Recently I acquired Masters of the Mundane, a supplement with non-magical classes that parallel the spellcasters of standard D&D 5e. Since I can’t seem to let go of this idea, I thought I’d create a character using the “Scholar” class, which is a very rough parallel to the Wizard.
Note that quoted text, below, comes from Masters of the Mundane.
Nicodemus Torquatus
| Ancestry | Background | Class | Subclass | Level | HD | Max HP | AC |
|---|---|---|---|---|---|---|---|
| Human | sage | Scholar | Arcanist | 3 | d8 | 24 | 12 |
Attacks
| Weapon | Attack | Dice |
|---|---|---|
| Handaxe | +0 | 1d6 slashing |
| Light Crossbow | +1 | 1d8 piercing |
| Quarterstaff | +0 | 1d6/1d8 bludgeoning |
Defenses
| Source | AC |
|---|---|
| Leather | 11 |
| Dex Mod | +1 |
| TOTAL | 12 |
Ability Scores
| Str | Dex | Con | Int | Wis | Cha | |
|---|---|---|---|---|---|---|
| Base | 10 | 12 | 13 | 15 | 14 | 8 |
| Anc. | +1 | +1 | +1 | +1 | +1 | +1 |
| — | – | – | – | – | – | – |
| Score | 11 | 13 | 14 | 16 | 15 | 9 |
| Mod. | +0 | +1 | +2 | +3 | +2 | -1 |
Proficiencies
Proficiency Bonus: +2
Saves
| Save | Base | Prof | Total |
|---|---|---|---|
| Str | +0 | +0 | |
| Dex | +1 | +1 | |
| Con | +2 | +2 | |
| Int | +3 | +2 | +5 |
| Wis | +2 | +2 | +4 |
| Cha | -1 | -1 |
Skills
| Skill | Base | Prof | Total |
|---|---|---|---|
| Acrobatics (Dex) | +1 | +1 | |
| Animal Handling (Wis) | +2 | +2 | |
| Arcana (Int) | +3 | +4 | +7 |
| Athletics (Str) | +0 | +0 | |
| Deception (Cha) | -1 | -1 | |
| History (Int) | +3 | +2 | +5 |
| Insight (Wis) | +2 | +2 | |
| Intimidation (Cha) | -1 | -1 | |
| Investigation (Int) | +3 | +2 | +5 |
| Medicine (Wis) | +2 | +2 | |
| Nature (Int) | +3 | +3 | |
| Perception (Wis) | +2 | +2 | +4 |
| Performance (Cha) | -1 | -1 | |
| Persuasion (Cha) | -1 | -1 | |
| Religion (Int) | +3 | +2 | +5 |
| Sleight/Hand (Dex) | +1 | +1 | |
| Stealth (Dex) | +1 | +1 | |
| Survival (Wis) | +2 | +2 |
Languages
- Common
- Elvish
- Dwarvish
- Gnomish
Tools
- Alchemist’s Supplies
- Herbalism Kit
Weapons & Armor
- Simple weapons
- Light armor
Abilities
Ancestry
Size: Medium
Speed: 30'
Languages speak/read/write Common and one extra.
Background
Specialty: Librarian
Researcher: When you attemppt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it.
Class
Quick Witted
At first level, you are an exceptionally quick thinker and can use your wits to overcome nearly any type of problem. When you make an ability check, you can choose to add your Intelligence modifier to the check. You must decide to use this ability before rolling the check.
You can do this a number of times equal to your Intelligence modifier (a minimum of once), and regain all uses when you finish a long rest.
Studied Target
Also at first level, your encyclopedic knowledge of monsters allows you to quickly recall or identify vulnerabilities in a creature. As a bonus action, you can study one creature you can see within 60 feet of you. You learn the creature’s damage vulnerabilities, and the creature becomes your studied target until you use this ability on another creature or finish a short or long rest.
When you reach 3rd level in this class, you also learn the creature’s damage immunities, if any, when you study it.
Academic Insights
In your studies, you have made certain discoveries, reached certain conclusions, or learned certain techniques which are useful in your life as an adventurer.
At 2nd level, you gain one academic insight of your choice. Your insight options are detailed at the end of the class description. When you gain certain Scholar levels, you gain additional insights of your choice, as shown in the Academic Insights column of the Scholar table.
Additionally, when you gain a level in this class, you can choose one of the insights you know and replace it with another insight that you could learn at that level. If an academic insight has prerequisites, you must meet them to learn it. You can learn the insight at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.
Polyglot
Also at 2nd level, your studies of other cultures and history have made you particularly skilled at learning languages. You learn to read, write, and speak one language of your choice. You learn one additional language when you reach level 6 in this class, and another when you reach levels 10, 15, and 20.
Scholastic Discipline: Arcanist
Mystic Disciple
At 3rd level, your studies grant you great insight into all things arcane. You gain proficiency in Arcana. If you are already proficient, you instead add double your proficiency bonus to all Intelligence (Arcana) checks. You also gain proficiency with alchemist’s supplies, the poisoner’s kit, or the herbalism kit (your choice).
Arcane Compound
Also at 3rd level, you have learned to prepare several compounds with deadly effects. As an action, you can use any of the compounds listed below. You must have access to a set of alchemist’s tools, herbalism kit, or poisoner’s kit in which you are proficient to take this action. If a compound requires a creature to make a saving throw, the DC is 8 + your proficiency bonus + your Intelligence modifier.
- Aqua Fortis You throw a small vial of potent acid to a location you can see within 60 feet of you. Each creature within 5 feet of that point must make a Dexterity saving throw. They take 2d6 acid damage on a failure. The damage increases to 3d6 when you reach 6th level in this class, 4d6 at 9th level, 5d6 at 12th level, 6d6 at 15th level, and 7d6 at 18th level.
- Black Powder You throw a small amount of an explosive substance to a location you can see within 60 feet of you. Each creature within 5 feet of that point must make a Dexterity saving throw. They take 2d6 fire damage on a fail. The damage increases to 3d6 when you reach 6th level in this class, 4d6 at 9th level, 5d6 at 12th level, 6d6 at 15th level, and 7d6 at 18th level.
- Mandrake Root You blow a small cloud of a powdered hallucinogen at a creature you can see within 10 feet of you. The creature must make a Wisdom saving throw, taking 2d10 psychic damage on a failure. The damage increases to 3d10 when you reach 6th level in this class, 4d10 at 9th level, 5d10 at 12th level, 6d10 at 15th level, and 7d10 at 18th level.
- Nightshade You coat a melee weapon or piece of ammunition for a ranged weapon you are holding with poison and make an attack with it. On a hit, the target suffers the attack’s usual effects and must make a Constitution saving throw. On a failure, they take 2d6 poison damage and are poisoned until the end of your next turn. On a success, they take half as much damage and aren’t poisoned. The damage increases to 3d6 when you reach 6th level in this class, 4d6 at 9th level, 5d6 at 12th level, 6d6 at 15th level, and 7d6 at 18th level.
- Quicklime You release a cloud of a caustic powder that can render enemies blind. Each creature within a 15 foot cone must make a Constitution saving throw or be blinded for 1 minute. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. On a successful save, a creature is immune to this compound for 1 hour.
- Seer’s Sage You or a creature within 5 feet of you inhale the smoke or consume the leaf of a plant that allows you to briefly open your mind. For the next 10 minutes, the creature that received this compound has advantage on Wisdom or Intelligence ability checks (your choice when you use this compound). A creature that has benefited from this compound cannot do so again until they finish a short or long rest.
Academic Insights
Archaeologist
You have studied the legends of lost artifacts of countless civilizations. By spending 10 minutes studying an object, you can determine whether it is magical and what properties it has, as if casting the Identify spell on it.
Excavation Expert
Your experience in ancient ruins has made you especially wary of traps. You have advantage on ability checks to find traps and saving throws to avoid or resist traps. You also have resistance to damage dealt by traps.
Feats
None.
Characteristics
Personality
There’s nothing I like more than a good mystery.
Ideal
Knowledge: the power to power and self-improvement is through knowledge.
Bond
My life’s work is a series of tomes related to a specific field of lore.
Flaw
Most people scream and run when they see a demon. I stop and take notes on its anatomy.
Equipment
- handaxe
- quarterstaff
- light crossbow w/ 20 bolts
- leather armor
- backpack (explorer’s pack)
- bedroll
- mess kit
- tinderbox
- 10 torches
- 10 days of rations
- waterskin
- 50’ rope
- bottle of black ink
- quill
- small knife
- letter from dead colleague
- common clothes
- 10 gp