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== Savant ==
= Savant =
The slender elf cleaned her glasses with the corner of her cloak as the dust settled around her. Her benefactor had paid her a large sum to locate this forgotten place, and after weeks of pouring over ancient maps, she had pieced together the location of the temple. Now, she had a decision to make. If she reported the location of the temple to her benefactor,  it would be ruthlessly stripped of valuables. But, if she kept the location hidden, she could preserve the long-forgotten knowledge contained within. For a savant, knowledge is more precious than any sum of gold.
An elf cleaned her glasses with the corner of her cloak as the dust settled. The emperor had paid her a large sum to locate this forgotten place, and after months of pouring over ancient maps, she had pieced together the one-lost location of the primeval temple. Now, she had a decision to make. If she reported the location of the temple to her benefactor,  it would be ruthlessly stripped of valuables. But, if she kept the location to herself, she could preserve the ancient knowledge contained within. For a savant, knowledge is more precious than any sum of gold.<br>
An aging human warrior silently assessed the soldiers under his command. They were exhausted and almost out of supplies. It was the tenth night of a brutal siege, and the graying commander knew that no reinforcements were coming to their rescue. He was too old to be of much use in battle, but if his soldiers followed his orders without any hesitation, they might have a chance of survival. He stood up, and for what could very well be his final time, drew his weathered sword from its scabbard.<br>
A young dwarf bent over his unconscious comrade in the midst of battle, his hands shook as he examined his brother's wounds. His clan had spent a small fortune sending him to study at the finest university in the land. All the hours spent in lectures and libraries, all for this moment. He thought back to his lessons and began to dress his brother's wounds.<br>
Those described above are just some examples of the adventuring intellectuals known as savants. Armed with only their wit, they aid their allies and outwit their enemies.<br>
There are many wonderfully intelligent people in the world, but few are true savants. Born with the innate desire to learn anything they can, and the potential for genius-level intellect, savants spend their lives learning anything that those around them are willing to teach. Often recognizable at an early age, a savant's unquenchable hunger for knowledge draws them to the great libraries, universities, and other places of higher learning. They are willing to go to any lengths to unlock the secrets of the world, often turning to lives of adventure. For
a savant, no price is too steep for the promise of discovery.
Savants are hyper-focused on their chosen area of study and often become obsessed with learning all they can about their specialty. In their quest for discovery, savants are willing to set aside any conviction, political, religious, or otherwise, to acquire the information they seek. To them, their desire for knowledge is more important than loyalty to any ideology.<br>
Often at great personal cost, savants will not stop their research until they have made a revolutionary discovery in their area of study. It is not unusual to encounter one such scholar far from the safety of a university and its libraries.


The aging human warrior silently assessed the soldiers under his command. They were exhausted and almost out  of supplies. It was the tenth day of the siege, and the graying warrior knew that no reinforcements were coming to their rescue. He was too old to be of much use in battle, but if his soldiers followed his orders without hesitation, they might have a chance of survival. He stood up, and for what could be the last time, he tightened his belt and drew his sword.
{| class="wikitable"
|+| Class Table
|-
! Level !! Proficiency Bonus !! Features !! Scholarly Pursuits !! Experience Points
|-
| 1st || +2 || [[Savant#Adroit Analysis|Adroit Analysis]], [[Savant#Predictive Defense|Predictive Defense]] || - || 0
|-
| 2nd || +2 || [[Savant#Scholarly Pursuits|Scholarly Pursuits]], [[Savant#Intellect Die|Intellect Die (d6)]], [[Savant#Wondrous Intellect|Wondrous Intellect]] || 2 || 300
|-
| 3rd || +2 || [[Savant#Academic Discipline|Academic Discipline]] || 2 || 1,000
|-
| 4th || +2 || [[Savant#Ability Score Improvements|Ability Score Improvement]] || 3 || 3,000
|-
| 5th || +3 || [[Savant#Accelerated Reflexes|Accelerated Reflexes (2)]], [[Savant#Quick Study|Quick Study]], [[Savant#Intellect Die|Intellect Die (d8)]] || 3 || 6,000
|-
| 6th || +3 || [[Savant#Academic Discipline|Academic Discipline Feature]] || 3 || 10,000
|-
| 7th || +3 || [[Savant#Keen Awareness|Keen Awareness]] || 3 || 20,000
|-
| 8th || +3 || [[Savant#Ability Score Improvements|Ability Score Improvement]] || 4 || 40,000
|-
| 9th || +4 || [[Savant#Flash of Brilliance|Flash of Brilliance]] || 4 || 60,000
|-
| 10th || +4 || [[Savant#Predictive Expert|Predictive Expert]], [[Savant#Intellect Die|Intellect Die (d10)]] || 4 || 80,000
|-
| 11th || +4 || [[Savant#Potent Observation|Potent Observation]] || 4 || 100,000
|-
| 12th || +4 || [[Savant#Ability Score Improvements|Ability Score Improvement]] || 5 || 120,000
|-
| 13th || +5 || [[Savant#Academic Discipline|Academic Discipline Feature]] || 5 || 140,000
|-
| 14th || +5 || [[Savant#Unyielding Will|Unyielding Will]] || 5 || 160,000
|-
| 15th || +5 || [[Savant#Intellect Die|Intellect Die (d12)]] || 5 || 180,000
|-
| 16th || +5 || [[Savant#Ability Score Improvements|Ability Score Improvement]] || 6 || 200,000
|-
| 17th || +6 || [[Savant#Academic Discipline|Academic Discipline Feature]], [[Savant#Accelerated Reflexes|Accelerated Reflexes (3)]] || 6 || 225,000
|-
| 18th || +6 || [[Savant#Profound Insight|Profound Insight]] || 6 || 250,000
|-
| 19th || +6 || [[Savant#Ability Score Improvements|Ability Score Improvement]] || 6 || 300,000
|-
| 20th || +6 || [[Savant#Undisputed Genius|Undisputed Genius]], [[Savant#Intellect Die|Intellect Die (d20)]] || 6 || 350,000
|}


A young minotaur bent over his unconscious comrade in the midst of battle, his hands shook as he examined his brother's wounds. His clan had spent a small fortune sending him to study at the finest university in the land. All the hours spent in lectures and libraries, all for this moment. He thought back to his lessons and began to dress his brother's wounds.
=== Class Information ===
'''Hit Dice.''' 1d8 per Savant Level<br>
'''1st Level Hitpoints.''' 8 + your Constitution Modifier<br>
'''Higher Level Hitpoints.''' 1d8 (increase to 5) + your Constitution Modifier per Savant Level after 1st<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>
'''Tool Proficiencies.''' One [[Adventuring Gear#Tools|Set of Tools]] of your choice<br>
'''Saving Throw Proficiencies.''' Intelligence and Wisdom.<br>
'''Skill Proficiencies.''' Choose three from Arcana, History, Insight, Investigation, Medicine, Nature, Persuasion, or Religion<br>
'''Equipment.''' Two [[Armor and Weapons#Simple Weapons|Simple Weapons]] or a [[Armor and Weapons#Martial Melee Weapons|Rapier]] or a [[Armor and Weapons#Martial Melee Weapons|Saber]], A [[Armor and Weapons#Simple Ranged Weapons|Light Crossbow]] or two [[Armor and Weapons#Simple Melee Weapons|Daggers]], one [[Adventuring Gear#Tools|Set of Tools]], and an [[Equipment Packs|Equipment Pack]]
<br><br>


{| class="wikitable"
{| class="wikitable"
|+| Class Table
|+ Savant Features Summarized
|-
! Feature !! Complexity (1-5) !! Quick Explanation
|-
| [[Savant#Adroit Analysis|Adroit Analysis]] || 1st || As a Bonus Action, you can Mark a foe, getting a bunch of buffs while Attacking it, and information on it
|-
| [[Savant#Predictive Defense|Predictive Defense]] || 1st || You ca use your Intelligence for your AC instead of your Dexterity and use your Reaction to give a Marked creature Disadvatnage on its Attack against you
|-
| [[Savant#Scholarly Pursuits|Scholarly Pursuits]] || 2nd || You get some miscellaneous buffs to specific things
|-
| [[Savant#Intellect Die|Intellect Die]] || 2nd || You get an Intellect Die which you add to several rolls
|-
| [[Savant#Wondrous Intellect|Wondrous Intellect]] || 2nd || You add your Intellect Die to your Intelligence Checks and Saving Throws and the Damage dealt to your Mark
|-
| [[Savant#Academic Discipline|Academic Discipline]] || 3rd || You choose your subclass, and gain features at 3rd, 6th, 13th, and 17th Level
|-
| [[Savant#Ability Score Improvements|Ability Score Improvements]] || 4th || You increase your Ability Scores or gain a Feat, you do this at 4th, 8th, 12th, 16th, and 19th Level
|-
| [[Savant#Accelerated Reflexes|Accelerated Reflexes]] || 5th || You get an extra Reaciton every turn and add your Intelligence Modifier to your Initiative Rolls
|-
| [[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 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#Predictive Expert|Predictive Expert]] || 10th || Your better at Ability Checks and Saving Throws imposed by a Marked creature
|-
| [[Savant#Potent Observation|Potent Observation]] || 11th || You can add your Intellect Die to the Damage of your allies, moreso for Marked creatures
|-
|-
! Level !! Proficiency Bonus !! Features !! Intellect Die !! Experience Points
| [[Savant#Unyielding Will|Unyielding Will]] || 14th || You get Proficiency in Charisma Saving Throws, add your Intellect Die to Charisma Saving Throws, and you're better at resisting Damage with Intelligence, Wisdom, and Charisma Saving Throws
|-
|-
| 1st || +2 || Adroit Analysis, Perfect Recall, Unarmored Defense || - || 0
| [[Savant#Profound Insight|Profound Insight]] || 18th || You can make your Mark horrible at doing anything as an Action
|-
|-
| 2nd || +2 || Intellect Die, Potent Observation || 1d6 || 300
| [[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.
|}
<br>
 
==== Adroit Analysis ====
''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:
*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 lowest Ability Score
:*Its Armor Class
:*Its Speed
:*Its Maximum Hit Points
:*Its Creature Type
*You can use your Intelligence, in place of your Strength or Dexterity, for Weapon Attack and Damage Rolls made against 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.
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.
<br><br>
 
==== Predictive Defense ====
''1st Level Savant Feature''<br>
Your observant way of fighting allows you to anticipate and dodge attacks. When calculating your Armor Class you can use your Intelligence Modifier, in place of your Dexterity.<br>
Additionally, when your Mark, described in your Adroit Analysis feature, makes an Attack against you, you can use your Reaction to give the Attack Disadvantage.
<br><br>
 
==== Scholarly Pursuits ====
''2nd Level Savant Feature''<br>
Never satisfied with your current knowledge you are always looking to expand your horizons. You master two Scholarly Pursuits of your choice, described at the end of the class description.<br>
When you reach certain Levels in this class, as indicated in the Scholarly Pursuits column of the Savant table, you master additional Scholarly Pursuits of your choice.
<br><br>
 
==== Intellect Die ====
''2nd Level Savant Feature''<br>
You gain your Intellect Die, which represents your knowledge and prowess over the actions you take.<br>
Your Intellect Die begins as a d6, but increases in size as you gain Levels in this class: your Intellect Die becomes a d8 at 5th Level, a d10 at 10th Level, a d12 at 15th Level, and a d20 at 20th Level.
<br><br>
 
==== Wondrous Intellect ====
''2nd Level Savant Feature''<br>
Your mind is capable of wondrous bursts of intuition. When you make a Wisdom or Intelligence Check or Saving Throw, or when you deal Damage to your Mark, described in your Adroit Analysis feature, you add your Intellect Die to the roll.<br>
Additionally, when a creature that you can see or hear hits your Mark with an Attack, you can use your Reaction to add your Intellect Die to the Damage of the Attack.<br>
<br><br>
 
==== Academic Discipline ====
''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.
{| class="wikitable"
|+ Academic Disciplines
|-
|-
| 3rd || +2 || Academy Discipline || 1d6 || 1,000
! Academic Discipline !! Complexity (1-5) !! Description
|-
|-
| 4th || +2 || Ability Score Improvement || 1d6 || 3,000
| [[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.
|-
|-
| 5th || +3 || Accelerated Reflexes, Expert Student|| 1d8 || 6,000
| [[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.
|-
|-
| 6th || +3 || Academy Discipline Feature || 1d8 || 10,000
| [[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.
|-
|-
| 7th || +3 || Keen Awareness || 1d8 || 20,000
| [[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''.
|-
|-
| 8th || +3 || Ability Score Improvement || 1d8 || 40,000
| [[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.
|}
<br>
 
==== Ability Score Improvement ====
''4th, 8th, 12th, 16th, and 19th Level Savant Feature''<br>
Your skill and strength expands, choose one of the following:
*Increase one Ability Score of your choice by 3.
*Increase one Ability Score of your choice by 2 and one Ability Score of your choice by 1
*Increases three Ability Scores of your choice by 1.
*Gain one [[Feats|Feat]] of your choice.
No Ability Score increases or Feat gained from this feature can increase one of your Ability Scores beyond 20 unless stated otherwise.
<br><br>
 
==== Accelerated Reflexes ====
''5th Level Savant Feature''<br>
Your ability to process and react to your surroundings is near supernatural. You add your Intelligence Modifier to your Initiative Rolls.<br>
Additionally, you gain a second Reaction every round. You can only use a single Reaction in response to a single trigger. When you reach 17th Level in this class, you gain a third Reaction every round.
<br><br>
 
==== Quick Study ====
''5th Level Savant Feature''<br>
You are able to gain a working knowledge of new concepts exceptionally quickly. You gain Proficiency with one Skill, [[Adventuring Gear#Tools|Tool]], [[Armor and Weapons#Weapons|Weapon]], and [[Languages|Language]] of your choice.<br>
Over the course of 1 hour, which can be performed during a Short or Long Rest, you can replace any of these Proficiencies with another Proficiency of the same type. To do this you must have an example to learn from, such as a willing teacher or a manual.
<br><br>
 
==== Keen Awareness ====
''7th Level Savant Feature''<br>
You cannot be Surprised.<br>
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.
*Take the Help, Ready, Recall, or Search Action.
<br>
 
==== Flash of Brilliance ====
''9th Level Savant Feature''<br>
As a Reaction when a creature within 30ft of you that can hear you makes a Saving Throw, you can shout a snippet of potent advice, granting it a bonus to its roll equal to one roll of your Intellect Die.
<br><br>
 
==== Predictive Expert ====
''10th Level Savant Feature''<br>
You always seem to be one step ahead of your foes. You have Advantage on any Ability Checks or Saving Throws that a creature Marked by your Adroit Analysis feature forces you to make.
<br><br>
 
==== Potent Observation ====
''11th Level Savant Feature''<br>
You are able to identify even the smallest weaknesses and exploit them with ruthless efficiency. You can use a Reaction to add one roll of your Intellect Die to any Damage roll if you can see the target and the Attacker can hear you.<br>
Additionally, when you use your Reaction to add an Intellect Die to another creature's Damage Rolls against your Mark, described in your Adroit Analysis feature, you roll your Intellect Die twice and add the higher result to the Damage result.
<br><br>
 
==== Unyielding Will ====
''14th Level Savant Feature''<br>
You gain Proficiency in Charisma Saving Throws. Whenever you make a Charisma Saving Throw, you roll your Intellect Die and add it to the result.<br>
Additionally, when you would make an Intelligence, Wisdom, or Charisma Saving Throw, taking 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.
<br><br>
 
==== Profound Insight ====
''18th Level Savant Feature''<br>
As an Action, you can predict the next move of your Mark, as described in your Adroit Analysis feature, and then alert your allies to its plans. Your Mark has Disadvantage on all Ability Checks, Attack Rolls, and Saving Throws. Creatures of your choice have Advantage on any Saving Throw your Mark forces them to make. Both of these benefits last until the end of your next turn.<br>
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
<br><br>
 
==== Undisputed Genius ====
''20th Level Savant Feature''<br>
You realize your true genius potential. Your Intelligence Score increases by 4, and your maximum for that Score also increases by 4. Additionally, when you roll an Intellect Die and the result is lower than your Intelligence Modifier, you can raise the result to your Intelligence Modifier.
<br><br>
 
= Scholarly Pursuits =
Listed below are the Scholarly Pursuits available to a Savant.
<br><br>
 
==== Agriculture ====
You have a keen interest in all growing things. You have Advantage on all Intelligence (Nature) Checks you make in relation to Plants, farms, agriculture, or gardening.<br>
In addition, if you spend 8 hours tending to crops, plants, or other farmland. When you do so, you non-magically replicate the effects of the [[Level 3#Plant Growth|Plant Growth]] Spell as if you had taken 8 hours to cast the Spell in the area you tended to.
<br><br>
 
==== Astrology ====
You are a student of star charts and constellations, and can use the movements of celestial bodies to predict the future. During a Long Rest when you can see the night sky, roll one d20 and record the number you rolled. You can replace any Attack Roll, Saving Throw, or Ability Check you make with this foretelling roll. You must choose to do so before you roll.<br>
You can only use this foretelling roll once, and you lose it after you finish a Long Rest.
<br><br>
 
==== Craftsmanship ====
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 [[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.
<br><br>
 
==== Equestrianism ====
You have developed a great love for the care of horses. You gain Proficiency in Animal Handling. Whenever you would make a Wisdom (Animal Handling) Check, you can make an Intelligence (Animal Handling) Check instead. Also, you have Advantage on any Wisdom or Intelligence (Animal Handling) Checks you make in relation to caring for, riding, or breeding of horses, you have Advantage on your roll.<br>
Finally, while mounted, you add your Intelligence Modifier to any Ability Check or Saving Throw your mount makes.
<br><br>
 
==== Falconry ====
You have spent many months learning to train birds of prey. You gain a Falcon companion which uses the Hawk game statistics, but it has an Intelligence Score of 8. You and your Falcon can communicate simple ideas with each other using simple gestures and sounds. Your Falcon is unwaveringly loyal to you and obeys your commands.<br>
In combat, your Falcon shares your Initiative Score and acts on your turn. It can move and use its Reaction on its own, but it only takes the Dodge Action unless you use a Bonus Action to command it to take a different Action. This Action can be one from its stat block, or another Action. If you are [[Conditions#Incapacitated|Incapacitated]], your Falcon acts to best protect itself and you.<br>
If your Falcon drops to 0 Hit Points, it makes Death Saving Throws. If your Falcon dies, your special skills allow you to track and train another Falcon over the course of an 8 hour period using 5GP worth of bait. This can be performed during a Long Rest.
<br><br>
 
==== Fencing ====
You gain Proficiency with [[Armor and Weapons#Martial Melee Weapons|Longswords]], [[Armor and Weapons#Martial Melee Weapons|Rapiers]], and [[Armor and Weapons#Martial Melee Weapons|Sabers]].<br>
When a creature you can see hits you with a Melee Attack while you are wielding one of these Weapons, you can use your Reaction to roll your Intellect Die and add the result to your AC against that Attack. If the Attack misses, you can make a single Melee Weapon Attack against that creature as part of the same Reaction.
<br><br>
 
==== 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.
<br><br>
 
==== Linguistics ====
You learn to speak, read, and write a number of [[Languages]] equal to your Intelligence Modifier.<br>
Whenever you make a Charisma (Deception), Charisma (Persuasion), or Wisdom (Insight) check against a creature you are interacting with in a Language other than Common, as long as it can understand that Language, you treat any roll of 9 or lower on the d20 as a 10 in addition to the Advantage granted normally.
<br><br>
 
==== Marksmanship ====
You gain Proficiency with all [[Armor and Weapons#Martial Ranged Weapons|Martial Ranged Weapons]]. When you make a Ranged Weapon Attack, you can use your Intellect Die in place of the Weapon's Damage Die.
<br><br>
 
==== Meditation ====
You make time each day to clear your mind and keep it sharp. Whenever you roll an Intellect Die and you roll a 1, you can reroll that Intellect Die until you roll a result greater than 1.<br>
You can master this Pursuit up to three times, increasing the number you reroll by one each time.
<br><br>
 
==== Musicianship ====
You have an ear for music and song. You gain Proficiency in Performance and three [[Adventuring Gear#Tools|Musical Instruments]] of your choice. Whenever you make a Charisma (Performance) Check, or an Ability Check that uses a [[Adventuring Gear#Tools|Musical Instrument]] with which you are Proficient with, you gain a bonus to the roll equal to your Intelligence modifier.
 
==== Navigation ====
You gain Proficiency and Expertise with [[Adventuring Gear#Artisan's Tools|Cartographer's Tools]], [[Adventuring Gear#General Tools|Navigator's Tools]], and [[Adventuring Gear#Vehicles|Water Vehicles]]. You can use your Intelligence Modifier for any Check you make with these [[Adventuring Gear#Tools|Tools]].<br>
In addition, you can never become lost apart from magical means, so long as you can see the night sky or have a map.
<br><br>
 
==== Perfect Recall ====
You can recall picture-perfect details from things that you commit to memory. If you spend at least 1 minute observing an object or creature, you can perfectly recall any observable information about that creature or object point in the future, without requiring a successful Intelligence Check.
<br><br>
 
==== Riddle ====
You have spent a great deal of time pondering and pouring over riddles and rhymes. When you speak, you can choose to speak in Riddles. When you do so, you appear to be speaking normally, but there are hidden messages laced in your words.<br>
Over a period of 1 hour, which can be during the course of a Short or Long Rest, you can teach a creature to understand your Riddles. A creature with an Intelligence of 13 or higher that understands your Riddles can respond to you in Riddles.
<br><br>
 
==== Secrets and Whispers ====
You have a way of finding out news and gathering rumors, even from distant lands. Each time you finish a Long Rest in a city, town, or settlement, you learn of a one important event that has taken place within the past week.<br>
Additionally, when you spend a Long Rest in a town, city, or settlement, you can spend 5GP to gather news and rumors, including knowledge of secret events, related to that town.<br>
For example, you may learn of a conversation between conspirators or the location of a thieves' guild meeting.
<br><br>
 
==== Skill Mastery ====
You have spent significant time, effort, and research honing a singular skill. Choose a Skill or [[Adventuring Gear#Tools|Tool]] that you are Proficient with. When you make an Ability Check that uses the chosen Skill or [[Adventuring Gear#Tools|Tool]] Proficiency, you can treat a roll of 7 or lower on the d20 as an 8.<br>
You can master this Scholarly Pursuit more than once, but you must choose a different Proficiency each time.
<br><br>
 
==== 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>
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.
<br><br>
 
==== Traditions ====
You are a student of culture, politics, and traditions. When you make an Intelligence (History) Check related to a local custom, culture, or tradition, you have Advantage on the roll.<br>
This eclectic knowledge of local customs and traditions also makes you an excellent ambassador. The first time you meet a leader or otherwise important local figure, you have Advantage on any Charisma Checks you make.
<br><br>
 
= Academic Disciplines =
== Expert Archaeologist ==
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.
<br><br>
 
{| class="wikitable"
|+ Archaeologist Features
|-
|-
| 9th || +4 || Expert Educator || 1d8 || 60,000
! Feature !! Level !! Quick Explanation
|-
|-
| 10th || +4 || Ability Score Improvement || 1d10 || 80,000
| [[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
|-
|-
| 11th || +4 || Flawless Observation || 1d10 || 100,000
| [[Savant#Adventuring Academic|Adventuring Academic]] || 3rd || You can climb, you can use magic items better, and can Attack when you take the Utilise Action
|-
|-
| 12th || +4 || Ability Score Improvement || 1d10 || 120,000
| [[Savant#Daring Determination|Daring Determination]] || 6th || You're better at Dexterity Saving Throws and at Saving Throws to resist traps
|-
|-
| 13th || +5 || Academy Discipline Feature || 1d10 || 140,000
| [[Savant#Lore Master|Lore Master]] || 13th || You're better at learning about places and are better at using magic items
|-
|-
| 14th || +5 || Ability Score Improvement || 1d10 || 160,000
| [[Savant#Master Archaeologist|Master Archaeologist]] || 17th || You gain Resistance to Damage dealt by magic and can cause magic items to regain charges
|}
<br>
 
==== Student of History ====
''3rd Level Expert Archaeologist Feature''<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 [[Level 1#Identify|Identify]] Spell.
<br><br>
 
==== Adventuring Academic ====
''3rd Level Expert Archaeologist Feature''<br>
The places you explore have honed your instincts and given you insights into ancient items. You gain the benefits below:
*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 count as a spellcaster for the purposes of attuning to magic items, using Intelligence as your Spellcasting Ability.
*When you take the Utilise Action, you can make a single Weapon Attack as a Bonus Action.
<br>
 
==== Daring Determination ====
''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>
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.
<br><br>
 
==== Lore Master ====
''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 [[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>
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.
<br><br>
 
==== Master Archaeologist ====
''17th Level Expert Archaeologist Feature''<br>
Your exposure to ancient magics has caused you to develop an innate ward. You gain Resistance to Damage dealt by Spells and other magical effects.<br>
Additionally, you can send 10 minutes focusing on a magic item you are attuned to, causing it to regain a number of expended charges equal to your Intelligence Modifier.
<br><br><br>
 
== Expert Culinarian ==
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?
<br><br>
 
{| class="wikitable"
|+ Culinarian Features
|-
|-
| 15th || +5 || Unyielding Will || 1d12 || 180,000
! Feature !! Level !! Quick Explanation
|-
|-
| 16th || +5 || Ability Score Improvement || 1d12 || 200,000
| [[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
|-
|-
| 17th || +6 || Academy Discipline Feature || 1d12 || 225,000
| [[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
|-
|-
| 18th || +6 || Profound Insight || 1d12 || 250,000
| [[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
|-
|-
| 19th || +6 || Ability Score Improvement || 1d12 || 300,000
| [[Savant#Improved Recipes|Improved Recipes]] || 13th || Whenever a creature eats a cooked Recipe it gains Temporary Hit Points
|-
|-
| 20th || +6 || Undisputed Genius || 1d20 || 350,000
| [[Savant#Master Culinarian|Master Culinarian]] || 17th || You can create a feast that gives a bunch of buffs to those that eat it
|}
|}
<br>


'''Class Information.'''
==== Student of Flavor ====
:'''Hit Dice.''' 1d8 per savant level
''3rd Level Expert Culinarian Feature''<br>
:'''1st Level Hitpoints.''' 8 + your Constitution modifier
You gain Proficiency and Expertise in Nature and with [[Adventuring Gear#Artisan's Tools|Cook's Utensils]].<br>
:'''Higher Level Hitpoints.''' 1d8 (or 5) + your Constitution modifier per savant level after 1st
In addition, when you have access to [[Adventuring Gear#Artisan's Tools|Cook's Utensils]] and ingredients, you can spend an Action to prepare to feed that creature. Until the start of your next turn, any creature of your choice within your Reach that spends a Hit Die to regain Hit Points regains an additional number of Hit Points equal to one roll of your Intellect Die.
:'''Armor Proficiencies.''' Light Armor
<br><br>
:'''Weapon Proficiencies.''' Simple weapons, Hand Crossbows, Scimitars, Shortswords, Rapiers, and Whips
:'''Tool Proficiencies.''' One set of Artisan’s Tools of your choice
:'''Saving Throw Proficiencies.''' Intelligence and Wisdom
:'''Skill Proficiencies.''' Choose three from Arcana, History, Insight, Investigation, Medicine, Nature, Persuasion, or Religion
:'''Equipment.''' Two Simple Weapons or a Rapier, A Light Crossbow or Two Daggers, One Set of Artisan’s Tools, and an Equipment Pack


'''Adroit Analysis.''' Starting at 1st level, you can quickly analyze a foe's strengths and weaknesses. As a bonus action, you can Mark a creature you can see within 60 feet, gaining the following benefits for 1 minute or until you Mark another creature:
==== Adventurer's Cook Book ====
You can add your Intelligence to your attack and damage rolls against that creature. If you hit the creature with an attack, or observe it for 1 minute, you learn one of the following characteristics of your choice: Armor Class, speed, one ability score, one of its senses, its maximum hit points, or its creature type.
''3rd Level Expert Culinarian Feature''<br>
You have advantage on any Intelligence or Wisdom ability checks you make to analyze the creature.
You have begun to compile a Cook Book containing the exotic and wondrous Recipes you create during your adventures:
*'''Recipes Known.''' You start knowing two Recipes of your choice from the list at the end of the subclass description.
*'''Adding a Recipe.''' As an Action, you can harvest a Sample from a creature that died within the last minute and preserve it to create a Recipe. Over the course of 1 hour, which can be performed during a Short or Long Rest, you can use [[Adventuring Gear#Artisan's Tools|Cook's Utensils]] and a Sample to create a new Recipe based on the creature type of the Sample from the list at the end of the subclass description.<br>
*'''Preparing a Morsel.''' At the end of a Long Rest, you can prepare a number of Morsels equal to your Intelligence Modifier. Each Morsel has the properties of one Recipe of your choice contained in your Cook Book.
:You don't need to have ingredients from a creature type of that Recipe to prepare a Morsel of that Recipe. Any Morsels you prepare lose their potency at the end of your next Long Rest as they become inedible and bland.
*'''Serving Morsels.''' As an Action, a creature can eat one of your Morsels, or feed it to a conscious willing creature within its Reach. A creature that eats a Morsel gains the benefits of that Morsel as detailed in the Recipe description. A creature can only benefit from one Morsel at a time. Eating a Morsel instantly ends any previous Morsel benefits.
*'''Replacing a Cook Book.''' If your Cook Book is lost or destroyed, you must reacquire fresh Samples of each creature type in order to create any Recipes you once knew.
:You can create a copy of your Cook Book by spending 1 hour for each Recipe, copying it into the new book.
<br>


'''Perfect Recall.''' You can recall picture-perfect details from things you commit to memory. Starting at 1st level, if you spend at least 1 minute observing something, you can recall any information about it, at any point in the future, without requiring an ability check.
==== A Cut Above ====
''6th Level Expert Culinarian Feature''<br>
As an action, you can touch one of your prepared Morsels and change it to a Morsel of another Recipe. Also, when you eat or feed a Morsel to a creature, you can make a single Weapon Attack as a Bonus Action immediately.
<br><br>


'''Quick Mind.''' Also at 1st level, your mind can move faster than most. You can use a bonus action to make an ability check using any Intelligence or Wisdom skill proficiency you have.
==== Improved Recipes ====
''13th Level Expert Culinarian Feature''<br>
Your Recipes invigorate your allies along with their normal benefits. A creature that eats one of your Morsels also gains Temporary Hit Points equal to your Savant Level.
<br><br>


'''Unarmored Defense.''' Your observant style of fighting allows you to anticipate and dodge attacks. Starting at 1st level, when you are not wearing any armor or wielding a shield, your Armor Class is equal to 10 + your Dexterity modifier + your Intelligence modifier.
==== Master Culinarian ====
''17th Level Expert Culinarian Feature''<br>
You are a master monster chef and can cook with anything, anywhere. During the course of a Long Rest, you can use your [[Adventuring Gear#Artisan's Tools|Cook's Utensils]] to prepare a monstrous feast for yourself and a number of creatures equal to your Savant Level.<br>
Any creature that eats a portion of this meal gains the benefits listed below until the end of its next Long Rest:
*It is instantly cured of any [[Conditions#Poisoned|Poisons]] or diseases and is Immune to the [[Conditions#Poisoned|Poisoned]] and [[Conditions#Frightened|Frightened]] Conditions.
*Its Hit Point Maximum increases by an amount equal to one roll of your Intellect Die + your Intelligence Modifier.
*It gains a bonus to any Wisdom Saving Throw it makes equal to your Intelligence Modifier.
<br>


'''Intellect Die.''' At 2nd level, you gain an Intellect Die which represents your mental ability. Whenever you make an ability check or saving throw that uses Intelligence, Wisdom, or Charisma, you can add a roll of this die to your roll. Your Intellect Die begins as a d6, and increases in size as you gain levels in this class, as indicated in the Savant table.
==== Creature Recipes ====
The following Recipes are available to Culinarians. Some of these Recipes have a Savant Level prerequisite. You can learn a Recipe at the same time you meet its prerequisite Level.
<br><br>


'''Potent Observation.''' Starting at 2nd level, you can highlight your foe's weak points. As a reaction when a creature you can see hits the target of Adroit Analysis with an attack, you can increase the attack's damage by an amount equal to a roll of your Intellect Die.
==== Beast, Air ====
When you reach 5th level, any attack that you make against the target of your Adroit Analysis can trigger this reaction. Beginning at 11th level, this reaction increases the damage of the triggering attack by two rolls of your Intellect Die.
''Prerequisite: Any Beast with a Flying Speed''<br>
A creature that eats this Morsel gains a bonus to Initiative Rolls equal to your Intelligence Modifier for 1 hour.
<br><br>


'''Academic Discipline.''' At 3rd level, choose your Academic Discipline. Your Discipline grants you features at 3rd level, and again at 6th, 13th, and 17th level.
==== Beast, Cave ====
''Prerequisite: Any Beast with a Flying Speed''<br>
A creature that eats this Morsel gains Darkvision out to a Range of 60ft.
<br><br>


'''Ability Score Improvements.''' When you reach 4th level, and again at 8th, 10th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can take a [[Feats|feat]] instead of taking this increase to ability scores.
==== Beast, Land ====
''Prerequisite: Any Beast without a Flying or Swimming Speed''<br>
A creature that eats this Morsel regains a number of Hit Points equal to your Intellect Die + your Intelligence Modifier.
<br><br>


'''Accelerated Reflexes.''' The speed at which you react to stimuli is incredible. Starting at 5th level, so long as you are not surprised, you add your Intelligence modifier (minimum of +1) to your initiative rolls.
==== Beast, Sea ====
You also gain one additional reaction you can take each round. A single effect can only trigger one of your reactions. When you reach 17th level, your reflexes increase again, allowing you another reaction per round (for a total of 3).
''Prerequisite: Any Beast with a Swimming Speed''<br>
A creature that eats this Morsel gains a Swimming Speed equal to its Walking Speed for 1 hour.
<br><br>


'''Expert Student.''' Your ability to learn and retain new abilities and languages is beyond compare. Beginning at 5th level, each time you finish a long rest, you can choose to learn one additional language, or gain proficiency in one tool, skill, or weapon of your choice, as long as there is an example for you to learn from (such as a willing teacher with that proficiency, a manual, or a book in a different language). You can only learn one new proficiency or language from this feature per long rest.
==== Monstrosity ====
You can use this feature to learn a total number of extra proficiencies and languages equal to your Intelligence Modifier (Minimum 0) + your proficiency bonus. If you learn another language or proficiency while you are at your maximum, you must choose one language or proficiency you gained through this feature to forget, as your mind can only remember so many hastily learned skills and abilities at once. When you replace a language or proficiency you immediately lose any skill or knowledge of it.
''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.
<br><br>


'''Keen Awareness.''' You can react to danger at a moment's notice. Starting at 7th level, you cannot be surprised unless you are incapacitated. In addition, when you roll initiative, you can use Adroit Analysis to Mark a creature you can see within 60 feet.
==== Plant ====
''Prerequisite: Any Plant''<br>
A creature that eats this Morsel is instantly cured of one of the following Conditions currently affecting it: [[Conditions#Blinded|Blinded]], [[Conditions#Dazed|Dazed]], [[Conditions#Deafened|Deafened]], [[Conditions#Paralyzed|Paralyzed]], [[Conditions#Petrified|Petrified]], [[Conditions#Poisoned|Poisoned]], [[Conditions#Slowed|Slowed]] or its Level of Exhaustion is reduced by 1.
<br><br>


'''Expert Educator.''' Starting at 9th level, your ability to educate others is peerless. During a long rest, you choose a number of creatures that can hear or see you equal to your Intelligence modifier, and one tool, skill, or weapon proficiency, or one language you know. The creatures gain that proficiency or learn to understand and speak that language until the end of your next long rest.
==== Aberration ====
''Prerequisite: Any Aberration, 6th Level Culinarian''<br>
A creature that eats this Morsel can telepathically speak to creatures within 30ft of it for 1 hour. A target must be able to understand at least one [[Languages|Language]] to understand its telepathy.
<br><br>


'''Flawless Observation.''' Starting at 11th level, you can use Potent Observation when a creature hits any creature you can see with a weapon or spell attack, even if it's not not the target of Adroit Analysis.
==== Dragon ====
Moreover, when you use Potent Observation to increase the damage against a creature marked by Adroit Analysis you add your Intelligence modifier to the damage of the attack.
''Prerequisite: Any Dragon, 6th Level Culinarian''<br>
The creature that eats this Morsel gains Resistance to the Damage Type dealt by the Breath Weapon of the Dragon used in the creation of this Recipe.<br>
You can create a separate Recipe in your Cook Book for each type of Dragon you have harvested a sample of.
<br><br>


'''Unyielding Will.''' Starting at 15th level you’ve learned to logically evaluate the situation you are in to determine the best way to escape, or realize there is no true threat. At the start of your turn while you are Charmed, Frightened, or Stunned, you can make an Intelligence (Investigation) with a DC equal to your level, ending the effect on a successful check.
==== Giant ====
''Prerequisite: Any Giant, 6th Level Culinarian''<br>
A creature that eats this Morsel grows to become the Size of the Giant used in the creation of this Recipe for 1 hour. While it is enlarged in this way, the creature must Concentrate on this effectl and it gains a bonus to any Strength Checks and Strength Saving Throws it makes equal to your Intelligence Modifier.<br>
You can create a separate Recipe in your Cook Book for each Size of Giant you have harvested a sample of.
<br><br>


'''Profound Insight.''' You can predict attacks before they come to pass. Starting at 18th level, any creature marked by your Adroit Analysis has disadvantage on attack rolls they make, and creatures of your choice that can see or hear you have advantage on any saving throw the target forces those creatures to make.
==== Ooze ====
''Prerequisite: Any Ooze, 6th Level Culinarian''<br>
A creature that eats this Morsel reduces any Lightning or Slashing Damage it takes by an amount equal to your Intelligence Modifier for 1 hour.
<br><br>


'''Undisputed Genius.''' Upon reaching 20th level, you realize the true genius-level potential of your mind. Your Intelligence and Wisdom scores increase by 4. Your maximum for those scores is now 24.
==== Elemental, Air ====
''Prerequisite: Any Air Elemental, 13th Level Culinarian''<br>
A creature that eats this Morsel can take the Dash Action as a Bonus Action, and hold its breath indefinitely. It gains these benefits for 1 hour.
<br><br>


=== Expert Archeologist ===
==== Elemental, Earth ====
Specializing in the study of forgotten civilizations, ancient places, and uncharted lands, 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 forgotten, they tend to feel a sad kinship with the civilizations they study and go to great lengths not to destroy or offend their memory. For an Archaeologist, the best way to improve the present is to learn from both the mistakes and innovations of the past.
''Prerequisite: Any Air Elemental, 13th Level Culinarian''<br>
A creature that eats this Morsel gains Tremorsense out to a Range of 15ft and gains Resistance to non-magical Bludgeoning, Piercing, and Slashing Damage for 1 hour.
<br><br>


'''Student of History.''' When you join this Academic Discipline at 3rd level, you gain proficiency and expertise in History and Investigation. If you are already proficient in either skill you gain proficiency in another skill of your choice from the savant skill list.
==== Elemental, Fire ====
Also, if you spend 1 minute examining an object you are holding, you can ascertain its value, its civilization of origin, and its approximate age. If it has any magical properties, you learn of them as if you had cast Identify targeting the object.
''Prerequisite: Any Fire Elemental, 13th Level Culinarian''<br>
A creature that eats this Morsel gains Immunity to the [[Conditions#Charmed|Charmed]] and [[Conditions#Frightened|Frightened]] Conditions for 1 hour.
<br><br>


'''Aventuring Academic.''' The places you explore have honed your survival instincts and given you special insight into the workings of ancient magic items. At 3rd level, you gain the following benefits:
==== Elemental, Water ====
*You gain proficiency with improvised weapons.
''Prerequisite: Any Water Elemental, 13th Level Culinarian''<br>
*You gain a climbing speed equal to your walking speed.
A creature that eats this Morsel can breathe both air and water, gains a 30ft Swimming Speed, and can use its Reaction to cause an Attack against it that would be a Crit into a normal Crit instead for 1 hour.
When you make an ability check or saving throw that uses your Dexterity, you can add an *Intellect Die to your roll.
<br><br>
*You can expend a use of Expert Student to ignore a class, race, or alignment restriction to attune to a magic item.
*You can use a bonus action on your turn to use a magic item that normally takes an action to use.


'''Daring Determination.''' You are well acquainted with dangerous situations. Starting at 6th level, the target of your Adroit Analysis cannot target you with opportunity attacks. Also, when a creature targets you with an opportunity attack, you can use your reaction to impose disadvantage on its attack roll.
==== Fey ====
In addition, when you are forced to make a saving throw to resist the effects of a trap, you gain a bonus to your roll equal to your Intelligence modifier (minimum of +1). If a trap allows you to take only half damage on a success, you instead take no damage if you succeed, and only half damage if you fail.
''Prerequisite: Fey, 13th Level Culinarian''<br>
For 1 hour, a creature that eats this Morsel can use a Bonus Action on each of its turns to teleport to an unoccupied space it can see within 30ft of it.
<br><br>


'''Lore Master.''' You study every myth, legend, and folk tale you find, knowing that each story is based on a grain of truth. Starting at 13th level, if you observe a person, place, or object for at least 1 hour, you can mystically recall information about the target as if you had cast Legend Lore on it. The target does not need to be of legendary importance for you to gain information.
==== Highling, Evil-Aligned ====
Starting at 17th level, you only need to observe a person, place, or object for 1 minute in order to use this feature.
''Prerequisite: Any Highling with an Evil or Neutral Alignment, 13th Level Culinarian''<br>
A creature that eats this Morsel has advantage on all Saving Throws it makes to resist Spells and other magic effects for 1 hour.
<br><br>


'''Master Archeologist.''' Your exposure to the magical effects has caused you
==== Highling, Good-Aligned ====
to develop an innate arcane ward. At 17th level, you gain resistance to damage from spells and magical effects.
''Prerequisite: Any Highling with a Good or Neutral Alignment, 13th Level Culinarian''<br>
Also you can spend an action examining a magic item, causing it to regain all of its expended charges. You can only use this feature again once you have finished a long rest.
A creature that eats this Morsel manifests a pair of ethereal angelic wings and gains a 30ft Flying Speed for 1 hour.
<br><br><br>


== Expert Investigator ==
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.
<br><br>
{| 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
|}
<br>


=== Expert Investigator ===
==== Student of Truth ====
Excelling at unraveling mysteries and uncovering secrets, Investigators possess an uncanny ability to read the intent of others. They often spend their lives working against those who deceive the innocent and take advantage of the common trust. Their considerable intellect and eye for the truth stand in the way of thieves, shapeshifters, and corrupt politicians.
''3rd Level Expert Investigator Feature''<br>
You gain Proficiency and Expertise in Insight and Investigation. Also, your intuitive nature grants you the following benefits:
*Whenever you would make a Wisdom (Insight) check, you can make an Intelligence (Insight) Check instead.
*You have Advantage on any Ability Check you make to detect illusions, shapeshifters, or if a creature is lying.
*You gain a bonus to your Passive Perception equal to your Intelligence Modifier.
<br><br>


'''Student of Truth.''' When you join this Academic Discipline at 3rd level, you gain proficiency and expertise in Insight and Investigation. If you are already proficient in either skill you gain proficiency in another skill of your choice from the savant skill list.
==== Rough and Tumble ====
You also have advantage on any ability check you make to detect illusions, shapeshifters, or if a creature is lying to you.
''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>
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 [[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 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.  
<br><br>


'''Rough and Tumble.''' You have learned to fight dirty in the underbelly of the world. Beginning at 3rd level, your weapon attacks against the target of Adroit Analysis score a critical hit on a roll of 19 or 20.
==== Astute Defense ====
When you hit the target of Adroit Analysis with an attack, you can force the target to make a Constitution saving throw against your Investigator save DC (8 + your Proficiency Bonus + your Intelligence Modifier)
''6th Level Expert Investigator Feature''<br>
On a failed save, it is blinded, deafened, or cannot speak (your choice) for 1 minute. It can repeat the saving throw at the start of each of its turns, ending the effect on a success. You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses when you finish a long rest.
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>
When you score a critical hit, you use this feature without expending a use, and the target has disadvantage on its initial Constitution saving throw.
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.
<br><br>


'''Ear to the Ground.''' Your line of work has granted you a unique familiarity with the underbelly of the civilized world. At 6th level, you learn to speak, read, decode, decipher, and write in Thieves' Cant.
==== Ear to the Ground ====
Also, once you spend a long rest in a settlement, you have advantage on any checks you make to gather information on that settlement, its culture, factions, or important figures.
''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 [[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>
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.
<br><br>


'''Master Investigator.''' Your eye for the truth has reached near-supernatural levels. At 17th level, you gain Truesight in a 60-foot radius. Though, you cannot see into the Ethereal Plane within this range.
==== Peerless Focus ====
Also, when you, or a creature you can see, hits the target of your Adroit Analysis with a weapon attack, you can use your reaction to turn that attack into an automatic critical hit.
''13th Level Expert Investigator Feature''<br>
You can use this reaction a number of times equal to your Proficiency Bonus, regaining expended uses when you finish a long rest.
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 [[Conditions#Stunned|Stun]] it instead.
<br><br>


==== Master Investigator ====
''17th Level Expert Investigator Feature''<br>
Your sense for the truth has reached near-supernatural levels. You gain most of the benefits of Truesight out to a Range of 60ft, but you cannot see into the Second Ward.<br>
Also, when you, or a creature you can see, hits your Mark, described in your Adroit Analysis feature, with a Weapon Attack, you can use your Reaction to cause that Attack to Crit.<br>
Once you use this Reaction a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
<br><br><br>


=== Expert Naturalist ===
== Expert Naturalist ==
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.
<br><br>


'''Student of Nature.''' When you join this Academic Discipline at 3rd level, you gain proficiency and expertise in Nature and Survival. If you are already proficient in either skill you gain proficiency in another skill of your choice from the savant skill list.
{| class="wikitable"
Also, during a long rest, you can spend 1 hour studying and taking notes on your environment. So long as you have these notes, you have advantage on Intelligence or Wisdom checks related to its native animals, plants, weather, and ecosystems.
|+ 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
|}
<br>


'''Survivalist.''' You have the knowledge and skills to survive and thrive in the wild. Starting at 3rd level, as part of a long rest, you can spend 1 hour gathering materials from the surrounding environment to create one of the following items: 10 feet of rope, a club, a javelin, 1d4 darts, or a net. To use this ability, you need a blade, dagger, or the appropriate artisan's tools.
==== Student of Nature ====
You have also learned to set snares. As an action, you can set a snare in an adjacent unoccupied 5-foot space. The first creature that moves into the space must succeed on a Dexterity saving throw against your Naturalist save DC (8 + your Proficiency Bonus + your Intelligence Modifier) or be restrained by your snare.
''3rd Level Expert Naturalist Feature''<br>
As an action, the restrained creature can repeat the saving throw, ending the effect on a success. A creature can detect a snare by making a successful Intelligence (Investigation) or Wisdom (Perception) check against your Naturalist save DC.
You gain Proficiency and Expertise in Nature and Survival<br>
Your study of nature also grants you the benefits:
*Whenever you would make a Wisdom (Survival) Check, you can make an Intelligence (Survival) Check instead.
*Over the course of 1 hour, which can be performed during a Short or Long Rest, you can study and take notes on the current environment. If you have access to these notes, you have Advantage on any Intelligence Checks you make related to its native flora, fauna, weather, and ecosystems.
<br>


'''Improvise, Adapt, and Overcome.''' Starting at 6th level, you can train others  to survive in the wild. At the end of each long rest, you, and a number of creatures equal to your Intelligence modifier (minimum of 1 creature), gain one of the following features until the end of your next long rest.
==== Survivalist ====
:'''Concealment Training.''' While in natural environments, creatures can move stealthily at a normal pace and have advantage on Dexterity (Stealth) checks they make to hide.
''3rd Level Expert Naturalist Feature''<br>
:'''Diver Training.''' Creatures gain a swimming speed equal to their walking speed and can hold their breath underwater for a number of minutes equal to their Constitution modifier + your Intelligence modifier (minimum of 1 minute).
You have the knowledge to thrive in the wild. Over the course of 1 hour, which can be performed during a Short or Long Rest, you can gather natural material to create one of the following objects: 10ft of Hempen Rope, a Club, a Javelin, 1d4 Darts, or a Net. To do so, you need a Dagger or the appropriate Set of Tools.<br>
:'''Endurance Training.''' Creatures can ignore the effects of difficult terrain imposed by natural environments and have advantage on saving throws to avoid exhaustion.
You have also learned to set hidden Snares. As an Action, you can use 10ft of Rope or a Net to set a hidden Snare in an unoccupied space within 5ft of you. The first creature that moves into that space makes a Dexterity Saving Throw against your Naturalist Save DC, which has a DC of 8 + your Intelligence Modifier + your Proficiency Bonus. On a failed Save the creature is Restrained. As an Action, a creature Restrained in this way can make a Strength Saving throw against your Naturalist Save DC, escaping on a success.<br>
:'''Mountaineer Training.''' Creatures gain a climbing speed equal to their walking speed and they reduce any falling damage they take by an amount equal to your savant level.
A creature can detect the presence of these hidden Snared by succeeding on an Intelligence (Investigation) or Wisdom (Perception) Check against your Naturalist Save DC.
:'''Resilience Training.''' Creatures have advantage on saving throws to resist the effects of extreme environments and gain resistance to either cold, fire, poison, or thunder damage.
<br><br>


'''Call of the Wild.''' Starting at 13th level, you can tame almost any wild creature. As an action, you can force a beast, plant, or monstrosity that can hear you within 30 feet to make a Wisdom saving throw against your Naturalist save DC or be charmed for 1 hour.
==== Improvise, Adapt, and Overcome ====
While charmed, the creature is friendly to you and your allies and shares your turn in combat. As a bonus action, you can issue a simple command to the creature, which it does its best to obey. Once it completes a command it will defend itself to the best of its ability until you command it again.
''6th Level Expert Naturalist Feature''<br>
Each time the creature takes damage, it can repeat the Wisdom saving throw, ending the charm on a success. If you are within 30 feet of the creature and it can hear you, you can use your reaction to impose disadvantage on its saving throw.
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 can only have one creature charmed in this way at a time. Attempting to charm a second creature ends the effect for the first. You may use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.
*'''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 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]].
*'''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.
All creatures gain the same feature, you choose which feature the creatures gain, and you decide which Damage Type creatures gain Resistance to with the Resilience Training feature. The feature lasts until the creature gains another feature from the Improvise, Adapt, and Overcome feature.
<br><br>


'''Master Naturalist.''' You have become a leading authority on the natural world and can maneuver with comfort in any environment. Upon reaching 17th level, you gain the following benefits:
==== Call of the Wild ====
*Whenever you make an Intelligence check related to an environment you studied as part of Student of Nature, you can substitute your d20 roll with your savant level.
''13th Level Expert Naturalist Feature''<br>
*You gain the benefits of all Improvise, Adapt, and Overcome features.
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>
*Creatures with an Intelligence score of 10 or lower have disadvantage on saving throws to resist Call of the Wild.
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>
*The duration of Call of the Wild increases to 24 hours.
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 [[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 [[Conditions#Charmed|Charm]], you can expend another use of this feature to extend the duration of the Charm for 1 additional hour.
<br><br>


==== Master Naturalist ====
''17th Level Expert Naturalist Feature''<br>
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.
*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.
*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>


== 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.<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.
<br><br>


=== Expert Physician ===
{| class="wikitable"
Physicians bring their considerable intellect to bear healing the sick and tending to the wounded. They spend their lives studying anatomy and the inner workings of mortals, and they use this knowledge to keep their allies in top condition. Using their medical training, they offer aid to those who don't have access to the luxury of divine or arcane healing magic.
|+ Orator Features
|-
! 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 Medicine.''' When you join this Academic Discipline at 3rd level, you gain proficiency and expertise in Medicine and with herbalism kits. If you are already proficient in either, you gain proficiency with another skill from the savant skill list. Moreover, your studies grant you the following benefits:
==== Student of Logic ====
You can make Intelligence (Medicine) checks in place of any Wisdom (Medicine) checks you would make.
''3rd Level Expert Orator Feature''<br>
If you spend at least 1 minute examining a creature, you can identify any disease, poison, or curse affecting it.
You gain Proficiency and Expertise in Deception and Persuasion.<br>
Once per turn, when you hit the target of Adroit Analysis with a weapon attack, you can reduce its speed by a number of feet equal to 5 times your Intelligence modifier (minimum of 5 feet) until the beginning of your next turn.
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>


'''Combat Medic.''' You can administer aid in the midst of combat. Beginning at 3rd level, you can use an Action to use the following abilities:
==== Rhetoric ====
:'''Adrenaline Jolt.''' A creature you touch can immediately repeat a saving throw to end one of the following conditions: blinded, charmed, deafened, frightened, or poisoned, adding your Intelligence modifier (minimum of +1) to their roll.
''3rd Level Expert Orator Feature''<br>
:'''Dress Wounds.''' You touch a creature, immediately granting it temporary hit points equal to a roll of your Intellect Die roll + your Intelligence modifier.
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>
:'''Healing Surge.''' A creature you touch can instantly expend one of its Hit Dice to regain hit points equal to its Hit Die roll + its Constitution modifier + your Intelligence modifier.
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.
:'''Stabilize.''' You touch a living creature that has 0 hit points, automatically stabilizing them. The target can then choose to expend one of their Hit Dice to regain hit points equal to the maximum value of that Hit Die + their Constitution modifier.
*'''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>


'''Field Doctor.''' You can move across the battlefield unscathed. Starting at 6th level, when you use your action to stabilize a creature, restore hit points, or grant temporary hit points, you gain the benefits of the Dodge action until the start of your next turn.
==== Logical Mind ====
Additionally, when you use a Combat Medic action on your turn, you can make one weapon attack as a bonus action.
''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>


'''Advanced Combat Medic.''' Starting at 13th level, you use your knowledge of medicine to perform wondrous feats. As an action, you can touch a willing creature and use one of the abilities listed below. You can use the abilities below a combined number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.
==== Peerless Rhetoric ====
:'''Regeneration.''' The creature regains hit points equal to four rolls of your Intellect Die. If the creature has a severed body part, you can reattach it as part of this action.
''13th Level Expert Orator Feature''<br>
:'''Restoration.''' You end one of the following conditions currently affecting it: all of the blinded, charmed, deafened, frightened, paralyzed, and poison conditions affecting the creature, a reduction to an ability score or its hit point maximum, or you reduce its level of exhaustion by 2.
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.
:'''Resuscitation.''' If the creature has died within the last minute, you return it to life with 1 hit point. You cannot bring back a creature that died of old age, nor can you restore any body parts the creature is missing.
*'''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>


'''Master Physician.''' Your medical knowledge is without peer. Beginning at 17th level, whenever you restore hit points or grant temporary hit points to a creature, it gains the maximum possible amount of hit points, in place of rolling.
==== Master Orator ====
Also, any creature that expends a Hit Die while within 30 feet of you treats their Hit Dice as its maximum possible roll.
''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.
<br><br><br>


=== Expert Tactician ===
== Expert Physician ==
Most successful monarchs, conquerors, and revolutions have a master strategist that is responsible for their success on the battlefield. Known as Tacticians, these intelligent leaders are always one step ahead of their enemies and strive to have a plan for every eventuality. They know the strategies that lead to glorious victory, and those that end in utter ruin. Alone, a Tactician is no threat, but with powerful allies to command, they become a formidable force, capable of toppling empires.
Physicians use their considerable intellect to heal the sick and tend to the wounded. They spend their life studying anatomy and the inner workings of mortal creatures, and
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>
 
{| 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 War.''' When you join this Academic Discipline at 3rd level, you gain proficiency and expertise in History. If you are already proficient in History you gain proficiency in another skill from the savant skill list.
==== Student of Medicine ====
You also gain proficiency with all medium armor, shields, and all martial weapons without the heavy property. When you wear light or medium armor, you can use Intelligence,  in place of Dexterity, when calculating your Armor Class.
''3rd Level Expert Physician Feature''<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:
*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, [[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.
<br>


'''Tactical Commander.''' You can use your knowledge of warfare to direct your allies on the battlefield. Starting at 3rd level, you can use an action to issue one of the Orders below, targeting a creature within 60 feet, other than yourself, that can see or hear you. A single creature can only benefit from one Order at a time. When you issue an Order, you can grant the target temporary hit points equal to your Intellect Die roll, you can grant these temporary hit points a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a long rest.t
==== Combat Medic ====
:'''Attack Order.''' The next time the target of this Order takes the Attack action before the start of your next turn, it can make one additional weapon attack as part of that action.
''3rd Level Expert Physician Feature''<br>
:'''Defensive Order.''' Until the beginning of your next turn, the target of this Order gains a bonus to its Armor Class equal to your Intelligence modifier (minimum of +1 Armor Class).
You can administer aid in the midst of combat. As an Action, you can use one of the following features:
:'''Maneuvering Order.''' The target of this Order can use its reaction to immediately move up to its full movement speed without provoking opportunity attacks.
*'''Adrenaline Jolt.''' A creature you touch can instantly repeat a Saving Throw to end the Blinded, Charmed, Dazed, Deafened, Frightened, or Poisoned Condition, or one disease. It adds your Intelligence Modifier to this Saving Throw.
:'''Steadfast Order.''' Until the beginning of your next turn, the target of this Order gains a bonus to any Strength, Dexterity, or Constitution ability checks and saving throws they make equal to your Intelligence modifier (minimum of +1)
*'''Dress Wounds.''' A creature you touch gains Temporary Hit Points equal to one roll of your Intellect Die.
*'''Healing Surge.''' A creature you touch can immediately expend one of its Hit Dice to regain a number of Hit Points equal to its result of the Hit Die + its Constitution Modifier + your Intelligence Modifier.
*'''Stabilize.''' You touch a living creature that has 0 Hit Points, instantly stabilizing it. The creature can then immediately expend one of its Hit Dice to regain a number of Hit Points equal to the maximum result of that Hit Die + its Constitution Modifier.
<br>


'''Unwavering Resolve.''' Your position as a leader doesn't allow you to succumb to your base instincts. Starting at 6th level, you have advantage on saving throws to resist the effects of enchantment spells, and you are immune to the frightened condition.
==== Field Doctor ====
In addition, when you use your action to issue an Order, you can make one weapon attack as a bonus action.
''6th Level Expert Physician Feature''<br>
You have learned to move across the battlefield unscathed. When you use your Action to stabilize, restore Hit Points, or grant Temporary Hit Points to another creature, you can take the Dodge Action as part of that Action.<br>
Additionally, when you use your Combat Medic feature, you can make a single Weapon Attack as a Bonus Action.
<br><br>


'''Strategic Genius.''' Your genius allows you to coordinate multiple allies. Starting at 13th level, when you use your action to issue an Order, you can issue the same Order to another creature within range.
==== Expert Medic ====
''13th Level Expert Physician Feature''<br>
You use your knowledge of medicine to perform wondrous feats. As an Action, you can touch a creature and use one of the following features:
*'''Regeneration.''' The creature instantly regains Hit Points equal to four rolls of your Intellect Die. If the creature has a severed body part, you can reattach it as part of this Action.
*'''Restoration.''' You instantly end one of the following Conditions currently affecting the target: Blinded, Charmed, Dazed, Deafened, Frightened, Paralyzed, Poisoned, a reduction to an Ability Score or its Maximum Hit Points, or 2 Levels of Exhaustion.
*'''Resuscitation.''' You instantly return a creature to life that has died within the last minute. You cannot bring back a creature that died of old age, nor can this restore any of the creature's missing body parts.
You can use this Action a number of times equal to your Intelligence Modifier, regaining expended uses at the end of a Long Rest.
<br><br>


'''Master Tactician.''' Your Orders inspire heroic action in your allies. Beginning at 17th level, when you spend an Intellect Die to grant the target of an Order temporary hit points, you add your Intelligence modifier (minimum of 1) to the temporary hit points.
==== Master Physician ====
Also, when you use your action to issue an Order, you can target up to three creatures in range with the same Order.
''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>
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>

Latest revision as of 02:32, 8 January 2023

Savant

An elf cleaned her glasses with the corner of her cloak as the dust settled. The emperor had paid her a large sum to locate this forgotten place, and after months of pouring over ancient maps, she had pieced together the one-lost location of the primeval temple. Now, she had a decision to make. If she reported the location of the temple to her benefactor, it would be ruthlessly stripped of valuables. But, if she kept the location to herself, she could preserve the ancient knowledge contained within. For a savant, knowledge is more precious than any sum of gold.
An aging human warrior silently assessed the soldiers under his command. They were exhausted and almost out of supplies. It was the tenth night of a brutal siege, and the graying commander knew that no reinforcements were coming to their rescue. He was too old to be of much use in battle, but if his soldiers followed his orders without any hesitation, they might have a chance of survival. He stood up, and for what could very well be his final time, drew his weathered sword from its scabbard.
A young dwarf bent over his unconscious comrade in the midst of battle, his hands shook as he examined his brother's wounds. His clan had spent a small fortune sending him to study at the finest university in the land. All the hours spent in lectures and libraries, all for this moment. He thought back to his lessons and began to dress his brother's wounds.
Those described above are just some examples of the adventuring intellectuals known as savants. Armed with only their wit, they aid their allies and outwit their enemies.
There are many wonderfully intelligent people in the world, but few are true savants. Born with the innate desire to learn anything they can, and the potential for genius-level intellect, savants spend their lives learning anything that those around them are willing to teach. Often recognizable at an early age, a savant's unquenchable hunger for knowledge draws them to the great libraries, universities, and other places of higher learning. They are willing to go to any lengths to unlock the secrets of the world, often turning to lives of adventure. For a savant, no price is too steep for the promise of discovery. Savants are hyper-focused on their chosen area of study and often become obsessed with learning all they can about their specialty. In their quest for discovery, savants are willing to set aside any conviction, political, religious, or otherwise, to acquire the information they seek. To them, their desire for knowledge is more important than loyalty to any ideology.
Often at great personal cost, savants will not stop their research until they have made a revolutionary discovery in their area of study. It is not unusual to encounter one such scholar far from the safety of a university and its libraries.

Class Table
Level Proficiency Bonus Features Scholarly Pursuits Experience Points
1st +2 Adroit Analysis, Predictive Defense - 0
2nd +2 Scholarly Pursuits, Intellect Die (d6), Wondrous Intellect 2 300
3rd +2 Academic Discipline 2 1,000
4th +2 Ability Score Improvement 3 3,000
5th +3 Accelerated Reflexes (2), Quick Study, Intellect Die (d8) 3 6,000
6th +3 Academic Discipline Feature 3 10,000
7th +3 Keen Awareness 3 20,000
8th +3 Ability Score Improvement 4 40,000
9th +4 Flash of Brilliance 4 60,000
10th +4 Predictive Expert, Intellect Die (d10) 4 80,000
11th +4 Potent Observation 4 100,000
12th +4 Ability Score Improvement 5 120,000
13th +5 Academic Discipline Feature 5 140,000
14th +5 Unyielding Will 5 160,000
15th +5 Intellect Die (d12) 5 180,000
16th +5 Ability Score Improvement 6 200,000
17th +6 Academic Discipline Feature, Accelerated Reflexes (3) 6 225,000
18th +6 Profound Insight 6 250,000
19th +6 Ability Score Improvement 6 300,000
20th +6 Undisputed Genius, Intellect Die (d20) 6 350,000

Class Information

Hit Dice. 1d8 per Savant Level
1st Level Hitpoints. 8 + your Constitution Modifier
Higher Level Hitpoints. 1d8 (increase to 5) + your Constitution Modifier per Savant Level after 1st
Armor Proficiencies. Light Armor
Weapon Proficiencies. Simple Weapons, Hand Crossbows, Rapiers, Sabers, and Whips.
Tool Proficiencies. One Set of Tools of your choice
Saving Throw Proficiencies. Intelligence and Wisdom.
Skill Proficiencies. Choose three from Arcana, History, Insight, Investigation, Medicine, Nature, Persuasion, or Religion
Equipment. Two Simple Weapons or a Rapier or a Saber, A Light Crossbow or two Daggers, one Set of Tools, and an Equipment Pack

Savant Features Summarized
Feature Complexity (1-5) Quick Explanation
Adroit Analysis 1st As a Bonus Action, you can Mark a foe, getting a bunch of buffs while Attacking it, and information on it
Predictive Defense 1st You ca use your Intelligence for your AC instead of your Dexterity and use your Reaction to give a Marked creature Disadvatnage on its Attack against you
Scholarly Pursuits 2nd You get some miscellaneous buffs to specific things
Intellect Die 2nd You get an Intellect Die which you add to several rolls
Wondrous Intellect 2nd You add your Intellect Die to your Intelligence Checks and Saving Throws and the Damage dealt to your Mark
Academic Discipline 3rd You choose your subclass, and gain features at 3rd, 6th, 13th, and 17th Level
Ability Score Improvements 4th You increase your Ability Scores or gain a Feat, you do this at 4th, 8th, 12th, 16th, and 19th Level
Accelerated Reflexes 5th You get an extra Reaciton every turn and add your Intelligence Modifier to your Initiative Rolls
Quick Study 5th You gain several Proficiencies that you can change that Proficiency during a Short or Long Rest
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
Flash of Brilliance 9th You can add your Intellect Die to the Saving Throw of an ally
Predictive Expert 10th Your better at Ability Checks and Saving Throws imposed by a Marked creature
Potent Observation 11th You can add your Intellect Die to the Damage of your allies, moreso for Marked creatures
Unyielding Will 14th You get Proficiency in Charisma Saving Throws, add your Intellect Die to Charisma Saving Throws, and you're better at resisting Damage with Intelligence, Wisdom, and Charisma Saving Throws
Profound Insight 18th You can make your Mark horrible at doing anything as an Action
Undisputed Genius 20th Your Intelligence Score and Maximum increases by 4 and your minimum roll on your Intellect Die is your Intelligence Modifier.


Adroit Analysis

1st Level Savant Feature
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 of your choice:
  • Its highest Ability Score
  • Its lowest Ability Score
  • Its Armor Class
  • Its Speed
  • Its Maximum Hit Points
  • Its Creature Type
  • You can use your Intelligence, in place of your Strength or Dexterity, for Weapon Attack and Damage Rolls made against 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.

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.

Predictive Defense

1st Level Savant Feature
Your observant way of fighting allows you to anticipate and dodge attacks. When calculating your Armor Class you can use your Intelligence Modifier, in place of your Dexterity.
Additionally, when your Mark, described in your Adroit Analysis feature, makes an Attack against you, you can use your Reaction to give the Attack Disadvantage.

Scholarly Pursuits

2nd Level Savant Feature
Never satisfied with your current knowledge you are always looking to expand your horizons. You master two Scholarly Pursuits of your choice, described at the end of the class description.
When you reach certain Levels in this class, as indicated in the Scholarly Pursuits column of the Savant table, you master additional Scholarly Pursuits of your choice.

Intellect Die

2nd Level Savant Feature
You gain your Intellect Die, which represents your knowledge and prowess over the actions you take.
Your Intellect Die begins as a d6, but increases in size as you gain Levels in this class: your Intellect Die becomes a d8 at 5th Level, a d10 at 10th Level, a d12 at 15th Level, and a d20 at 20th Level.

Wondrous Intellect

2nd Level Savant Feature
Your mind is capable of wondrous bursts of intuition. When you make a Wisdom or Intelligence Check or Saving Throw, or when you deal Damage to your Mark, described in your Adroit Analysis feature, you add your Intellect Die to the roll.
Additionally, when a creature that you can see or hear hits your Mark with an Attack, you can use your Reaction to add your Intellect Die to the Damage of the Attack.


Academic Discipline

3rd, 6th, 13th, and 17th Level Savant Feature
You choose one of the following Academic Disciplines which represent your field of study and expertise.

Academic Disciplines
Academic Discipline Complexity (1-5) Description
Expert Archaeologist 2 You become a masterful dungeon delver, perfecting the art of avoiding traps and using the magical loot you find.
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.
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.
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.
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.
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.


Ability Score Improvement

4th, 8th, 12th, 16th, and 19th Level Savant Feature
Your skill and strength expands, choose one of the following:

  • Increase one Ability Score of your choice by 3.
  • Increase one Ability Score of your choice by 2 and one Ability Score of your choice by 1
  • Increases three Ability Scores of your choice by 1.
  • Gain one Feat of your choice.

No Ability Score increases or Feat gained from this feature can increase one of your Ability Scores beyond 20 unless stated otherwise.

Accelerated Reflexes

5th Level Savant Feature
Your ability to process and react to your surroundings is near supernatural. You add your Intelligence Modifier to your Initiative Rolls.
Additionally, you gain a second Reaction every round. You can only use a single Reaction in response to a single trigger. When you reach 17th Level in this class, you gain a third Reaction every round.

Quick Study

5th Level Savant Feature
You are able to gain a working knowledge of new concepts exceptionally quickly. You gain Proficiency with one Skill, Tool, Weapon, and Language of your choice.
Over the course of 1 hour, which can be performed during a Short or Long Rest, you can replace any of these Proficiencies with another Proficiency of the same type. To do this you must have an example to learn from, such as a willing teacher or a manual.

Keen Awareness

7th Level Savant Feature
You cannot be Surprised.
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.
  • Take the Help, Ready, Recall, or Search Action.


Flash of Brilliance

9th Level Savant Feature
As a Reaction when a creature within 30ft of you that can hear you makes a Saving Throw, you can shout a snippet of potent advice, granting it a bonus to its roll equal to one roll of your Intellect Die.

Predictive Expert

10th Level Savant Feature
You always seem to be one step ahead of your foes. You have Advantage on any Ability Checks or Saving Throws that a creature Marked by your Adroit Analysis feature forces you to make.

Potent Observation

11th Level Savant Feature
You are able to identify even the smallest weaknesses and exploit them with ruthless efficiency. You can use a Reaction to add one roll of your Intellect Die to any Damage roll if you can see the target and the Attacker can hear you.
Additionally, when you use your Reaction to add an Intellect Die to another creature's Damage Rolls against your Mark, described in your Adroit Analysis feature, you roll your Intellect Die twice and add the higher result to the Damage result.

Unyielding Will

14th Level Savant Feature
You gain Proficiency in Charisma Saving Throws. Whenever you make a Charisma Saving Throw, you roll your Intellect Die and add it to the result.
Additionally, when you would make an Intelligence, Wisdom, or Charisma Saving Throw, taking 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.

Profound Insight

18th Level Savant Feature
As an Action, you can predict the next move of your Mark, as described in your Adroit Analysis feature, and then alert your allies to its plans. Your Mark has Disadvantage on all Ability Checks, Attack Rolls, and Saving Throws. Creatures of your choice have Advantage on any Saving Throw your Mark forces them to make. Both of these benefits last until the end of your next turn.
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.

Undisputed Genius

20th Level Savant Feature
You realize your true genius potential. Your Intelligence Score increases by 4, and your maximum for that Score also increases by 4. Additionally, when you roll an Intellect Die and the result is lower than your Intelligence Modifier, you can raise the result to your Intelligence Modifier.

Scholarly Pursuits

Listed below are the Scholarly Pursuits available to a Savant.

Agriculture

You have a keen interest in all growing things. You have Advantage on all Intelligence (Nature) Checks you make in relation to Plants, farms, agriculture, or gardening.
In addition, if you spend 8 hours tending to crops, plants, or other farmland. When you do so, you non-magically replicate the effects of the Plant Growth Spell as if you had taken 8 hours to cast the Spell in the area you tended to.

Astrology

You are a student of star charts and constellations, and can use the movements of celestial bodies to predict the future. During a Long Rest when you can see the night sky, roll one d20 and record the number you rolled. You can replace any Attack Roll, Saving Throw, or Ability Check you make with this foretelling roll. You must choose to do so before you roll.
You can only use this foretelling roll once, and you lose it after you finish a Long Rest.

Craftsmanship

You are a student of fine creation. You gain Proficiency and Expertise with Jeweler's Tools.
Also, while you are in sunlight you can spend 1 hour using a Set of 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.

Equestrianism

You have developed a great love for the care of horses. You gain Proficiency in Animal Handling. Whenever you would make a Wisdom (Animal Handling) Check, you can make an Intelligence (Animal Handling) Check instead. Also, you have Advantage on any Wisdom or Intelligence (Animal Handling) Checks you make in relation to caring for, riding, or breeding of horses, you have Advantage on your roll.
Finally, while mounted, you add your Intelligence Modifier to any Ability Check or Saving Throw your mount makes.

Falconry

You have spent many months learning to train birds of prey. You gain a Falcon companion which uses the Hawk game statistics, but it has an Intelligence Score of 8. You and your Falcon can communicate simple ideas with each other using simple gestures and sounds. Your Falcon is unwaveringly loyal to you and obeys your commands.
In combat, your Falcon shares your Initiative Score and acts on your turn. It can move and use its Reaction on its own, but it only takes the Dodge Action unless you use a Bonus Action to command it to take a different Action. This Action can be one from its stat block, or another Action. If you are Incapacitated, your Falcon acts to best protect itself and you.
If your Falcon drops to 0 Hit Points, it makes Death Saving Throws. If your Falcon dies, your special skills allow you to track and train another Falcon over the course of an 8 hour period using 5GP worth of bait. This can be performed during a Long Rest.

Fencing

You gain Proficiency with Longswords, Rapiers, and Sabers.
When a creature you can see hits you with a Melee Attack while you are wielding one of these Weapons, you can use your Reaction to roll your Intellect Die and add the result to your AC against that Attack. If the Attack misses, you can make a single Melee Weapon Attack against that creature as part of the same Reaction.

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 Language you know. Until the end of your next Long Rest, that creature gains Proficiency in one Tool, Skill, or Weapon of your choice, or learns to speak and understand one Language of your choice.

Linguistics

You learn to speak, read, and write a number of Languages equal to your Intelligence Modifier.
Whenever you make a Charisma (Deception), Charisma (Persuasion), or Wisdom (Insight) check against a creature you are interacting with in a Language other than Common, as long as it can understand that Language, you treat any roll of 9 or lower on the d20 as a 10 in addition to the Advantage granted normally.

Marksmanship

You gain Proficiency with all Martial Ranged Weapons. When you make a Ranged Weapon Attack, you can use your Intellect Die in place of the Weapon's Damage Die.

Meditation

You make time each day to clear your mind and keep it sharp. Whenever you roll an Intellect Die and you roll a 1, you can reroll that Intellect Die until you roll a result greater than 1.
You can master this Pursuit up to three times, increasing the number you reroll by one each time.

Musicianship

You have an ear for music and song. You gain Proficiency in Performance and three Musical Instruments of your choice. Whenever you make a Charisma (Performance) Check, or an Ability Check that uses a Musical Instrument with which you are Proficient with, you gain a bonus to the roll equal to your Intelligence modifier.

Navigation

You gain Proficiency and Expertise with Cartographer's Tools, Navigator's Tools, and Water Vehicles. You can use your Intelligence Modifier for any Check you make with these Tools.
In addition, you can never become lost apart from magical means, so long as you can see the night sky or have a map.

Perfect Recall

You can recall picture-perfect details from things that you commit to memory. If you spend at least 1 minute observing an object or creature, you can perfectly recall any observable information about that creature or object point in the future, without requiring a successful Intelligence Check.

Riddle

You have spent a great deal of time pondering and pouring over riddles and rhymes. When you speak, you can choose to speak in Riddles. When you do so, you appear to be speaking normally, but there are hidden messages laced in your words.
Over a period of 1 hour, which can be during the course of a Short or Long Rest, you can teach a creature to understand your Riddles. A creature with an Intelligence of 13 or higher that understands your Riddles can respond to you in Riddles.

Secrets and Whispers

You have a way of finding out news and gathering rumors, even from distant lands. Each time you finish a Long Rest in a city, town, or settlement, you learn of a one important event that has taken place within the past week.
Additionally, when you spend a Long Rest in a town, city, or settlement, you can spend 5GP to gather news and rumors, including knowledge of secret events, related to that town.
For example, you may learn of a conversation between conspirators or the location of a thieves' guild meeting.

Skill Mastery

You have spent significant time, effort, and research honing a singular skill. Choose a Skill or Tool that you are Proficient with. When you make an Ability Check that uses the chosen Skill or Tool Proficiency, you can treat a roll of 7 or lower on the d20 as an 8.
You can master this Scholarly Pursuit more than once, but you must choose a different Proficiency each time.

Theology

You are a devoted student of the divine. You learn to speak, read, and write High-Speech and gain Proficiency in Religion.
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.

Traditions

You are a student of culture, politics, and traditions. When you make an Intelligence (History) Check related to a local custom, culture, or tradition, you have Advantage on the roll.
This eclectic knowledge of local customs and traditions also makes you an excellent ambassador. The first time you meet a leader or otherwise important local figure, you have Advantage on any Charisma Checks you make.

Academic Disciplines

Expert Archaeologist

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.

Archaeologist Features
Feature Level Quick Explanation
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
Adventuring Academic 3rd You can climb, you can use magic items better, and can Attack when you take the Utilise Action
Daring Determination 6th You're better at Dexterity Saving Throws and at Saving Throws to resist traps
Lore Master 13th You're better at learning about places and are better at using magic items
Master Archaeologist 17th You gain Resistance to Damage dealt by magic and can cause magic items to regain charges


Student of History

3rd Level Expert Archaeologist Feature
You gain Proficiency and Expertise in History and Investigation.
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.

Adventuring Academic

3rd Level Expert Archaeologist Feature
The places you explore have honed your instincts and given you insights into ancient items. You gain the benefits below:

  • 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 count as a spellcaster for the purposes of attuning to magic items, using Intelligence as your Spellcasting Ability.
  • When you take the Utilise Action, you can make a single Weapon Attack as a Bonus Action.


Daring Determination

6th Level Expert Archaeologist Feature
You are well acquainted with danger. You add your Intellect Die to your Dexterity Checks and Saving Throws.
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.

Lore Master

13th Level Expert Archaeologist Feature
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.
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.
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.

Master Archaeologist

17th Level Expert Archaeologist Feature
Your exposure to ancient magics has caused you to develop an innate ward. You gain Resistance to Damage dealt by Spells and other magical effects.
Additionally, you can send 10 minutes focusing on a magic item you are attuned to, causing it to regain a number of expended charges equal to your Intelligence Modifier.


Expert Culinarian

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?

Culinarian Features
Feature Level Quick Explanation
Student of Flavor 3rd You get Proficiency and Expertise in Nature and Cook's Utensils, and can cause creatures to regain more health with expended Hit Dice
Adventurer's Cook Book 3rd You learn some Recipes and can take samples of dead creatures to learn more Recipes
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
Improved Recipes 13th Whenever a creature eats a cooked Recipe it gains Temporary Hit Points
Master Culinarian 17th You can create a feast that gives a bunch of buffs to those that eat it


Student of Flavor

3rd Level Expert Culinarian Feature
You gain Proficiency and Expertise in Nature and with Cook's Utensils.
In addition, when you have access to Cook's Utensils and ingredients, you can spend an Action to prepare to feed that creature. Until the start of your next turn, any creature of your choice within your Reach that spends a Hit Die to regain Hit Points regains an additional number of Hit Points equal to one roll of your Intellect Die.

Adventurer's Cook Book

3rd Level Expert Culinarian Feature
You have begun to compile a Cook Book containing the exotic and wondrous Recipes you create during your adventures:

  • Recipes Known. You start knowing two Recipes of your choice from the list at the end of the subclass description.
  • Adding a Recipe. As an Action, you can harvest a Sample from a creature that died within the last minute and preserve it to create a Recipe. Over the course of 1 hour, which can be performed during a Short or Long Rest, you can use Cook's Utensils and a Sample to create a new Recipe based on the creature type of the Sample from the list at the end of the subclass description.
  • Preparing a Morsel. At the end of a Long Rest, you can prepare a number of Morsels equal to your Intelligence Modifier. Each Morsel has the properties of one Recipe of your choice contained in your Cook Book.
You don't need to have ingredients from a creature type of that Recipe to prepare a Morsel of that Recipe. Any Morsels you prepare lose their potency at the end of your next Long Rest as they become inedible and bland.
  • Serving Morsels. As an Action, a creature can eat one of your Morsels, or feed it to a conscious willing creature within its Reach. A creature that eats a Morsel gains the benefits of that Morsel as detailed in the Recipe description. A creature can only benefit from one Morsel at a time. Eating a Morsel instantly ends any previous Morsel benefits.
  • Replacing a Cook Book. If your Cook Book is lost or destroyed, you must reacquire fresh Samples of each creature type in order to create any Recipes you once knew.
You can create a copy of your Cook Book by spending 1 hour for each Recipe, copying it into the new book.


A Cut Above

6th Level Expert Culinarian Feature
As an action, you can touch one of your prepared Morsels and change it to a Morsel of another Recipe. Also, when you eat or feed a Morsel to a creature, you can make a single Weapon Attack as a Bonus Action immediately.

Improved Recipes

13th Level Expert Culinarian Feature
Your Recipes invigorate your allies along with their normal benefits. A creature that eats one of your Morsels also gains Temporary Hit Points equal to your Savant Level.

Master Culinarian

17th Level Expert Culinarian Feature
You are a master monster chef and can cook with anything, anywhere. During the course of a Long Rest, you can use your Cook's Utensils to prepare a monstrous feast for yourself and a number of creatures equal to your Savant Level.
Any creature that eats a portion of this meal gains the benefits listed below until the end of its next Long Rest:

  • It is instantly cured of any Poisons or diseases and is Immune to the Poisoned and Frightened Conditions.
  • Its Hit Point Maximum increases by an amount equal to one roll of your Intellect Die + your Intelligence Modifier.
  • It gains a bonus to any Wisdom Saving Throw it makes equal to your Intelligence Modifier.


Creature Recipes

The following Recipes are available to Culinarians. Some of these Recipes have a Savant Level prerequisite. You can learn a Recipe at the same time you meet its prerequisite Level.

Beast, Air

Prerequisite: Any Beast with a Flying Speed
A creature that eats this Morsel gains a bonus to Initiative Rolls equal to your Intelligence Modifier for 1 hour.

Beast, Cave

Prerequisite: Any Beast with a Flying Speed
A creature that eats this Morsel gains Darkvision out to a Range of 60ft.

Beast, Land

Prerequisite: Any Beast without a Flying or Swimming Speed
A creature that eats this Morsel regains a number of Hit Points equal to your Intellect Die + your Intelligence Modifier.

Beast, Sea

Prerequisite: Any Beast with a Swimming Speed
A creature that eats this Morsel gains a Swimming Speed equal to its Walking Speed for 1 hour.

Monstrosity

Prerequisite: Any Monstrosity
A creature that eats this Morsel gains the benefits of the Alter Self Spell for 1 hour. It must Concentrate on this effect to maintain it.

Plant

Prerequisite: Any Plant
A creature that eats this Morsel is instantly cured of one of the following Conditions currently affecting it: Blinded, Dazed, Deafened, Paralyzed, Petrified, Poisoned, Slowed or its Level of Exhaustion is reduced by 1.

Aberration

Prerequisite: Any Aberration, 6th Level Culinarian
A creature that eats this Morsel can telepathically speak to creatures within 30ft of it for 1 hour. A target must be able to understand at least one Language to understand its telepathy.

Dragon

Prerequisite: Any Dragon, 6th Level Culinarian
The creature that eats this Morsel gains Resistance to the Damage Type dealt by the Breath Weapon of the Dragon used in the creation of this Recipe.
You can create a separate Recipe in your Cook Book for each type of Dragon you have harvested a sample of.

Giant

Prerequisite: Any Giant, 6th Level Culinarian
A creature that eats this Morsel grows to become the Size of the Giant used in the creation of this Recipe for 1 hour. While it is enlarged in this way, the creature must Concentrate on this effectl and it gains a bonus to any Strength Checks and Strength Saving Throws it makes equal to your Intelligence Modifier.
You can create a separate Recipe in your Cook Book for each Size of Giant you have harvested a sample of.

Ooze

Prerequisite: Any Ooze, 6th Level Culinarian
A creature that eats this Morsel reduces any Lightning or Slashing Damage it takes by an amount equal to your Intelligence Modifier for 1 hour.

Elemental, Air

Prerequisite: Any Air Elemental, 13th Level Culinarian
A creature that eats this Morsel can take the Dash Action as a Bonus Action, and hold its breath indefinitely. It gains these benefits for 1 hour.

Elemental, Earth

Prerequisite: Any Air Elemental, 13th Level Culinarian
A creature that eats this Morsel gains Tremorsense out to a Range of 15ft and gains Resistance to non-magical Bludgeoning, Piercing, and Slashing Damage for 1 hour.

Elemental, Fire

Prerequisite: Any Fire Elemental, 13th Level Culinarian
A creature that eats this Morsel gains Immunity to the Charmed and Frightened Conditions for 1 hour.

Elemental, Water

Prerequisite: Any Water Elemental, 13th Level Culinarian
A creature that eats this Morsel can breathe both air and water, gains a 30ft Swimming Speed, and can use its Reaction to cause an Attack against it that would be a Crit into a normal Crit instead for 1 hour.

Fey

Prerequisite: Fey, 13th Level Culinarian
For 1 hour, a creature that eats this Morsel can use a Bonus Action on each of its turns to teleport to an unoccupied space it can see within 30ft of it.

Highling, Evil-Aligned

Prerequisite: Any Highling with an Evil or Neutral Alignment, 13th Level Culinarian
A creature that eats this Morsel has advantage on all Saving Throws it makes to resist Spells and other magic effects for 1 hour.

Highling, Good-Aligned

Prerequisite: Any Highling with a Good or Neutral Alignment, 13th Level Culinarian
A creature that eats this Morsel manifests a pair of ethereal angelic wings and gains a 30ft Flying Speed for 1 hour.


Expert Investigator

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.

Investigator Features
Feature Level Quick Explanation
Student of Truth 3rd You get Proficiency and Expertise in Insight and Investigation, and be better at determining lies and illusions
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
Astute Defense 6th When creatures miss you with Attack, you can harry them, and if its your Mark you can deal Damage it it
Ear to the Ground 6th You learn Thieve's Cant, you can learn about a city better, and you can try make your Mark unable to lie to you
Peerless Focus 13th You're better at detecting illusions and lies, and are better at Attacking your Mark
Master Investigator 17th You gain limited Truesight and can Crit against your Mark


Student of Truth

3rd Level Expert Investigator Feature
You gain Proficiency and Expertise in Insight and Investigation. Also, your intuitive nature grants you the following benefits:

  • Whenever you would make a Wisdom (Insight) check, you can make an Intelligence (Insight) Check instead.
  • You have Advantage on any Ability Check you make to detect illusions, shapeshifters, or if a creature is lying.
  • You gain a bonus to your Passive Perception equal to your Intelligence Modifier.



Rough and Tumble

3rd Level Expert Investigator Feature
You have learned to fight dirty while fighting shadows in the underbelly of civilization. Your Crit Range for Weapon Attacks increases by 1.
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.
On a failed Save, the target is Blinded, 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.
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.

Astute Defense

6th Level Expert Investigator Feature
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 cannot speak (your choice) until the start of your next turn. If the target is Large or smaller, you can knock it Prone instead.
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.

Ear to the Ground

6th Level Expert Investigator Feature
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 Thieve's Cant.
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.
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.

Peerless Focus

13th Level Expert Investigator Feature
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.
In addition, if your Mark fails its Saving Throw against your Rough and Tumble feature, you can choose to Stun it instead.

Master Investigator

17th Level Expert Investigator Feature
Your sense for the truth has reached near-supernatural levels. You gain most of the benefits of Truesight out to a Range of 60ft, but you cannot see into the Second Ward.
Also, when you, or a creature you can see, hits your Mark, described in your Adroit Analysis feature, with a Weapon Attack, you can use your Reaction to cause that Attack to Crit.
Once you use this Reaction a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.


Expert Naturalist

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.

Naturalist Features
Feature Level Quick Explanation
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
Survivalist 3rd You can create some objects better in the wild and can set really good snares
Improvise, Adapt, and Overcome 6th You and some other creatures can gain one of a few lessons on how to surive in the wild
Call of the Wild 13th You can try Charm Beasts, Plants, or Monstrosities and dominate them
Master Naturalist 17th All of your Naturalist features improve


Student of Nature

3rd Level Expert Naturalist Feature
You gain Proficiency and Expertise in Nature and Survival
Your study of nature also grants you the benefits:

  • Whenever you would make a Wisdom (Survival) Check, you can make an Intelligence (Survival) Check instead.
  • Over the course of 1 hour, which can be performed during a Short or Long Rest, you can study and take notes on the current environment. If you have access to these notes, you have Advantage on any Intelligence Checks you make related to its native flora, fauna, weather, and ecosystems.


Survivalist

3rd Level Expert Naturalist Feature
You have the knowledge to thrive in the wild. Over the course of 1 hour, which can be performed during a Short or Long Rest, you can gather natural material to create one of the following objects: 10ft of Hempen Rope, a Club, a Javelin, 1d4 Darts, or a Net. To do so, you need a Dagger or the appropriate Set of Tools.
You have also learned to set hidden Snares. As an Action, you can use 10ft of Rope or a Net to set a hidden Snare in an unoccupied space within 5ft of you. The first creature that moves into that space makes a Dexterity Saving Throw against your Naturalist Save DC, which has a DC of 8 + your Intelligence Modifier + your Proficiency Bonus. On a failed Save the creature is Restrained. As an Action, a creature Restrained in this way can make a Strength Saving throw against your Naturalist Save DC, escaping on a success.
A creature can detect the presence of these hidden Snared by succeeding on an Intelligence (Investigation) or Wisdom (Perception) Check against your Naturalist Save DC.

Improvise, Adapt, and Overcome

6th Level Expert Naturalist Feature
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
  • 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.
  • 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.
  • 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.

All creatures gain the same feature, you choose which feature the creatures gain, and you decide which Damage Type creatures gain Resistance to with the Resilience Training feature. The feature lasts until the creature gains another feature from the Improvise, Adapt, and Overcome feature.

Call of the Wild

13th Level Expert Naturalist Feature
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 Charmed by your for 1 hour.
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.
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.
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.
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.

Master Naturalist

17th Level Expert Naturalist Feature
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.
  • 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.
  • 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.



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.
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.

Orator Features
Feature Level Quick Explanation
Student of Logic 3rd You get Proficiency and Expertise in History and Investigation, and get a free Scholarly Pursuit
Rhetoric 3rd You learn a few techniques of rhetoric to you to harry yor foes or buff your allies
Logical Mind 6th You're better at resisting Enchantment magic and can't be Charmed, also when you use a rhetoric feature, you can Attack
Peerless Rhetoric 13th You learn a really effective technique of rhetoric to help allies and one to harm your ally
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.


Student of Logic

3rd Level Expert Orator Feature
You gain Proficiency and Expertise in Deception and Persuasion.
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 Linguistics, Riddles, or 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


Rhetoric

3rd Level Expert Orator Feature
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.
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.

  • 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 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.


Logical Mind

6th Level Expert 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 imposed by Enchantment magic, and you cannot be Charmed.
Additionally, when you use your Action to use a rhetorical feature, you can make a single Weapon Attack as a Bonus Action.

Peerless Rhetoric

13th Level Expert Orator Feature
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 Frightened.
  • Definitive Argument. As an Action, you non-magically replicate the effects of the 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.


Master Orator

17th Level Expert 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 feature, it has Disadvantage on the Save if both its Intelligence and Wisdom Scores are lower than your Intelligence Score.


Expert Physician

Physicians use their considerable intellect to heal the sick and tend to the wounded. They spend their life studying anatomy and the inner workings of mortal creatures, and 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.

Physician Features
Feature Level Quick Explanation
Student of Medicine 3rd You get Proficiency and Expertise in Medicine and Herbalism Kits, and you become good at healing allies and you can slow your Mark when you Attack it
Combat Medic 3rd You gain a few ways to heal your allies
Field Doctor 6th You can Dodge and Attack when you heal your allies
Expert Medic 13th You gain a few really good ways you can heal your allies
Master Physician 17th Your way better at healing your allies


Student of Medicine

3rd Level Expert Physician Feature
You gain Proficiency and Expertise in Medicine and with Herbalism Kits.
Additionally, your studies grant you the following benefits:

  • 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.
  • 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.


Combat Medic

3rd Level Expert Physician Feature
You can administer aid in the midst of combat. As an Action, you can use one of the following features:

  • Adrenaline Jolt. A creature you touch can instantly repeat a Saving Throw to end the Blinded, Charmed, Dazed, Deafened, Frightened, or Poisoned Condition, or one disease. It adds your Intelligence Modifier to this Saving Throw.
  • Dress Wounds. A creature you touch gains Temporary Hit Points equal to one roll of your Intellect Die.
  • Healing Surge. A creature you touch can immediately expend one of its Hit Dice to regain a number of Hit Points equal to its result of the Hit Die + its Constitution Modifier + your Intelligence Modifier.
  • Stabilize. You touch a living creature that has 0 Hit Points, instantly stabilizing it. The creature can then immediately expend one of its Hit Dice to regain a number of Hit Points equal to the maximum result of that Hit Die + its Constitution Modifier.


Field Doctor

6th Level Expert Physician Feature
You have learned to move across the battlefield unscathed. When you use your Action to stabilize, restore Hit Points, or grant Temporary Hit Points to another creature, you can take the Dodge Action as part of that Action.
Additionally, when you use your Combat Medic feature, you can make a single Weapon Attack as a Bonus Action.

Expert Medic

13th Level Expert Physician Feature
You use your knowledge of medicine to perform wondrous feats. As an Action, you can touch a creature and use one of the following features:

  • Regeneration. The creature instantly regains Hit Points equal to four rolls of your Intellect Die. If the creature has a severed body part, you can reattach it as part of this Action.
  • Restoration. You instantly end one of the following Conditions currently affecting the target: Blinded, Charmed, Dazed, Deafened, Frightened, Paralyzed, Poisoned, a reduction to an Ability Score or its Maximum Hit Points, or 2 Levels of Exhaustion.
  • Resuscitation. You instantly return a creature to life that has died within the last minute. You cannot bring back a creature that died of old age, nor can this restore any of the creature's missing body parts.

You can use this Action a number of times equal to your Intelligence Modifier, regaining expended uses at the end of a Long Rest.

Master Physician

17th Level Expert Physician Feature
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.
Additionally, any creature within 30ft of you that expends a Ht Die uses the maximum result of the die instead of rolling.