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You are a student of fine creation. You gain Proficiency and Expertise with [[Adventuring Gear#Artisan's Tools|Jeweler's Tools]].<br>
You are a student of fine creation. You gain Proficiency and Expertise with [[Adventuring Gear#Artisan's Tools|Jeweler's Tools]].<br>
Also, while you are in sunlight you can spend 1 hour using a Set of [[Adventruing Gear#Artisan's Tools|Jewler's Tools]] to modify a gem you touch so that it absorbs the radiant light of the sun. As an Action, you can release the sunlight bound within the gem, causing it to emit Bright Light out to a Range of 30ft and Dim Light an additional 30ft. After 24 hours, gems modified in this way return to normal.
Also, while you are in sunlight you can spend 1 hour using a Set of [[Adventruing Gear#Artisan's Tools|Jewler's Tools]] to modify a gem you touch so that it absorbs the radiant light of the sun. As an Action, you can release the sunlight bound within the gem, causing it to emit Bright Light out to a Range of 30ft and Dim Light an additional 30ft. After 24 hours, gems modified in this way return to normal.
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==== 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.
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==== Marksmanship ====
==== Instruction ====
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.
You have dedicated a significant amount of your studies to the art of education. At the end of a Long Rest, you can teach a creature that can hear you one Proficiency or [[Languages|Language]] you know. Until the end of your next Long Rest, that creature gains Proficiency in one [[Adventuring Gear#Tools|Tool]], Skill, or [[Armor and Weapons#Weapons|Weapon]] of your choice, or learns to speak and understand one [[Languages|Language] of your choice.
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You learn to speak, read, and write a number of [[Languages]] equal to your Intelligence Modifier.<br>
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.  
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.  
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==== 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.
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==== 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.
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==== 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.
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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 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.
You can master this Scholarly Pursuit more than once, but you must choose a different Proficiency each time.
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==== 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.
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Revision as of 02:11, 5 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 (or 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 Score.


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 fo 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.

The creature remains your Mark until it is Hidden from you, you lose Concentration on he effect, or if you use this feature to Mark . This Mark ends early if the creature is Hidden from you, if you lose your Concentration, or if you use this feature to Mark another creature.

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.

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.
  • Make an Intelligence Check to recall information.
  • Take the Help, Ready, 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 Jewler's Tools to modify a gem you touch so that it absorbs the radiant light of the sun. As an Action, you can release the sunlight bound within the gem, causing it to emit Bright Light out to a Range of 30ft and Dim Light an additional 30ft. After 24 hours, gems modified in this way return to normal.

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 [[Languages|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.

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 use your Action to Use an Object, scroll, potion, or magic item, you can make a single 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 throw to resist the effects of a trap, you add your Intelligence Modifier to the roll. If the Saving Throw would cause you to take Damage on a failed Save, and half as much Damage on a successful Save, you instead take half Damage on a failed Save, and no Damage on a successful Save.

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 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.

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 Silenced (your choice) for 1 minute. The target can repeat the Saving Throw at the end of each of its turns, ending the effect on a successful Save.
If you score a Crit on an Attack where you force the target to make this Saving Throw, the target has Disadvantage on the Saving Throw, and all subsequent Saves made to end the effect.

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 Silence (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 hits Reaction against your Mark, as described in your Adroit Analysis feature, it also takes Bludgeoning Damage equal to your Intellect Die on a failed Save.

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 Thieves' 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 of Blinding, Deafening, or Silencing it.

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.

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 creatures 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 benefits below:

  • 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 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.

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 expend a Ht Die uses the maximum result of the die instead of rolling.