Scholar FAQ
What is the Scholar class in D&D?
The Scholar is a 10-level calling from *The Lord of the Rings Roleplaying*, published by Free League. It uses a d8 Hit Die, Intelligence and Wisdom as its primary abilities, light armor, Crafts, Rhymes of Lore, Hands of a Healer, Expertise, and a Scholar Tradition chosen at 3rd level. The two Traditions are Healing and Lore.
The Scholar is the knowledge-and-healing calling of *The Lord of the Rings Roleplaying*. It fills many roles that ordinary Fifth Edition games would distribute between skill experts, healers, ritual users, and low-magic support characters. It does not function as a conventional full spellcaster. Instead, the calling uses Crafts, Lore dice, expertise, practical healing, and scholarly traditions.
Core class profile
The Scholar uses a d8 Hit Die.
Its primary abilities are Intelligence and Wisdom.
Saving throw proficiencies are Intelligence and Wisdom.
The calling is proficient with light armor and simple weapons and gains several tool proficiencies from a specialised list.
Crafts
At 1st level, the Scholar gains access to Crafts.
Crafts are an important low-magic subsystem in *The Lord of the Rings Roleplaying*.
They represent specialised practical or subtle supernatural knowledge rather than ordinary D&D spell slots.
The number of Craft slots grows through the Scholar progression.
Rhymes of Lore
Rhymes of Lore is one of the defining support mechanics.
The Scholar grants Lore dice that can improve important ability checks, attack rolls, or saving throws according to the feature.
The Lore die starts as a d6, improves to d8 at 5th level, and reaches d10 at 10th level.
At 5th level, Endless Rhymes improves recovery so expended uses return on a short or long rest.
At 10th level, Unfailing Rhymes makes failed rolls using the Scholar's Lore die more forgiving under the feature's rule.
Unarmoured Defence
The Scholar has an Unarmoured Defence feature as part of its 1st-level chassis.
While wearing no armour and not wielding a shield, the Scholar's Armor Class equals 10 + Dexterity modifier + Wisdom modifier. This gives the Scholar a defensive option that rewards Wisdom without requiring heavier armour.
Cunning Mind
At 2nd level, Cunning Mind allows a bonus action to make an Intelligence or Wisdom check or take the Help action.
That makes the Scholar unusually good at contributing knowledge or assistance without sacrificing the main action.
Hands of a Healer
Also at 2nd level, Hands of a Healer improves short-rest recovery.
Friendly creatures who spend Hit Dice during the rest can recover additional hit points from the Scholar's treatment.
The extra healing die improves later.
This is not ordinary spell healing.
It rewards planning rests and using medical expertise.
Expertise and Scholar Tradition
At 3rd level, the Scholar gains Expertise in two selected skill or tool proficiencies.
Additional Expertise arrives at 10th level.
The same level also grants a Scholar Tradition:
- Healing;
- Lore.
The Tradition receives another feature at 7th level.
Party role
A Scholar can function as:
- healer;
- knowledge expert;
- investigator;
- tool specialist;
- Help-action supporter;
- Lore-die buffer;
- Craft user;
- social or exploration adviser.
The calling is strongest in games where information, journeys, recovery, and practical solutions matter as much as direct combat.
In short
The Scholar is a low-magic support and expertise calling built around Intelligence and Wisdom.
Rhymes of Lore helps the party succeed.
Hands of a Healer improves recovery.
Crafts provide specialised utility.
Healing or Lore determines the character's field of mastery.