bit about everything and\r\nthe Loremaster should regularly give you rumours or\r\ninformation based on your appropriate Passive ability\r\nchecks. For more clarity you can always make an active\r\nability check to learn more about a person, place, or\r\nevent. Once per Adventuring Phase you can add +5 to one\r\nof these active ability checks.\r\n\r\n[h2]Tongues of Many Peoples[\/h2]\r\nYou know a little of many languages. You can hold a simple\r\nconversation in any of the tongues of Men or Elves, and\r\nknow a few common phrases in the tongues of the otherpeoples \u2013 enough to offer a greeting, shout a warning, or\r\ninsult someone.\r\n\r\n[h2]The Path of Wisdom[\/h2]\r\nAt 2nd level choose either Medicine and one skill\r\nproficiency, or Medicine and proficiency with a herbalism\r\nkit. Your proficiency bonus is doubled for any ability\r\nchecks that use either of your choices.\r\nWhenever you gain a new skill proficiency, you may move\r\nyour doubled proficiency bonus to the new skill, to reflect\r\nyour change of focus.\r\n\r\n[h2]Speciality[\/h2]\r\nAt 3rd level you choose a speciality that determines the\r\nfocus of your study. Choose Master Healer or Master\r\nScholar (both are detailed at the end of the class\r\ndescription). The speciality you choose grants you features\r\nat 3rd level, and again at 7th, 10th, 14th and 18th level.\r\n\r\n[h2]Character Improvement[\/h2]\r\nWhen you reach 4th level, and again at 8th, 12th, 16th\r\nand 19th level, you can increase one ability score of your\r\nchoice by 2, or you can increase two ability scores of your\r\nchoice by 1, or you can take a Cultural or Open Virtue.\r\nAs normal, you cannot increase an ability score above 20\r\nusing this feature.\r\n\r\n[h2]Webs of Deceit[\/h2]\r\nAt 5th level, your insight and learning is sufficient to\r\nmanipulate others with well-timed words (or theatrics\r\nand cheap tricks). At the start of any interaction, you may\r\nmake an Intelligence (Insight) test against a DC of 15 + the\r\ntarget\u2019s Wisdom modifier. If successful, then at any point\r\nin the conversation, you may gain advantage on any one\r\nskill check through your scholarship and preparation.\r\nYou might, for example, make a cryptic reference to some\r\nsecret known only to a few people, or remind the personyou\u2019re talking to about the deeds of their forefathers, or\r\nraise your staff to dramatically startle a flock of crows\r\nto underline your words. You might palm a firework, or\r\narrive in just the nick of time.\r\n\r\n[h2]Shadow of the Past[\/h2]\r\nAt 6th level, you find deeper meaning in the long history\r\nof Middle-earth. If you remind another Player-hero of a\r\nrelevant tale from the history of their people, then that\r\ncharacter gains one Scholarly Inspiration die, a d6, which\r\nthey may use to add to any roll. Once you have used this\r\nfeature, you cannot use it again until you have taken a\r\nlong rest.\r\n\r\n[h2]Physician[\/h2]\r\nAt 9th level your use of the Hands of a Healer feature\r\nimproves to cover a greater number of conditions. Now\r\nyou can cure Blinded, Charmed or Deafened conditions.\r\nAdditionally, by expending a Healing Die, you may remove\r\nthe Petrified condition or a level of exhaustion.\r\n\r\n[h2]Hidden Paths[\/h2]\r\nAt 11th level, your mastery of lore is such that you know of\r\nsecret paths, alternative routes and hidden entrances and\r\npassageways in the most unlikely of places. You may grant\r\nadvantage to an ally on any one ability check related to\r\none of the journey roles (Guide, Scout, Hunter or Look-\r\nOut) by describing how your knowledge of obscure places\r\nand secret lore aids you. For example, you might lead the\r\nCompany down a hidden valley when serving as Guide,\r\nor discover a secret dwarf-door as a Scout.\r\nThe paths you take often have their own perils or\r\nencounters; often, this ability takes you out of the frying\r\npan and into the fire. You may only use this ability once\r\nper Adventuring phase.\r\n\r\n[h2]Hope Unlooked-For[\/h2]\r\nAt 13th level, you may make preparations in advance\r\nand only reveal them when the time is right. Once per\r\nAdventuring phase, you may activate this ability and\r\ndescribe actions you took in the past that were unknown\r\nto the rest of the player-heroes, but that have now come\r\nto light. You must then make a suitable skill check to\r\ndetermine how successful these preparations were.\r\nThe Loremaster is entitled to veto any unreasonable\r\nsuggestions.\r\n\r\nExample uses of this ability might include:\r\n\u2022 \u201cI found this ancient map on another adventure, and\r\nI reveal it now.\u201d\r\n\u2022 \u201cI sent word to our allies in Rohan a week ago, and\r\nthey are going to arrive to bolster our defences just\r\nbefore the Orcs attack.\u201d\r\n\u2022 \u201cI guessed the King would imprison us, which is why I\r\nbribed the jailer a week ago to hide a key behind this\r\nloose brick.\u201d\r\n\u2022 \u201cI just happened to bring along these fireworks.\u201d\r\n\r\n[h2]Habits of the Wise[\/h2]\r\nAt 15th level, your learning is such that you know there are\r\nfew who can understand your concerns and worries, and\r\nso you must look to yourself for wise counsel. You may\r\nspend Inspiration to gain another use of a feature that\r\ntypically requires a long rest before you can use it again,\r\nor is usable only once per Adventuring phase. Habits of\r\nthe Wise is itself only usable once per Adventuring phase.\r\n\r\n[h2]Words Unspoken[\/h2]\r\nAt 17th level, you may convey your thoughts without\r\nspeaking aloud. When dealing with high-level Scholars,\r\nElves, D\u00fanedain or other folk of power, you may hold a\r\nfull conversation, speaking mind to mind. Others have\r\na sense or intuition of your words, but cannot reply, and\r\nmay misinterpret your thoughts as their own. You cannot\r\nread the minds of others with this ability.\r\nOnce per long rest, you may send brief snatches of your\r\nthought over great distances, conveying a single word or\r\nshort message in dreams.\r\n\r\n[h2]Great among the Wise[\/h2]\r\nAt 20th level, your knowledge on one subject approaches\r\nabsolute and the Wise widely recognise you as the preeminent\r\nauthority on matters pertaining to your chosen\r\nlore. Choose one Intelligence or Wisdom skill \u2013 you\r\nautomatically succeed at all ability checks using that skill.\r\nAdditionally, you may spend Inspiration to learn\r\nsomething completely hidden about your chosen lore.\r\nWhether by shrewd guess or seemingly chance insight,\r\nyou learn a useful secret that most could have no way of\r\nknowing. You must take a long rest in a Sanctuary before\r\nyou use this feature again.","subclasses":"[i]\"I once knew every spell in all the tongues of Elves or Men\r\nor Orcs that was ever used for such a purpose. I can still\r\nremember ten score of them without searching in my mind.\"[\/i]\r\n\r\nEven the Wise cannot see all ends, or master every branch\r\nof lore. There are always more secrets to discover, and so a\r\nScholar must choose a field of study to specialise in.\r\n\r\n[h1]Master Healer[\/h1]\r\nYou have studied anatomy, physiology and all manner\r\nof curative arts. You know how to use healing herbs and\r\npoultices, how to let blood to purge a wound and how to\r\nbind one, and how to fight sicknesses that assail the spirit\r\nas well as the body.\r\n\r\n[h2]Improved Healing[\/h2]\r\nWhen you choose this speciality at 3rd level you become\r\nan expert at treating injuries. Whenever you use the Hands\r\nof the Healer feature to restore hit points, you roll 2d8 in\r\nplace of 1d8.\r\n\r\n[h2]Healing Lores[\/h2]\r\nAlso at 3rd level, you make a discovery in your quest\r\nto understand the mind and body. You gain another\r\ndiscovery at 7th, 10th, 14th and 18th levels.\r\nWhen you learn a new discovery you may also replace\r\none discovery you already know with a different one.\r\nChoose from the following discoveries.\r\n\r\n[h2]Healing Herbs[\/h2]\r\nYou have studied herb-lore in great depth, and know secret\r\ntechniques to cure illness and poison. A creature now only\r\nneeds a short rest to recover from disease or poison when\r\nyou use your Hands of a Healer feature.\r\nIn addition, you have learned far more than the common\r\nuses of healing herbs and are capable of using them in\r\nmore potent forms, or in new ways. When using medicinal\r\nherbs, use these effects instead of the normal effects of the\r\nherb.\r\n\r\n\u2022 Athelas: Burned into a powder and then boiled, this\r\nherb produces a cloud of vapour that removes a level\r\nof exhaustion from a number of creatures equal to\r\nyour Scholar level.\r\n\r\n\u2022 Hagweed: Ground into a paste, dried and smoked in\r\na pipe, hagweed eases the spirit and cures 1 Shadow\r\npoint. A Master Healer can only cure 1 Shadow point\r\nusing hagweed per year.\r\n\r\n\u2022 Kingcup: A poultice of kingcup applied to a poisoned\r\nwound draws the poison out and heals any damage\r\nthe poison has caused.\r\n\r\n\u2022 Reedmace: Dried, powdered and inhaled, reedmace\r\nallows a person to stay awake and aware for three\r\ndays without the need for sleep or food. After that, the\r\nPlayer-hero gains two levels of exhaustion.\r\n\r\n\u2022 Shadow-thorn: Once double brewed and strained,\r\nshadow-thorn produces a wet residue of plant matter\r\nthat can be used to perfectly mask a creature\u2019s scent,\r\ngiving them advantage on Dexterity (Stealth) ability\r\nchecks for three days.\r\n\r\n\u2022 Water-lily: If dried and ground into a fine powder,\r\nwhite water-lily can be baked into sweet cakes. These\r\ncakes invigorate and revivify, allowing a single person\r\nto gain the advantages of a long rest while taking a\r\nshort rest, provided the Player-hero also gets a good\r\nnight\u2019s sleep.\r\n\r\nIf boiled down to a syrup, red water-lily creates a\r\npotent but evil-smelling liquid. Few who know of this\r\nuse readily produce this remedy, for while it does grant\r\nthe Player-hero +2 to attack and damage rolls for an\r\nhour, it also generates a red anger and 1 Shadow point.\r\n\r\n[h2]Healer\u2019s Staunching Song[\/h2]\r\nThe words of this song and its special tune can help\r\nwounds close and help heal injuries. Once you have\r\nlearned this song, during a short rest you may perform\r\nit for a number of companions equal to your Scholar\r\nlevels. Those benefiting from this song may each recover\r\none of their Hit Dice worth of damage + their Constitution\r\nmodifier without expending any of their Hit Dice.\r\n\r\n[h2]Friend to All[\/h2]\r\nA Master Healer is welcome nearly everywhere, and even\r\nbitter foes will hesitate to attack such a person. Your\r\nreputation and skill precedes you. You gain advantage on\r\nany rolls to convince a person to give you shelter or food for\r\na night. Additionally, if you do not make an attack during\r\ncombat, intelligent foes that do not serve the Shadow will\r\nnot attack you. However, you have sworn to use your skills\r\nto help all who need your aid, so refusing or neglecting to\r\ntreat any potential patient counts as a Misdeed for you.\r\nAdditionally, if you do not have it already, gain proficiency\r\nin the Traditions skill.\r\n\r\n[h2]Softer Underneath[\/h2]\r\nYour studies of the anatomy of various creatures and\r\nbeings have granted you an intimate knowledge of their\r\nweaknesses. If you spend an action studying a target,\r\nyou gain a Precision die that may be applied to a single\r\nattack that hits the creature. This die is a d6 at 3rd level,\r\nand increases to a d8 at 6th, a d10 at 12th, and a d12 at\r\n20th level.\r\n\r\n[h2]Relief from Long Burdens[\/h2]\r\nYou have learned how to heal even the wounds of the\r\nheart and mind. If you spend a long rest doing nothing\r\nbut resting and talking with a willing creature, you may\r\nremove a Shadow point from that creature. The number of\r\nShadow points healed increases to two points at 10th level\r\nand three points at 20th level. You cannot use this ability\r\non yourself, nor can another Master Healer so assist you.\r\n\r\n[h2]The Weapons of the Enemy[\/h2]\r\nYou know how to counteract the various poisons Orcs use.\r\nYou can cure certain terrible wounds inflicted by the evil\r\nspells or weapons of the Enemy, such as Morgul-knives or\r\nthe Black Breath of the Nazg\u00fbl. Additionally, if you do not\r\nhave it already, gain proficiency in the Shadow-lore skill.\r\n\r\n[h2]House of the Healer[\/h2]\r\nAt 14th level, if you reside in a place for more than a year,\r\nit becomes a Sanctuary as long as you remain there. Once\r\nyou leave, this blessing persists for one month per Scholar\r\nlevel.\r\n\r\n[h2]Seen and Unseen[\/h2]\r\nOnce you reach 18th level, even if you have never been\r\nthere, the light of the Blessed Realm shines in your eyes.\r\nYou have advantage on all tests against Corruption, and\r\ncan see invisible creatures and spirits.\r\n\r\n[hr]\r\n\r\n[h1]Master Scholar[\/h1]\r\nYou have studied ancient books and scrolls in the treasured\r\nlibraries of the great cities, or you learned rhymes of lore\r\nand secrets unwritten from some older master. You know\r\nmuch that is hidden or lost.\r\n\r\n[h2]Bonus Proficiency[\/h2]\r\nWhen you choose this speciality at 3rd level, you gain\r\nproficiency in a single Intelligence or Wisdom skill of your\r\nchoice.\r\n\r\n[h2]Secret Lores[\/h2]\r\nAlso at 3rd level, you learn one branch of obscure or\r\nhidden lore. You gain another secret at 7th , 10th, 14th\r\nand 18th levels.\r\n\r\nChoose from the following secrets.\r\n\r\n[h3]Ancient Lore[\/h3]\r\nYour knowledge stretches back to the Elder Days. You\r\nknow the names of the Two Trees, the Tale of the Three\r\nJewels and the terror of the Great Enemy Morgoth. You\u2019veheard the tales of the Elven Kingdoms of Beleriand, now\r\nlost beneath the sea, and the stolen halls of the Dwarf\r\nLords, and you know of the rise and fall of the D\u00fanedain.\r\nYou may make Intelligence (History) ability checks without\r\npenalty regarding ancient matters.\r\nAdditionally, if you do not have it already, gain proficiency\r\nwith History.\r\n\r\n[h3]Birds & Beasts[\/h3]\r\nYou have learned the secret speech of a specific breed of\r\nanimal, such as the speech of eagles or foxes. You can\r\ncommunicate with them using skills such as Deception,\r\nInsight, Intimidation and Persuasion. Animals may be\r\npersuaded to carry messages, spy on areas or even lead a\r\nMaster Scholar to food and water.\r\nThe communication is limited to the knowledge of the\r\nanimal in question and animals tend to care only about the\r\nthings of their world, such as food, shelter and predators,\r\npaying little attention to the goings-on of larger creatures;\r\nhowever, a great deal of knowledge can be gleaned from\r\ntheir speech, and while a songbird might not be able to tell\r\nan Orc from a Hobbit, she will note which is despoiling\r\nthe forest.\r\n\r\nYou may choose this secret a second time. If you do, your\r\nknowledge expands from a specific breed to all creatures of\r\na similar kind and you gain Advantage on your Charisma\r\nskills regarding them. For example, when you first select\r\nthis secret, you learn the hooting speech of owls; with your\r\nsecond, you learn the tongues of all birds and gain their\r\nfavour.\r\n\r\n[h3]Dark Knowledge[\/h3]\r\nDark and terrible is the lore of the Enemy and you,\r\nperhaps, know more of it than is safe. Upon selecting\r\nthis secret, you learn the Black Speech of Mordor and\r\ncan make ability checks about information regarding the\r\nShadow and its followers without penalty. Additionally,\r\nif you do not already possess it, gain proficiency with\r\nShadow-lore.\r\nFinally, when you learn this Secret, you gain 4 Shadow\r\npoints.\r\n\r\n[h3]Natural World[\/h3]\r\nYou know the secret properties of many plants, for good\r\nand ill, readily identifying natural poisons. You can tell if\r\na beast is natural or not just by looking at it. While you\r\nmay not have met them, you know of the existence of the\r\nShepherds of the Trees, the Ents of Fangorn Forest. With\r\na successful DC 15 Intelligence (Nature) ability check\r\nyou can correctly identify a Blighted area, and can guess\r\nroughly what caused it to become blighted. If you travel\r\nthrough an area whose blight you successfully deduced,\r\nyou have advantage on your Wisdom saving throw against\r\nCorruption.\r\nIn addition, if you do have it already, gain proficiency with\r\nthe Nature skill.\r\n\r\n[h3]Runes[\/h3]\r\nYou know the secrets of reading old runes, from the ancient\r\nTengwar to the Alphabet of Daeron \u2013 the Angerthas Moria.\r\nYou are adept at finding lore hidden within cunning texts\r\nand have advantage on Intelligence (Lore) ability checks\r\nregarding all such matters.\r\n\r\nFinally, you can automatically discern where Dwarven\r\nmoon-letters have been inscribed (though you cannot\r\nread them without the correct moon!).\r\n\r\n[h3]Works of Elder Days[\/h3]\r\nYou know of the wondrous creations of the Elven-smiths\r\nof Eregion and the other great smiths and craftsmen of\r\nyore, and know some of the ways their works can be\r\nemployed by those with the right knowledge. You can\r\nidentify the properties of wondrous artefacts by making\r\na DC 15 Intelligence (Investigation) ability check. On a\r\nsuccess, you can identify one Blessing and make a decent\r\nguess at other abilities that might be hidden within such\r\nan item.\r\n\r\nIn addition, gain proficiency in three artisan\u2019s tools of\r\nyour choice.\r\n\r\n[h2]Deep Knowledge[\/h2]\r\nAt 14th level, your accumulated knowledge over the years\r\nhas given you bits and pieces about people, locations,\r\nobjects and events that you are likely to encounter.\r\nMuch of this information is stored in your head, but even\r\nmore is contained in scrolls and books that you have\r\naccess to, as well as others among the Wise whose counsel\r\nyou can ask for.\r\n\r\nWhen you first encounter a person, object, location or\r\nevent, you may ask the Loremaster three questions about\r\nit, for which they will provide truthful answers. If you do\r\nso, in addition to the lore you learn, you have advantage\r\non any subsequent ability checks directly regarding\r\nthat person, object, location or event for the rest of the\r\nAdventuring phase. Due to the sometimes intense nature\r\nof recalling such information, you may not use this feature\r\nagain until you have taken a long rest in a Sanctuary.\r\n\r\n[h2]Words of Command[\/h2]\r\nAt 18th level, your mastery of lore gives you authority\r\nover the world around you. Once per short rest you may\r\nspeak a word of command. When you do so, choose a\r\ntarget related to one of the secrets you have mastered and\r\nmake the appropriate skill check against a DC set by the\r\nLoremaster (typically at least a DC 20). If successful, you\r\nmay give a short but irresistible command to your target.\r\nFor example:\r\n\u2022 Ancient Lore: Command a door made by the Elves\r\nof Eregion to open.\r\n\u2022 Birds and Beasts: Order a fearsome wolf to fly back\r\nto its den.\r\n\u2022 Dark Knowledge: Command a wraith to return to\r\nits tomb.\r\n\u2022 Natural World: Order a pile of firewood to burst\r\ninto flame.\r\n\u2022 Runes: Command moon-letters to reveal themselves\r\nin the full light of day.\r\n\u2022 Works of Elder Days: Wrench control of a palantir\r\nfrom the will of the Dark Lord.","tabledata":"Level|Proficiency Bonus|Features\r\n1 |+2|Hands of a Healer, News from Afar, Tongues of Many Peoples\r\n2| +2| The Path of Wisdom\r\n3| +2 |Speciality\r\n4 |+2 |Character Improvement\r\n5 |+3 |Webs of Deceit\r\n6 |+3 |Shadow of the Past\r\n7 |+3 |Speciality Feature\r\n8 |+3 |Character Improvement\r\n9 |+4 |Physician\r\n10| +4 |Speciality Feature\r\n11 |+4 |Hidden Paths\r\n12 |+4 |Character Improvement\r\n13 |+5 |Hope Unlooked-For\r\n14 |+5 |Speciality Feature\r\n15 |+5 |Habits of the Wise\r\n16 |+5 |Character Improvement\r\n17 |+6 |Words Unspoken\r\n18 |+6 |Speciality Feature\r\n19 |+6 |Character Improvement\r\n20 |+6 |Great Among The Wise","tags":"Adventure in Middle Earth, ","templateId":"25","blockId":"212053","isShared":"1"}