SIGNING IN

Hit Points

Hit Dice 1d8 per level

Proficiencies

INT , WIS

Scholar

Level Proficiency Bonus Features Craft Slots
1 + 2 Crafts Rhymes of Lore Unarmoured Defence 1
2 + 2 Crafts Rhymes of Lore Unarmoured Defence 1
3 + 2 Crafts Rhymes of Lore Unarmoured Defence 2
4 + 2 Crafts Rhymes of Lore Unarmoured Defence 2
5 + 3 Crafts Rhymes of Lore Unarmoured Defence 3
6 + 3 Crafts Rhymes of Lore Unarmoured Defence 3
7 + 3 Crafts Rhymes of Lore Unarmoured Defence 4
8 + 3 Crafts Rhymes of Lore Unarmoured Defence 4
9 + 4 Crafts Rhymes of Lore Unarmoured Defence 5
10 + 4 Crafts Rhymes of Lore Unarmoured Defence 5

Class Features

Level 1

Crafts
Rhymes of Lore
Unarmoured Defence

Level 10

Expertise
Rhymes of Lore (d10)
Unfailing Rhymes

Level 2

Cunning Mind
Hands of a Healer

Level 3

Expertise
Scholar Tradition

Level 4

Virtue

Level 5

Rhymes of Lore (d8)
Unending Rhymes

Level 6

Virtue

Level 7

Scholar Tradition feature

Level 8

Virtue

Level 9

Hands of a Healer (d8)

Proficiencies

Armor

light

Weapons

simple

Skills

Starting Equipment

Class Features

Crafts (Level 1)

You have learned techniques that have been passed down along the generations. These crafts do not translate into mere skill but represent obscure branches of knowledge, forgotten by most and seeming almost magical to uneducated eyes.

  • Craft Slots:
  • Known Crafts:

Rhymes of Lore (Level 1)

Rhymes of Lore are short verses created by many cultures to help them remember significant facts from ancient history which might otherwise be lost. You can use a bonus action on your turn to choose one creature (including yourself) within 30 feet of you who can hear and understand you. That creature gains one Lore die, a d6.

Once within the next minute, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after seeing the roll before deciding to use the Lore die, but must decide before the Loremaster says whether the roll succeeds or fails. Once the Lore die is rolled, it is lost. A creature can have only one Lore die at a time.

You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain any expended uses when you finish a long rest.

Your Rhymes of Lore die changes when you reach certain levels in this calling. The die becomes a d8 at 5th level, and a d10 at 10th level.

Unarmoured Defence (Level 1)

Beginning at 1st level, while you are wearing no armour and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Cunning Mind (Level 2)

Starting at 2nd level, you can take a bonus action on each of your turns in combat. This action can be used only to make an Intelligence or Wisdom check, or to take the Help action.

Hands of a Healer (Level 2)

Beginning at 2nd level, you can use healing techniques to treat the wounds of your allies during a short rest. Choose a number of friendly creatures (including yourself) who spent one or more Hit Dice at the end of the short rest, up to twice your proficiency bonus. Each of those creatures regains an extra 1d6 hit points for each Hit Die spent.

The extra hit points increase to 1d8 when you reach 9th level in this calling.

Expertise (Level 3)

At 3rd level, choose any combination of two of your skill and tool proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 10th level, you can choose another two proficiencies (in skills or with tools) to gain this benefit.

Scholar Tradition (Level 3)

Also at 3rd level, you choose a tradition that determines the focus of your study. Choose Healing or Lore (both are detailed at the end of the calling description). The tradition you choose grants you features at 3rd level and again at 7th level.

Virtue (Level 4)

At 4th level, and again at 6th and 8th level, you can take a common or cultural virtue of your choice. You can take each virtue only once. As normal, you cannot increase an ability score above 20 using this feature.

Rhymes of Lore (d8) (Level 5)

The die becomes a d8 at 5th level.

Unending Rhymes (Level 5)

Beginning when you reach 5th level, you regain all of your expended uses of Rhymes of Lore when you finish a short or long rest.

Virtue (Level 6)

At 6th level, you can take a common or cultural virtue of your choice. You can take each virtue only once. As normal, you cannot increase an ability score above 20 using this feature.

Scholar Tradition feature (Level 7)

At 7th level, you gain a feature granted by your Scholar Tradition feature.

Virtue (Level 8)

At 8th level, you can take a common or cultural virtue of your choice. You can take each virtue only once. As normal, you cannot increase an ability score above 20 using this feature.

Hands of a Healer (d8) (Level 9)

The extra hit points increase to 1d8 when you reach 9th level in this calling.

Expertise (Level 10)

At 10th level, you can choose another two proficiencies (in skills or with tools) to gain this benefit.

Rhymes of Lore (d10) (Level 10)

The die becomes a d10 at 10th level.

Unfailing Rhymes (Level 10)

At 10th level, your Rhymes of Lore mastery is such that those who listen to them are bound to succeed. When a creature adds one of your Lore dice to its ability check, attack roll, or saving throw and the roll fails, the creature can keep the Lore die.

Multiclassing

Multiclassing Requirements

{"int":13}

Proficiencies Gained

Armor light
Skills Choose Choose 1 from Animal Handling, Insight, Investigation, Medicine, Nature, Old Lore|Tlotrr, Performance, Riddle|Tlotrr, Travel|Tlotrr
Toolproficiencies Choose Choose 1 from Calligrapher's Supplies, Cartographer's Tools, Herbalism Kit, Musical Instrument, Navigator's Tools, Pipe|Tlotrr
Tools One of the tools from the class' tools list
Weaponproficiencies Simple: true
Weapons simple

Subclasses

Healing
TLotRR
Lore
TLotRR

Subclass Features

Healing

Healing (Level 3)

Few can hope to learn as much as you will about the healing arts. Your skill can mend the body, as well as the mind and the spirit.

Bonus Proficiencies

When you choose this tradition at 3rd level, you gain proficiency in the Medicine skill and with the herbalism kit. If you are already proficient in any one of them, you add double your proficiency bonus to checks you make with it.

Wise Leechcraft

Also starting at 3rd level, you add your Wisdom modifier (minimum of +1) to your Intelligence (Medicine) checks, to the hit points regained for each Hit Die spent by any creature you choose as the target of your Hands of a Healer, and to the number of uses of your Rhymes of Lore. The Lore dice granted by these additional uses can only be added to Intelligence (Medicine) checks.

In addition, when a creature would roll a Lore die it gained from you on an Intelligence (Medicine) check, it instead uses the highest number possible for the die.

A Cure for Weariness (Level 7)

Beginning at 7th level, the healing you impart on others also shakes off their weariness. During a short rest, you can reduce a creature's exhaustion level by one. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain any expended uses when you finish a long rest.

Lore

Lore (Level 3)

Some say that lore-masters risk accumulating knowledge at the expense of wisdom. You are determined to prove them wrong.

Bonus Proficiencies

When you choose this tradition at 3rd level, you gain proficiency in the Old Lore skill and with calligrapher's supplies. If you are already proficient in any one of them, you add double your proficiency bonus to checks you make with it.

Lore-Master

Also at 3rd level, when a creature rolls a Lore die it gained from you, the creature can reroll the Lore die and use either total.

Words of Command (Level 7)

At 7th level, when you roll a Lore die and add the number rolled to an ability check using a skill other than Medicine, you can obtain a magical success. You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain any expended uses when you finish a long rest.