Savant: Difference between revisions

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'''Hit Dice.''' 1d8 per Savant Level<br>
'''Hit Dice.''' 1d8 per Savant Level<br>
'''1st Level Hitpoints.''' 8 + your Constitution Modifier<br>
'''1st Level Hitpoints.''' 8 + your Constitution Modifier<br>
'''Higher Level Hitpoints.''' 1d8 (or 5) + your Constitution Modifier per Savant Level after 1st<br>
'''Higher Level Hitpoints.''' 1d8 (increase to 5) + your Constitution Modifier per Savant Level after 1st<br>
'''Armor Proficiencies.''' Light Armor<br>
'''Armor Proficiencies.''' Light Armor<br>
'''Weapon Proficiencies.''' [[Armor and Weapons#Simple Weapons|Simple Weapons]], [[Armor and Weapons#Martial Ranged Weapons|Hand Crossbows]], [[Armor and Weapons#Martial Melee Weapons|Rapiers]], [[Armor and Weapons#Martial Melee Weapons|Sabers]], and [[Armor and Weapons#Martial Melee Weapons|Whips]].<br>
'''Weapon Proficiencies.''' [[Armor and Weapons#Simple Weapons|Simple Weapons]], [[Armor and Weapons#Martial Ranged Weapons|Hand Crossbows]], [[Armor and Weapons#Martial Melee Weapons|Rapiers]], [[Armor and Weapons#Martial Melee Weapons|Sabers]], and [[Armor and Weapons#Martial Melee Weapons|Whips]].<br>
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| [[Savant#Quick Study|Quick Study]] || 5th || You gain several Proficiencies that you can change that Proficiency during a Short or Long Rest
| [[Savant#Quick Study|Quick Study]] || 5th || You gain several Proficiencies that you can change that Proficiency during a Short or Long Rest
|-
|-
| [[Savant#Keen Awareness|Keen Awareness]] || 7th || You can't be [[Conditions#Surprised|Surprised]] and you can use a Reaction at the start of combat to Mark a creature, or take the Help, Ready, Recall, or Search Action
| [[Savant#Keen Awareness|Keen Awareness]] || 7th || You can't be Surprised and you can use a Reaction at the start of combat to Mark a creature, or take the Help, Ready, Recall, or Search Action
|-
|-
| [[Savant#Flash of Brilliance|Flash of Brilliance]] || 9th || You can add your Intellect Die to the Saving Throw of an ally
| [[Savant#Flash of Brilliance|Flash of Brilliance]] || 9th || You can add your Intellect Die to the Saving Throw of an ally
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| [[Savant#Profound Insight|Profound Insight]] || 18th || You can make your Mark horrible at doing anything as an Action
| [[Savant#Profound Insight|Profound Insight]] || 18th || You can make your Mark horrible at doing anything as an Action
|-
|-
| [[Savant#Undisputed Genius|Undisputed Genius]] || 20th || Your Intelligence Score and Maximum increases by 4 and your minimum roll on your Intellect Die is your Intelligence Score.
| [[Savant#Undisputed Genius|Undisputed Genius]] || 20th || Your Intelligence Score and Maximum increases by 4 and your minimum roll on your Intellect Die is your Intelligence Modifier.
|}
|}
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''1st Level Savant Feature''<br>
''1st Level Savant Feature''<br>
You can rapidly analyze a foe. As a Bonus Action, you can analyze a creature you can see within 60ft of you, designating it as your Mark. While you are Concentrating on this effect, you gain the following benefits:
You can rapidly analyze a foe. As a Bonus Action, you can analyze a creature you can see within 60ft of you, designating it as your Mark. While you are Concentrating on this effect, you gain the following benefits:
*When you hit your Mark with an Attack or observe it for 1 minute, you learn of the following characteristics fo your choice:
*When you hit your Mark with an Attack or observe it for 1 minute, you learn of the following characteristics of your choice:
:*Its highest Ability Score
:*Its highest Ability Score
:*Its lowest Ability Score
:*Its lowest Ability Score
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*You have Advantage on Intelligence and Wisdom Checks made to analyze or recall information about your Mark.
*You have Advantage on Intelligence and Wisdom Checks made to analyze or recall information about your Mark.
*You can make an Intelligence Saving Throw, in place of Constitution, to maintain Concentration on your Mark.
*You can make an Intelligence Saving Throw, in place of Constitution, to maintain Concentration on your Mark.
The creature remains your Mark until it is Hidden from you, you lose Concentration on he effect, or if you use this feature to Mark . This Mark ends early if the creature is Hidden from you, if you lose your Concentration, or if you use this feature to Mark another creature.
This Mark ends if the creature is Hidden from you, if you lose your Concentration on the effect, or if you use this feature to Mark another creature.
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''3rd, 6th, 13th, and 17th Level Savant Feature''<br>  
''3rd, 6th, 13th, and 17th Level Savant Feature''<br>  
You choose one of the following Academic Disciplines which represent your field of study and expertise.
You choose one of the following Academic Disciplines which represent your field of study and expertise.
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{| class="wikitable"
|+ Academic Disciplines
|-
! Academic Discipline !! Complexity (1-5) !! Description
|-
| [[Savant#Expert Archaeologist|Expert Archaeologist]] || 2 || You become a masterful dungeon delver, perfecting the art of avoiding traps and using the magical loot you find.
|-
| [[Savant#Expert Culinarian|Expert Culinarian]] || 4 || You become a masterful chef, cooking up monsters based on their type into scrumptous morsels for you and your allies to eat and gain new strengths.
|-
| [[Savant#Expert Investigator|Expert Investigator]] || 1 || You become a masterful detective, being able to find clues that others wouldn't be able to, while making the city streets your favored domain and packing a punch.
|-
| [[Savant#Expert Naturalist|Expert Naturalist]] || 2 || You become a masterful survivalist, learning the lessons you need to survive, teaching those lessons to your friends, while you ''"Improvise, Adapt, and Overcome." - Bear Grylls''.
|-
| [[Savant#Expert Orator|Expert Orator]] || 3 || You become a msterful debater, learning rhetorical techniques to defeat any opponent in a debate while gaining the ability to sway crowds with your expert word-smithing.
|-
| [[Savant#Expert Physician|Expert Physician]] || 2 || You become a masterful healer, using a variety of techiques to heal your allies from any ailment they could have, while using your knowledge of the humanoid body to strike your foes in just the right place to disable them.
|}
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==== Ability Score Improvement ====
==== Ability Score Improvement ====
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Additionally, when you roll Initiative at the start of combat, you can use your Reaction to do one of the following before any other creature acts:
Additionally, when you roll Initiative at the start of combat, you can use your Reaction to do one of the following before any other creature acts:
*Use your Adroit Analysis feature to Mark a creature you can see.
*Use your Adroit Analysis feature to Mark a creature you can see.
*Make an Intelligence Check to recall information.
*Take the Help, Ready, Recall, or Search Action.
*Take the Help, Ready, or Search Action.
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==== Craftsmanship ====
==== Craftsmanship ====
You are a student of fine creation. You gain Proficiency and Expertise with [[Adventuring Gear#Artisan's Tools|Jeweler's Tools]].<br>
You are a student of fine creation. You gain Proficiency and Expertise with [[Adventuring Gear#Artisan's Tools|Jeweler's Tools]].<br>
Also, while you are in sunlight you can spend 1 hour using a Set of [[Adventruing Gear#Artisan's Tools|Jewler's Tools]] to modify a gem you touch so that it absorbs the radiant light of the sun. As an Action, you can release the sunlight bound within the gem, causing it to emit Bright Light out to a Range of 30ft and Dim Light an additional 30ft. After 24 hours, gems modified in this way return to normal.
Also, while you are in sunlight you can spend 1 hour using a Set of [[Adventuring Gear#Artisan's Tools|Jeweler's Tools]] to modify a gem you touch so that it absorbs the radiant light of the sun. As an Action, you can release the sunlight bound within the gem, causing it to emit Bright Light out to a Range of 30ft and Dim Light an additional 30ft. After 24 hours, gems modified in this way return to normal.
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==== Instruction ====
==== Instruction ====
You have dedicated a significant amount of your studies to the art of education. At the end of a Long Rest, you can teach a creature that can hear you one Proficiency or [[Languages|Language]] you know. Until the end of your next Long Rest, that creature gains Proficiency in one [[Adventuring Gear#Tools|Tool]], Skill, or [[Armor and Weapons#Weapons|Weapon]] of your choice, or learns to speak and understand one [[Languages|Language] of your choice.
You have dedicated a significant amount of your studies to the art of education. At the end of a Long Rest, you can teach a creature that can hear you one Proficiency or [[Languages|Language]] you know. Until the end of your next Long Rest, that creature gains Proficiency in one [[Adventuring Gear#Tools|Tool]], Skill, or [[Armor and Weapons#Weapons|Weapon]] of your choice, or learns to speak and understand one [[Languages|Language]] of your choice.
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==== Theology ====
==== Theology ====
You are a devoted student of the divine. You learn to speak, read, and write [[Languages#High-Speech|High-Speech]] and gain Proficiency in Religion.<br>
You are a devoted student of the divine. You learn to speak, read, and write [[Languages#High-Speech|High-Speech]] and gain Proficiency in Religion.<br>
Whenever you make an Intelligence (Religion) check to recall religious devotions, rituals, or customs, or a Charisma check to interact with a Highling, or another servant of the divine, you can treat a roll of 9 or lower on the d20 as a 10.
Whenever you make an Intelligence (Religion) check to recall religious devotions, rituals, or customs, or a Charisma Check to interact with a Highling, or another servant of the divine, you can treat a roll of 9 or lower on the d20 as a 10.
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Specializing in the study of forgotten civilizations, uncharted lands, and ancient places, Archaeologists bring the light of knowledge to the dark and deadly places of the world. Doing their best to uncover the wisdom of ages long past, they often tend to feel a sad kinship with the civilizations they study and go to great lengths not to destroy or offend their memory.
Specializing in the study of forgotten civilizations, uncharted lands, and ancient places, Archaeologists bring the light of knowledge to the dark and deadly places of the world. Doing their best to uncover the wisdom of ages long past, they often tend to feel a sad kinship with the civilizations they study and go to great lengths not to destroy or offend their memory.
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{| class="wikitable"
|+ Archaeologist Features
|-
! Feature !! Level !! Quick Explanation
|-
| [[Savant#Student of History|Student of History]] || 3rd || You get Proficiency and Expertise in History and Investigation, and you can figure out the basic information of objects by spending some time investigating them
|-
| [[Savant#Adventuring Academic|Adventuring Academic]] || 3rd || You can climb, you can use magic items better, and can Attack when you take the Utilise Action
|-
| [[Savant#Daring Determination|Daring Determination]] || 6th || You're better at Dexterity Saving Throws and at Saving Throws to resist traps
|-
| [[Savant#Lore Master|Lore Master]] || 13th || You're better at learning about places and are better at using magic items
|-
| [[Savant#Master Archaeologist|Master Archaeologist]] || 17th || You gain Resistance to Damage dealt by magic and can cause magic items to regain charges
|}
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==== Student of History ====
==== Student of History ====
''3rd Level Expert Archaeologist Feature''<br>
''3rd Level Expert Archaeologist Feature''<br>
You gain Proficiency and Expertise in History and Investigation.<br>
You gain Proficiency and Expertise in History and Investigation.<br>
Also, if you spend 1 minute examining an object you are holding, you can ascertain its value, origin, and age. If it has magic properties, you learn them as if you had cast the Identify Spell.
Also, if you spend 1 minute examining an object you are holding, you can ascertain its value, origin, and age. If it has magic properties, you learn them as if you had cast the [[Level 1#Identify|Identify]] Spell.
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*You gain a Climbing Speed equal to your Walking Speed.
*You gain a Climbing Speed equal to your Walking Speed.
*You ignore class, race, and alignment requirements for attunement and use of magic items, scrolls, and potions.
*You ignore class, race, and alignment requirements for attunement and use of magic items, scrolls, and potions.
*You count as a spellcaster for the purposes of attuning to magic items, using Intelligence as your spellcasting ability.
*You count as a spellcaster for the purposes of attuning to magic items, using Intelligence as your Spellcasting Ability.
*When you use your Action to Use an Object, scroll, potion, or magic item, you can make a single Attack as a Bonus Action.
*When you take the Utilise Action, you can make a single Weapon Attack as a Bonus Action.
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''6th Level Expert Archaeologist Feature''<br>
''6th Level Expert Archaeologist Feature''<br>
You are well acquainted with danger. You add your Intellect Die to your Dexterity Checks and Saving Throws.<br>
You are well acquainted with danger. You add your Intellect Die to your Dexterity Checks and Saving Throws.<br>
Additionally, when you make. Saving throw to resist the effects of a trap, you add your Intelligence Modifier to the roll. If the Saving Throw would cause you to take Damage on a failed Save, and half as much Damage on a successful Save, you instead take half Damage on a failed Save, and no Damage on a successful Save.
Additionally, when you make Saving Throws to resist the effects of a trap, you add your Intelligence Modifier to the roll. If the Saving Throw would cause you to take Damage on a failed Save, and half as much Damage on a successful Save, you instead take half Damage on a failed Save, and no Damage on a successful Save.
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==== Lore Master ====
==== Lore Master ====
''13th Level Expert Archaeologist Feature''<br>
''13th Level Expert Archaeologist Feature''<br>
You constantly study every myth, legend, and folk tale you come across. If you observe a person, place, or object for at least 1 hour, you can mystically recall information about it as if it were the target of the Legend Lore Spell.<br>
You constantly study every myth, legend, and folk tale you come across. If you observe a person, place, or object for at least 1 hour, you can mystically recall information about it as if it were the target of the [[Level 5#Legend Lore|Legend Lore]] Spell.<br>
The target of this feature does not need to be of legendary importance in order for you to gain information. Though, if there is no relevant lore about the target you learn nothing.<br>
The target of this feature does not need to be of legendary importance in order for you to gain information. Though, if there is no relevant lore about the target you learn nothing.<br>
Additionally, when a magic item you use requires a Saving Throw, the DC becomes 8 + your Intelligence Modifier + your Proficiency Bonus if that is higher than the Saving Throw described in the magic item.
Additionally, when a magic item you use requires a Saving Throw, the DC becomes 8 + your Intelligence Modifier + your Proficiency Bonus if that is higher than the Saving Throw described in the magic item.
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The savants known as Culinarians put their great intellects to work in the science of food and drink. Ever the adventurer, they leave their kitchens behind, venturing out into the world in a lifelong search for new wondrous and exotic ingredients. What strange and exciting recipes will you come to discover?
The savants known as Culinarians put their great intellects to work in the science of food and drink. Ever the adventurer, they leave their kitchens behind, venturing out into the world in a lifelong search for new wondrous and exotic ingredients. What strange and exciting recipes will you come to discover?
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{| class="wikitable"
|+ Culinarian Features
|-
! Feature !! Level !! Quick Explanation
|-
| [[Savant#Student of Flavor|Student of Flavor]] || 3rd || You get Proficiency and Expertise in Nature and [[Adventuring Gear#Artisan's Tools|Cook's Utensils]], and can cause creatures to regain more health with expended Hit Dice
|-
| [[Savant#Adventurer's Cook Book|Adventurer's Cook Book]] || 3rd || You learn some Recipes and can take samples of dead creatures to learn more Recipes
|-
| [[Savant#A Cut Above|A Cut Above]] || 6th || You can change cooked Recipes into other Recipes you know and you can Attack when you eat or feed a cooked Recipe to a creautre
|-
| [[Savant#Improved Recipes|Improved Recipes]] || 13th || Whenever a creature eats a cooked Recipe it gains Temporary Hit Points
|-
| [[Savant#Master Culinarian|Master Culinarian]] || 17th || You can create a feast that gives a bunch of buffs to those that eat it
|}
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==== Student of Flavor ====
==== Student of Flavor ====
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=== Monstrosity ====
==== Monstrosity ====
''Prerequisite: Any Monstrosity''<br>
''Prerequisite: Any Monstrosity''<br>
A creature that eats this Morsel gains the benefits of the [[Level 2#Alter Self|Alter Self]] Spell for 1 hour. It must Concentrate on this effect to maintain it.
A creature that eats this Morsel gains the benefits of the [[Level 2#Alter Self|Alter Self]] Spell for 1 hour. It must Concentrate on this effect to maintain it.
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Excelling at unraveling mysteries, conspiracies, and secrets, Investigators possess an uncanny ability to read the intent of others. They often spend their lives working to thwart those who deceive the innocent and take advantage of the common trust. Their considerable minds and eye for the truth stand in the way of thieves, shapeshifters, and corrupt politicians.
Excelling at unraveling mysteries, conspiracies, and secrets, Investigators possess an uncanny ability to read the intent of others. They often spend their lives working to thwart those who deceive the innocent and take advantage of the common trust. Their considerable minds and eye for the truth stand in the way of thieves, shapeshifters, and corrupt politicians.
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{| class="wikitable"
|+ Investigator Features
|-
! Feature !! Level !! Quick Explanation
|-
| [[Savant#Student of Truth|Student of Truth]] || 3rd || You get Proficiency and Expertise in Insight and Investigation, and be better at determining lies and illusions
|-
| [[Savant#Rough and Tumble|Rough and Tumble]] || 3rd || Your Crit Range increases by 1 and instead of dealing extra Damage to your Mark, you can force it to make a Saving Throw or be harried
|-
| [[Savant#Astute Defense|Astute Defense]] || 6th || When creatures miss you with Attack, you can harry them, and if its your Mark you can deal Damage it it
|-
| [[Savant#Ear to the Ground|Ear to the Ground]] || 6th || You learn [[Languages#Thieve's Cant|Thieve's Cant]], you can learn about a city better, and you can try make your Mark unable to lie to you
|-
| [[Savant#Peerless Focus|Peerless Focus]] || 13th || You're better at detecting illusions and lies, and are better at Attacking your Mark
|-
| [[Savant#Master Investigator|Master Investigator]] || 17th || You gain limited Truesight and can Crit against your Mark
|}
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==== Student of Truth ====
==== Student of Truth ====
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==== Rough and Tumble ====
==== Rough and Tumble ====
''3rd Level Expert Investigator Feature''<br>
''3rd Level Expert Investigator Feature''<br>
You have learned to fight dirty while fighting shadows in the underbelly of civilization. Your Crit Range for Weapon Attacks increases by 1.<br>
You have learned to fight dirty while fighting shadows in the underbelly of civilization. Your Crit Range for Weapon Attacks increases by 1.<br>
Also, once per turn when you hit your Mark, as described in your Adroit Analysis feature, with a Weapon Attack, instead of adding your Intellect Die to the Damage of the Attack, you can force your Mark to make a Constitution Saving throw against your Investigator Save DC, which has a DC of 8 + your Intelligence Modifier + your Proficiency Bonus.<br>
Also, once per turn when you hit your Mark, as described in your Adroit Analysis feature, with a Weapon Attack, instead of adding your Intellect Die to the Damage of the Attack, you can force your Mark to make a Constitution Saving Throw against your Investigator Save DC, which has a DC of 8 + your Intelligence Modifier + your Proficiency Bonus.<br>
On a failed Save, the target is Blinded, Deafened, or Silenced (your choice) for 1 minute. The target can repeat the Saving Throw at the end of each of its turns, ending the effect on a successful Save.<br>
On a failed Save, the target is [[Conditions#Blinded|Blinded]], [[Conditions#Deafened|Deafened]], or cannot speak (your choice) for 1 minute. The target can repeat the Saving Throw at the end of each of its turns, ending the effect on a successful Save.<br>
If you score a Crit on an Attack where you force the target to make this Saving Throw, the target has Disadvantage on the Saving Throw, and all subsequent Saves made to end the effect.  
If you Crit on an Attack where you force the target to make this Saving Throw, the target has Disadvantage on the Saving Throw, and all subsequent Saves made to end the effect.  
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==== Astute Defense ====
==== Astute Defense ====
''6th Level Expert Investigator Feature''<br>
''6th Level Expert Investigator Feature''<br>
Your wondrous intuition grants you a heightened sense for danger. When a creature that you can see misses you with a Melee Attack, you can use your Reaction to force it to make a Dexterity Saving Throw against your Investigator Save DC. On a failed Save, that creature is Blinded, Deafened, or Silence (your choice) until the start of your next turn. If the target is Large or smaller, you can knock it Prone instead.<br>
Your wondrous intuition grants you a heightened sense for danger. When a creature that you can see misses you with a Melee Attack, you can use your Reaction to force it to make a Dexterity Saving Throw against your Investigator Save DC. On a failed Save, that creature is [[Conditions#Blinded|Blinded]], [[Conditions#Deafened|Deafened]], or cannot speak (your choice) until the start of your next turn. If the target is Large or smaller, you can knock it [[Conditions#Prone|Prone]] instead.<br>
If you use hits Reaction against your Mark, as described in your Adroit Analysis feature, it also takes Bludgeoning Damage equal to your Intellect Die on a failed Save.
If you use this Reaction against your Mark, as described in your Adroit Analysis feature, it also takes Bludgeoning Damage equal to your Intellect Die on a failed Save.
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==== Ear to the Ground ====
==== Ear to the Ground ====
''6th Level Expert Investigator Feature''<br>
''6th Level Expert Investigator Feature''<br>
Your line of work has granted you a unique familiarity with the underbelly of civilized society. You learn to speak, read, decipher, and write in Thieves' Cant.<br>
Your line of work has granted you a unique familiarity with the underbelly of civilized society. You learn to speak, read, decipher, and write in [[Languages#Thieve's Cant|Thieve's Cant]].<br>
Also, once you spend a Long Rest in a settlement, you have Advantage on any Ability Checks you make to gather information on that settlement and its culture, active factions, or important figures.<br>
Also, once you spend a Long Rest in a settlement, you have Advantage on any Ability Checks you make to gather information on that settlement and its culture, active factions, or important figures.<br>
Finally, if you spend at least 10 minutes talking with your Mark, as described in your Adroit Analysis feature, you can force it to make a Wisdom Saving Throw against your Investigator Save DC. On a failed Save, your Mark cannot willingly lie to you for the remainder of that conversation.
Finally, if you spend at least 10 minutes talking with your Mark, as described in your Adroit Analysis feature, you can force it to make a Wisdom Saving Throw against your Investigator Save DC. On a failed Save, your Mark cannot willingly lie to you for the remainder of that conversation.
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''13th Level Expert Investigator Feature''<br>
''13th Level Expert Investigator Feature''<br>
Your gaze uncovers even the most well-hidden secrets and weaknesses. You instantly detect the presence of shapeshifters and illusions. Also your Crit Range for Weapon Attacks made against your Mark, described in your Adroit Analysis feature, increases by 2.<br>
Your gaze uncovers even the most well-hidden secrets and weaknesses. You instantly detect the presence of shapeshifters and illusions. Also your Crit Range for Weapon Attacks made against your Mark, described in your Adroit Analysis feature, increases by 2.<br>
In addition, if your Mark fails its Saving Throw against your Rough and Tumble feature, you can choose to Stun it instead of Blinding, Deafening, or Silencing it.
In addition, if your Mark fails its Saving Throw against your Rough and Tumble feature, you can choose to [[Conditions#Stunned|Stun]] it instead.
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The Naturalist's classroom begins at the edges of civilization. They study the natural balance of ecosystems and will go to any lengths to maintain that balance. A true Naturalist is a protector of the wild and an expert at predicting the weather, identifying toxic and medicinal plants, and tracking animals.
The Naturalist's classroom begins at the edges of civilization. They study the natural balance of ecosystems and will go to any lengths to maintain that balance. A true Naturalist is a protector of the wild and an expert at predicting the weather, identifying toxic and medicinal plants, and tracking animals.
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{| class="wikitable"
|+ Naturalist Features
|-
! Feature !! Level !! Quick Explanation
|-
| [[Savant#Student of Nature|Student of Nature]] || 3rd || You get Proficiency and Expertise in Nature and Survival, you can make Intelligence (Survival) Checks, and can take notes about the environment around you, being better at recalling information about it later
|-
| [[Savant#Survivalist|Survivalist]] || 3rd || You can create some objects better in the wild and can set really good snares
|-
| [[Savant#Improvise, Adapt, and Overcome|Improvise, Adapt, and Overcome]] || 6th || You and some other creatures can gain one of a few lessons on how to surive in the wild
|-
| [[Savant#Call of the Wild|Call of the Wild]] || 13th || You can try [[Conditions#Charmed|Charm]] Beasts, Plants, or Monstrosities and dominate them
|-
| [[Savant#Master Naturalist|Master Naturalist]] || 17th || All of your Naturalist features improve
|}
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==== Student of Nature ====
==== Student of Nature ====
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You lead others to survive in the wild. Whenever you finish a Short or Long Rest, you and a number of other creatures of your choice that can hear you up to your Intelligence Modifier gain one of the following features:
You lead others to survive in the wild. Whenever you finish a Short or Long Rest, you and a number of other creatures of your choice that can hear you up to your Intelligence Modifier gain one of the following features:
*'''Concealment Training.''' In natural environments, you have Advantage on Dexterity (Stealth) Checks and move stealthily at a normal pace
*'''Concealment Training.''' In natural environments, you have Advantage on Dexterity (Stealth) Checks and move stealthily at a normal pace
*'''Diver Training.''' You gain a Swimming Speed equal to your Walking Speed, and you can hold your breath underwater for a total number of minutes equal to your Constitution
*'''Diver Training.''' You gain a Swimming Speed equal to your Walking Speed, and you can hold your breath underwater for a total number of minutes equal to your Constitution Modifier + the Naturalist's Intelligence Modifier.
Modifier + the Naturalist's Intelligence Modifier.
*'''Endurance Training.''' You ignore the effects of Difficult Terrain imposed by natural environments, and you have Advantage on and Saving Throws you make to resist [[Conditions#Exhaustion|Exhaustion]].
*'''Endurance Training.''' You ignore the effects of Difficult Terrain imposed by natural environments, and you have Advantage on and Saving Throws you make to resist Exhaustion.
*'''Mountaineer Training.''' You gain a Climbing Speed equal to your Walking Speed and reduce any Falling Damage you take by an amount equal to your Level.
*'''Mountaineer Training.''' You gain a Climbing Speed equal to your Walking Speed and reduce any Falling Damage you take by an amount equal to your Level.
*'''Resilience Training.''' You have Advantage on Saving Throws to resist the effects of Extreme Cold and Extreme Heat, you also gain Resistance to one of the following Damage Types: Cold, Fire, Poison, or Thunder.
*'''Resilience Training.''' You have Advantage on Saving Throws to resist the effects of Extreme Cold and Extreme Heat, you also gain Resistance to one of the following Damage Types: Cold, Fire, Poison, or Thunder.
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==== Call of the Wild ====
==== Call of the Wild ====
''13th Level Expert Naturalist Feature''<br>
''13th Level Expert Naturalist Feature''<br>
As an Action on your turn, you can force one Beast, Plant, or Monstrosity within 30ft of you that can hear you to make a Wisdom Saving Throw against your Naturalist Save DC. On a failed Save, the creatures is Charmed by your for 1 hour.<br>
As an Action on your turn, you can force one Beast, Plant, or Monstrosity within 30ft of you that can hear you to make a Wisdom Saving Throw against your Naturalist Save DC. On a failed Save, the creature is [[Conditions#Charmed|Charmed]] by your for 1 hour.<br>
While Charmed in this way, the creature is friendly to you and creatures of your choice. As a Bonus Action, you can issue a verbal command to the creature, which it follows to the best of its ability. When the creature is not following a specific command given to it by you, it defends itself to the best of its ability.<br>
While [[Conditions#Charmed|Charmed]] in this way, the creature is friendly to you and creatures of your choice. As a Bonus Action, you can issue a verbal command to the creature, which it follows to the best of its ability. When the creature is not following a specific command given to it by you, it defends itself to the best of its ability.<br>
Every time the creature takes Damage, it repeats the Saving Throw, ending the Charm on a successful Save. If you are within 30ft of the creature and it can hear you, you can use your Reaction to impose Disadvantage on this repeated Save.<br>
Every time the creature takes Damage, it repeats the Saving Throw, ending the [[Conditions#Charmed|Charm]] on a successful Save. If you are within 30ft of the creature and it can hear you, you can use your Reaction to impose Disadvantage on this repeated Save.<br>
You can only Charm one creature at a time with this feature, and attempting to Charm a second creature ends the Charm on the other creature.<br>
You can only [[Conditions#Charmed|Charm]] one creature at a time with this feature, and attempting to [[Conditions#Charmed|Charm]] a second creature ends the [[Conditions#Charmed|Charm]] on the other creature.<br>
You can use this feature a number of times equal to your Intelligence Modifier. regaining expended uses at the end of a Long Rest. At the end of the duration of the Charm, you can expend another use of this feature to extend the duration of the Charm for 1 additional hour.
You can use this feature a number of times equal to your Intelligence Modifier. regaining expended uses at the end of a Long Rest. At the end of the duration of the [[Conditions#Charmed|Charm]], you can expend another use of this feature to extend the duration of the Charm for 1 additional hour.
<br><br>
<br><br>


==== Master Naturalist ====
==== Master Naturalist ====
''17th Level Expert Naturalist Feature''<br>
''17th Level Expert Naturalist Feature''<br>
Your knowledge of the natural world surpasses that of nearly all other scholars. You gain the benefits below:
Your knowledge of the natural world surpasses that of nearly all other scholars. You gain the following benefits:
*When you make an Intelligence Check related to an environment that you have studied as part of Student of Nature feature, if you roll lower than your Savant Level on the d20, you can raise the result to your Savant Level.
*When you make an Intelligence Check related to an environment that you have studied as part of Student of Nature feature, if you roll lower than your Savant Level on the d20, you can raise the result to your Savant Level.
*You are always under the benefits of all five of the Improvise, Adapt, and Overcome features and you can grant the you can target a number of creatures equal to your Savant Level with the feature.
*You are always under the benefits of all five of the Improvise, Adapt, and Overcome features and you can grant the you can target a number of creatures equal to your Savant Level with the feature.
*Any Beast, Plant, or Monstrosity with a CR equal to or lower than your Intelligence Modifier automatically fails the initial Saving Throw imposed by your Call of the Wild feature, and has Disadvantage on all subsequent Savin Throws to resist the feature.
*Any Beast, Plant, or Monstrosity with a CR equal to or lower than your Intelligence Modifier automatically fails the initial Saving Throw imposed by your Call of the Wild feature, and has Disadvantage on all subsequent Savin Throws to resist the feature.
*The duration of the Charm for your Call of the Wild feature increases to 24 hours, and whenever you expend a use of the feature to extend the Charm, it extends it for 24 hours.
*The duration of the [[Conditions#Charmed|Charm]] for your Call of the Wild feature increases to 24 hours, and whenever you expend a use of the feature to extend the [[Conditions#Charmed|Charm]], it extends it for 24 hours.
<br><br>
<br><br>


Orator
== Expert Orator ==
Orators are true masters of linguistics and the spoken word. These wordsmiths use nothing but their wit and mastery of rhetoric to rebuff their foes and empower their allies. With utmost confidence, they stride boldly into hostile situations, confident that they can win anyone with their eloquence.
Orators are true masters of linguistics and the spoken word. These wordsmiths use nothing but their wit and mastery of rhetoric to rebuff their foes and empower their allies. With utmost confidence, they stride boldly into hostile situations, confident that they can win anyone with their eloquence.<br>
 
Unlike others who rely on their charm to cajole, Orators are able to embolden their allies and win over their foes with nothing but well-reasoned logic and convincing rhetoric.
Unlike others who rely on their charm to cajole, Orators are able to embolden their allies and win over their foes with nothing but well-reasoned logic and convincing rhetoric.
<br><br>


Student of Logic
{| class="wikitable"
3rd-level Orator feature  
|+ Orator Features
You gain proficiency in Deception and Persuasion, and your proficiency bonus is doubled for any check you make with either skill. If you are already proficient in these skills you gain proficiency in another skill from the savant skill list.
|-
! Feature !! Level !! Quick Explanation
|-
| [[Savant#Student of Logic|Student of Logic]] || 3rd || You get Proficiency and Expertise in History and Investigation, and get a free Scholarly Pursuit
|-
| [[Savant#Rhetoric|Rhetoric]] || 3rd || You learn a few techniques of rhetoric to you to harry yor foes or buff your allies
|-
| [[Savant#Logical Mind|Logical Mind]] || 6th || You're better at resisting [[Enchantment]] magic and can't be [[Conditions#Charmed|Charmed]], also when you use a rhetoric feature, you can Attack
|-
| [[Savant#Peerless Rhetoric|Peerless Rhetoric]] || 13th || You learn a really effective technique of rhetoric to help allies and one to harm your ally
|-
| [[Savant#Master Orator|Master Orator]] || 17th || Creatures with lower Intelligence and Wisdom Scores than your Intelligence Score have Disadvantage on a lot of Saving Throws you force them to make.
|}
<br>


==== Student of Logic ====
''3rd Level Expert Orator Feature''<br>
You gain Proficiency and Expertise in Deception and Persuasion.<br>
You studies also gain for you the following benefits:
You studies also gain for you the following benefits:
*Whenever you would make a Charisma (Deception) or Charisma (Persuasion) check, you make an Intelligence (Deception) or Intelligence (Persuasion) check instead.
*You master the [[Savant#Linguistics|Linguistics]], [[Savant#Riddles|Riddles]], or [[Savant#Traditions|Traditions]] Scholarly Pursuit (your choice), but it does not count against the total number of Pursuits you can master for your Savant Level. At the end of a Long Rest, you can change this Pursuit with another of your choice from the same list
<br>


Whenever you would make a Charisma (Deception) or Charisma (Persuasion) check, you make an Intelligence (Deception) or Intelligence (Persuasion) check instead.
==== Rhetoric ====
You master your choice of the Linguistics, Riddles, or Traditions Pursuit, but it does not count against the total number of Pursuits you can master for your savant level.
''3rd Level Expert Orator Feature''<br>
Rhetoric
Your mastery over the spoken word allows you to dominate, inspire, and cajole other creatures who can understand and hear you. You gain the rhetorical features listed below. If one of these feature requires a creature to make a Saving Throw, it uses your Orator Save DC, which has a DC of 8 + your Intelligence Modifier + your Proficiency Bonus.<br>
3rd-level Orator feature
You can use these features a combined number of times equal to your Intelligence Modifier + your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
Your mastery over the spoken word allows you to dominate, inspire, and cajole other creatures who can understand and hear you. You gain the rhetorical abilities listed below. If one of these abilities requires a creature to make a saving throw, the saving throw DC is calculated as follows:
*'''Convincing Dialog.''' If you spend at least 1 minute speaking with a creature that is not currently hostile toward you, you can non-magically replace the [[Level 1#Charm Person|Charm Person]] Spell targeting that creature, but it instantly fails the Saving Throw and is unaware of the effect afterwards.
*'''Distracting Retort.''' When a creature that can hear you within 30ft of you makes an Attack, you can use your Reaction to force the Attacker to make a Wisdom Saving throw. On a failed Save, it takes a penalty to the Attack equal to one roll of your Intellect Die.
*'''Inspiring Word.''' As an Action, you can grant a creature within 30ft of you that can hear you a number of Temporary Hit Points equal to one roll of your Intellect Die.
*'''Soothing Speech.''' As an Action, you can force a creature within 30ft to make a Charisma Saving Throw. On a failed Save, it becomes indifferent toward creatures of your choice that it was hostile toward for 1 minute. The effect ends if you or an ally harm the creature.
*'''Uplifting Remark.''' As a Reaction when a creature within 30ft of you that can hear you makes an Intelligence, Wisdom, or Charisma Saving Throw, you can grant that creature a bonus to the Save equal to one roll of your Intellect Die.
<br>


Orator save DC = 8 + your proficiency bonus
==== Logical Mind ====
+ your Intelligence modifier.
''6th Level Expert Orator Feature''<br>
Your masterful grasp of logic allows you to better resist all but the strongest mind-altering effects. You have Advantage on any Saving Throws imposed by [[Enchantment]] magic, and you cannot be [[Conditions#Charmed|Charmed]].<br>
Additionally, when you use your Action to use a rhetorical feature, you can make a single Weapon Attack as a Bonus Action.
<br><br>


    You can use these abilities a combined number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finsih a short or long rest.
==== Peerless Rhetoric ====
''13th Level Expert Orator Feature''<br>
You are able to bend the masses to your will with nothing more than words. You learn the rhetorical feature listed below. You can use each of these features a number of times equal to half your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
*'''Motivational Address.''' Over the course of 1 minute, you can speak to a number of creatures of your choice up to your Savant Level that can hear and understand you. The creatures gain Temporary Hit Points equal to your Savant Level. While a creature has these Temporary Hit Points, it has Advantage on Saving Throws imposed by [[Enchantment]] magic, and cannot be [[Conditions#Frightened|Frightened]].
*'''Definitive Argument.''' As an Action, you non-magically replicate the effects of the [[Level 6#Mass Suggestion|Mass Suggestion]] Spell, targeting up to a number of creatures equal to your Savant Level. If you were speaking with any of the creatures for at least 1 minute before taking the Action while those creatures were not hostile towards you, those creatures have Disadvantage on the saving Throw.
<br>


Convincing Dialog
==== Master Orator ====
If you spend at least 1 minute talking to a creature that is not currently hostile toward you, you can choose to charm it for up to 1 hour. This charm effect ends early if you or your allies do anything harmful to the creature.
''17th Level Expert Orator Feature''<br>
 
Your absolute mastery over the spoken word allows you to bend all but the strongest creatures to your will. When you force a creature to make a Saving Throw to resist a rhetorical feature, it has Disadvantage on the Save if both its Intelligence and Wisdom Scores are lower than your Intelligence Score.
Distracting Retort
<br><br><br>
When a creature that can hear you within 30 feet of you attacks a creature, you can use your reaction to force the attacker to make a Wisdom saving throw. On a failed save, it must subtract a roll of your Intellect Die from its attack roll.
 
Inspiring Word
As an action, you can grant a creature within 30 feet that can hear you temporary hit points equal to your Intellect Die roll.
 
Soothing Speech
As an action, you can force a creature within 30 feet to make a Charisma saving throw. On a failure, it becomes indifferent toward creatures of your choice that it was hostile toward for 1 minute. The effect ends if you or an ally harm the creature.
 
Uplifting Remark
As a reaction when a creature within 30 feet that can hear you makes an Intelligence, Wisdom, or Charisma saving throw, you can add one roll of your Intellect Die to its roll.
 
Logical Mind
6th-level Orator feature
Your masterful grasp of logic allows you to better resist all but the strongest mind-altering effects. You have advantage on any saving throws to resist enchantment spells, and you are immune to the charmed condition.
 
Additionally, when you use your action to use a rhetorical ability, you can make one weapon attack as a bonus action.
 
Peerless Rhetoric
13th-level Orator feature
You are able to bend the masses to your will with nothing more than words. You learn the rhetorical abilities listed below. You can use each of these abilities once, and then you must finish a short or long rest before you can use it again.
 
Motivational Address
Over the course of 1 minute, you can speak to a number of creatures of your choice equal to your savant level that can hear and understand you. The creatures gain temporary hit points equal to your savant level, and while the temporary hit points remain, they have advantage on saving throws to resist enchantment spells and they are immune to being frightened.
 
Definitive Argument
As an action, you speak to a number of creatures who can hear and understand you equal to your savant level. They must succeed on a Wisdom saving throw or be charmed by you for the next 24 hours as if by mass suggestion. This charm effect ends if you harm the creature.
 
If you were speaking to any of the creatures for at least 1 minute before using this action, and they were not hostile towards you, they have disadvantage on their saving throw.
 
Master Orator
17th-level Orator feature
Your absolute mastery over the spoken word allows you to bend all but the strongest creatures to your will. When you force a creature to make a saving throw to resist a rhetorical ability, it has disadvantage on the roll if both its Intelligence and Wisdom scores are lower than your Intelligence score.
 
Philosopher
Philosophy is considered by many to be the purest Discipline a savant can pursue. They expend their genius pondering the deep questions of existence; the purpose of life, the nature of the planes, and the          relationship between mortals and gods. Through the          study of the multiverse, Philosophers try to perfect                    their knowledge of the multiverse.
 
                          Student of Thought
                              3rd-level Philosopher feature
                        You gain proficiency in Arcana and Religion,
                  and your proficiency bonus is doubled for any
                check you make with either skill. If you are already
            proficient in these skills you gain proficiency in a skill
            of your choice from the Savant skill list.
 
                Your understanding of the higher levels of reality
                also grants you the benefits listed below:
 
              •  When you make an ability check to communicate
                      with or recall information about, a creature from
                      another plane, you gain a bonus to the roll equal
                      to one roll of your Intellect Die.
 
              •  You can use Adroit Analysis to learn additional
                      characteristics about a creature: its alignment,
                      its spellcasting ability (if it has one), the highest
                      level spell it can cast, or its native plane.
 
      Words of Power
    3rd-level Philosopher feature
  Through years of study, you have uncovered Words of Power that were used in shaping the multiverse. As an action, you can speak aloud one of the Words of Power below, focusing on a creature that can hear you within 30 feet, forcing it to make a saving throw, against your Philosopher save DC:
 
Philosopher save DC = 8 + your proficiency bonus
+ your Intelligence modifier.
 
    You can speak these Words a combined number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finsih a short or long rest.
 
Confound
You force the target to make an Intelligence saving throw. On a failure, it subtracts your Intelligence modifier from the first attack roll it makes each turn for 1 minute. It can repeat this saving throw at the end of each of its turns to end the effect.
 
Disorient
You force the target to make a Wisdom saving throw. On a failed save, it must subtract your Intelligence modifier from the next saving throw it is forced to make.
 
Fear
You force the target to make a Wisdom saving throw. On a failed save, it is frightened of a creature of your choice that it can see for 1 minute. It can repeat this saving throw at the end of each turn, ending the effect on a success.
 
Halt
You force the target to make a Strength saving throw. On a failed save, its speed is reduced to 0 for 1 minute. The target can repeat this saving throw at the end of each of its turns, ending the effect on a success.
 
Shift
You force two creatures of your choice to make a Charisma saving throw. Should both targets fail their saving throws, they instantly switch places. A creature can willingly fail.
 
Unwavering Will
6th-level Philosopher feature
Your sense of purpose and willpower are unyielding. When fail a saving throw and become either charmed, frightened,
or stunned, you can choose to succeed instead.
 
Once you use this feature you must finish a short or long rest before you can use it again.
 
Supreme Understanding
13th-level Philosopher feature
You have learned to manipulate the world with more potent Words of Power. You learn the greater Words of Power listed below. You must concentrate on the effects of these Words of Power as if you were concentrating on a spell. You can speak each of these Words once, and then you must finish a short or long rest before you can speak that Word it again.
 
Banish
You force a target to make a Charisma saving throw. On a failed save, it is banished for up to 1 minute. If it is native to your current plane, it is banished to a harmless demiplane. If it is native to another plane, it is banished to its native plane. The target can repeat its saving throw at the end of each turn. On a success, it returns to an unoccupied space nearest to the place it was originally banished from.
 
Enfeeble
You force a target to make an Intelligence saving throw. On a failed save, it is stunned for 1 minute. The target can repeat this saving throw at the start of each turn, and each time it takes damage, ending the effect on a success.
 
Master Philosopher
17th-level Philosopher feature
Your willpower rivals that of powerful extraplanar beings. You are always under the effect of protection from evil and good.
 
Moreover, when an aberration, celestial, elemental, fey, fiend, or undead creature forces you to make a saving throw, you gain a bonus to your roll equal to your Intellect Die.


== Expert Physician ==
== Expert Physician ==
Line 706: Line 720:
use this knowledge to keep their allies in top shape. Using their medical training, they offer aid to those who don't have access to the luxury of divine or arcane healing magic.
use this knowledge to keep their allies in top shape. Using their medical training, they offer aid to those who don't have access to the luxury of divine or arcane healing magic.
<br><br>
<br><br>
{| class="wikitable"
|+ Physician Features
! Feature !! Level !! Quick Explanation
|-
| [[Savant#Student of Medicine|Student of Medicine]] || 3rd || You get Proficiency and Expertise in Medicine and [[Adventuring Gear#Alchemical Tools|Herbalism Kits]], and you become good at healing allies and you can slow your Mark when you Attack it
|-
| [[Savant#Combat Medic|Combat Medic]] || 3rd || You gain a few ways to heal your allies
|-
| [[Savant#Field Doctor|Field Doctor]] || 6th || You can Dodge and Attack when you heal your allies
|-
| [[Savant#Expert Medic|Expert Medic]] || 13th || You gain a few really good ways you can heal your allies
|-
| [[Savant#Master Physician|Master Physician]] || 17th || Your way better at healing your allies
|}
<br>


==== Student of Medicine ====
==== Student of Medicine ====
''3rd Level Expert Physician Feature''<br>
''3rd Level Expert Physician Feature''<br>
You gain Proficiency and Expertise in Medicine and with Herbalism Kits.<br>
You gain Proficiency and Expertise in Medicine and with [[Adventuring Gear#Alchemical Tools|Herbalism Kits]].<br>
Additionally, your studies grant you the following benefits:
Additionally, your studies grant you the following benefits:
(Whenever you would make a Wisdom (Medicine) Check, you can make an Intelligence (Medicine) Check instead.
*Whenever you would make a Wisdom (Medicine) Check, you can make an Intelligence (Medicine) Check instead.
*If you spend at least 1 minute examining a creature, you can identify any disease, poison, or curse affecting it.
*If you spend at least 1 minute examining a creature, you can identify any disease, [[Conditions#Poisoned|Poison]], or curse affecting it.
*Once per turn when you hit your Mark, described in your Adroit Analysis feature, with a Weapon Attack, you can reduce its Speed by a number of feet equal to 5 x your Intelligence Modifier until the start of your next turn.
*Once per turn when you hit your Mark, described in your Adroit Analysis feature, with a Weapon Attack, you can reduce its Speed by a number of feet equal to 5 x your Intelligence Modifier until the start of your next turn.
<br><br>
<br>


==== Combat Medic ====
==== Combat Medic ====
Line 743: Line 773:
''17th Level Expert Physician Feature''<br>
''17th Level Expert Physician Feature''<br>
Your knowledge of medicine is without peer. Whenever you would roll dice to restore Hit Points or grant Temporary Hit Points to a creature, you use the maximum result of those dice instead of rolling.<br>
Your knowledge of medicine is without peer. Whenever you would roll dice to restore Hit Points or grant Temporary Hit Points to a creature, you use the maximum result of those dice instead of rolling.<br>
Additionally, any creature within 30ft of you that expend a Ht Die uses the maximum result of the die instead of rolling.
Additionally, any creature within 30ft of you that expends a Ht Die uses the maximum result of the die instead of rolling.
<br><br><br>
<br><br><br>
Rune Scribe
Legends say that rune magic is the most ancient arcane art to be mastered by mortals. Savants who dedicate their lives to the study of these Runes are known as Rune Scribes. They learn all they can about these ancient sigils that embody the fundamental magic of creation. The magic of Runes is rarely used, and jealously guarded by those who can wield its power.
Student of Runes
3rd-level Rune Scribe feature
You gain proficiency in History and calligrapher's supplies, and your proficiency bonus is doubled for any check that uses either proficiency. If you're already proficient in History you gain proficiency in another skill from the savant skill list.
You can also speak, read, and write two of the following Runic Languages, which are used to inscribe the Runes you learn: Draconic, Druidic, Dwarvish, Giant, or Primordial.
Runes of Power
3rd-level Rune Scribe feature
You have learned the artful and ancient magic of Runes.
Runes Known. You know two Runes of your choice from the list at the end of this Discipline. Some Runes have a level prerequisite, which you can learn when you meet that level.
You learn one additional Rune of your choice when you reach 6th, 10th, 13th, and 17th level in this class.
When you gain a level in this class, you can replace one
of the Runes you know with another Rune of your choice.
Inscribing Runes. During the course of a long rest, you can spend 1-hour using calligrapher's supplies to inscribe a Rune you know onto a non-magical object, inscribing it in a Runic Languages you know. A creature that bears an object inscribed with a Rune gains the passive benefit of that Rune for as long as they wear or wield the inscribed object.
A Rune you know can only be inscribed in one object at a time, and inscribing it into another object causes the magic
of any previous inscriptions of that Rune to instantly dispel.
Invoking Runes. A creature that bears an object inscribed with one of your Runes can use an action to invoke the Rune. A creature must be able to speak the Runic Language of the Rune's inscription in order to invoke the Rune's effect.
Once a Rune has been invoked, it cannot be invoked again until the Rune Scribe that inscribed it finishes a long rest.
Runic Casting Modifier. Intelligence is your Runic casting ability for your Runes, as you unlocked their power through years of research. You use Intelligence when a Rune refers to your Runic casting ability, when you set the saving throw DC, or when you make an attack roll with one of your Runes.
Rune save DC = 8 + your proficiency bonus
+ your Intelligence modifier
Runic attack modifier = your proficiency bonus
+ your Intelligence modifier
Ancient Magics
6th-level Rune Scribe feature
The innate power of your Runes has grown. Any object you inscribe with one of your Runes counts as magical for as long as the magic of the inscribed Rune lasts.
Also, during the course of a short rest, you can perform a short 10-minute ritual to reawaken the magic of a Rune that has already been invoked for the day, allowing it to be invoked one additional time before the end of your next long rest.
Runic Ward
13th-level Rune Scribe feature
Your Runes offer a measure of protection to those that bear them. Any creature that bears an object inscribed with one of your Runes gain a bonus to their saving throws equal to your Intelligence modifier (minimum of +1).
Moreover, each time you finish a long rest, you can replace one Rune you know with another Rune of your choice.
Master Rune Scribe
17th-level Rune Scribe feature
You can draw on the magic of your Runes to protect yourself in times of great need. When you are reduced to 0 hit points but not killed outright, you can draw on the latent power of one of your inscribed Runes, instantly dispelling the Rune and any of its effects, to fall to 1 hit point instead.
Runes
Below are the Runes available to Rune Scribes. If a Rune has a level prerequisite, you can learn that Rune at the same time you meet its prerequisite. Some Runes can only be inscribed in certain objects as detailed in its description.
Rune of Enchantment
Item: a bracelet, diadem, ring, or necklace
Creatures will treat the bearer of this Runic object one stage friendlier than they normally would. For example, a neutral creature would feel compelled to view the bearer as a friend, and a hostile creature would view the bearer neutrally. This treatment instatnly ends if the bearer attacks the creature.
The bearer can invoke this Rune to cast its choice of the calm emotions, charm person, or command spell, targeting a total number of creatures equal to your proficiency bonus.
Rune of Evocation
Item: a melee weapon
When you inscribe this Rune choose acid, cold, fire, poison, or lighting damage. When the bearer hits a creature with an attack with this Runic weapon, it deals additional damage of the chosen type equal to one roll of your Intellect Die.
When the bearer of this Rune hits with an attack or casts a spell that deals the inscribed damage, it can invoke this Rune to cause a target to take maximum damage instead of rolling.
Rune of Illusion
Item: a cloak, robe, or suit of armor
The bearer of this Runic object can use an action to change its appearance, including height and weight, though it cannot change their size. It can appear as another race, but it must adopt a form that it has seen before. Its clothing, including the Runic object, and equipment do not change.
These changes can be detected by a successful Intelligence (Investigation) check made against your Runic save DC.
The bearer can invoke this Rune to turn invisible for up to 10 minutes. This invisibility instantly ends if they attack a creature or force a creature to make a saving throw.
Rune of Necromancy
Item: a belt, ring, or suit of armor
The bearer of this Runic object can use its bonus action to grant itself temporary hit points equal to your Intelligence modifier (minimum of 1 temporary hit point).
When the bearer of this Rune is reduced
to 0 hit points but is not killed, it can
invoke the Rune to fall to 1 hit point.
Rune of Abjuration
Prerequisite: 6th level Rune Scribe
Item: a shield, robe, or suit of armor
Once per turn, the bearer of this Runic object can reduce the damage they take from a spell or another magical effect by an amount equal to your Intelligence modifier (minimum of 1).
The bearer can invoke this Rune to cast counterspell (as a reaction) or dispel magic at a level equal to your proficiency bonus, using your Intelligence as the spellcasting ability.
Rune of Conjuration
Prerequisite: 6th level Rune Scribe
Item: a belt, ring, or shield
The bearer of this Runic object can use its action to expend any amount of its remaining speed to instatnly teleport to an unoccupied space of its choice that it can see within that distance, without provoking opportunity attacks.
The bearer can invoke this Rune to conjure a creature of
its choice that it has seen before with a CR equal to half your proficiency bonus or lower. The creature shares the bearer's initiative in combat and acts immediately after it. The bearer can use its bonus action to command the creature to move and take an action from its stat block. The conjured creature remains for 1 minute or until it is reduced to 0 hit points.
While this creature is conjured, the bearer of this object must concentrate on it as if it were concentrating on a spell.
Rune of Divination
Prerequisite: 13th level Rune Scribe
Item: a wand, staff, robe, or spellcasting focus
The bearer of this Runic object can cast identify and detect magic as rituals. It also gains a bonus to Wisdom (Insight) checks equal to your Intelligence modifier (minimum of +1)
When you inscribe this Rune you roll a d20 and record the result. When a creature within 30 feet of the bearer makes an attack roll, ability check, or saving throw, the bearer can use its reaction to invoke this Rune and replace the creature's d20 roll with the result of the d20 roll you recorded while. The creature can use this reaction after the creature rolls,
but before it knows
if the target
succeeds
or fails.
Rune of Transmutation
Prerequisite: 13th level Rune Scribe
Item: a bracelet, diadem, ring, or necklace
The bearer of this Runic object gains one of the following features: a 30-foot swimming speed, a 30-foot climbing speed, or their walking speed increases by 10 feet. They can use a bonus action to switch between these three features, but they can only benefit from one of these features at a time.
The bearer can invoke this Rune to transform into a beast with a CR equal to your savant level or lower for 1 hour, or until they use an action to revert to their normal form. They take on the beast's statistics and hit points, but they retain their mental ability scores, alignment, and personality. They are limited in the actions they can perform by the nature of their new form, and their gear melds into their new form.
When they revert to their normal form, they return to the number of hit points they had before they transformed. If they revert as a result of falling to 0 hit points, any excess damage carries over to their normal form.