The expert is maybe a little trickier. We already have expert classes in the bard and rogue. However, the scholar can (and IMO should) be more than just an expert. All of the classes in 5e have a special thing about them that thematically and mechanically distinguishes them. I don't think that's hard to do with a warlord (in fact, more than one design has been shown in this thread). I think that the scholar also has ample room for this (in fact, I think they did give the AiME version something, though I don't recollect the specifics ATM).
My point is there is a difference between mastery and learning. The wizard and the fighter are masters at their craft. Somuch so that they don't have base ablity of much else outside of the classes.
A scholar might want to learn History, Medicine, Nature, Religion, Survival, and Investigation and as well as a few tools and be experts at them like a "renaissance man". Neither the Wizard nor Fighter can do this until high levels when they take several feats.
Oh an contrary to popular believe, many fantasy writers include non-wizard experts in their settings as "Wizards don't understand Muggle science" is a common trope.
That was the bar already. Wizards are masters at Wizardry not Medicine or Nature or History.
The wizard is a Scholar of the Arcane (page 112) not Scholar of the Mundane.
It's not limiting. Like I said "Wizards don't understand Muggle science" is a common fantasy trope.
It's only D&D where "Everything must be a spell and if its not healing Wizard have access to that spell."
"College Professor" would hire a fencing coach before adventuring.
They wouldn't be a fighter though. A fighter is an elite warrior.
The college professor with a little fencing feels like a bard with no magic or songs - but even better rolls on knowledge checks. Or maybe the college professor with a little fencing is a rogue with no back stab - but better than bard roles on knowledge checks. Giving up all of the magic and songs for bonus knowledge checks feels like a nerf to me. Giving up backstab could depending on the campaign.
The alchemist is literally artificer subclass.
You can "fantasy adventurer up" almostany Fantasy jo.
Your Fantasy Adventurer Blacksmith has proficiency with warhammer and light hammers, a special hammer attack or two, can give X weapons and armors +1, and has fire resist from the forge.
How is a party member where if you give them a few months can make weapons with a+1 enhancement bonus and has resistance to fire, but not great at combat because the fighter is the elite warrior, at all that useful actually
on the adventure.
Your Fantasy Adventurer Barber has poficieny with daggers, deals bonus damage with them, can cause bleeding wounds, use their scissors as thieves tools, is an expert at disguise and disguising other, and knows all the gossip and sports news.
How is your barber not just a kitschy rogue? (But I like it).
You Fantasy Adventurer Herbalist knows all the plants, can make drugs with special effects, knows their way around the poisoner's kit, and has a few druid cantrips.
A PF alchemist without the Jekkyl and Hyde ability or bomb throwing feels again like someone you go buy things from.
Your fantasy Animal Handler tells their fully armored bear and wolf to maul the orcs.
And when the bear and wolf are killed they can go off for a few months to train more while the rest of the party keeps adventuring. Is a druid who is allowed to take 4x animal companion, but with no ability to magically summon animals, no spells, and takes time to train the animals because he doesn't have magic to do it a thing that works well after the animals are wiped out by the first fireball?
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"Scholar" feels like it would be great at traditional medicine - which might cure poison but isn't going to remove a high level magical curse or bring you back from 0 to full in an instant. "Scholar" feels like they would be great at survival skills and could make sure the party doesn't get fatigue in a LevelUpA5e type setting, but they aren't going to magically conjure up food in a prison cell or make an instant hut or fortress on the tundra in a few seconds. "Scholar" feels like it would be great at identifying plants, but they aren't going to conjure up ones that aren't there or make them grow quickly into a defensive wall that grabs the enemies. "Scholar" feels like it would be great at history, but won't be able to decipher a language from a lost world or other plane in a few seconds. "Scholar" feels like they could probably do a ton of the fluff nature things a lot better than a Ranger can, and then be as good as a cantrip-less wizard or maybe rogue without backstab in combat.
Do you want "Super-Scientist" instead of "Scholar"?
If so, I retract my complaint about everything but the name.