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You studies also gain for you the following benefits:
You studies also gain for you the following benefits:
*Whenever you would make a Charisma (Deception) or Charisma (Persuasion) check, you make an Intelligence (Deception) or Intelligence (Persuasion) check instead.
*Whenever you would make a Charisma (Deception) or Charisma (Persuasion) check, you make an Intelligence (Deception) or Intelligence (Persuasion) check instead.
*You master your choice of the [[Savant#Linguistics|Linguistics]], [[Savant#Riddles|Riddles]], or [[Savant#Traditions|Traditions]] Scholarly Pursuit, but it does not count against the total number of Pursuits you can master for your Savant Level.
*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><br>


Rhetoric
==== Rhetoric ====
3rd-level Orator feature
''3rd Level Expert Orator Feature''<br>
Your mastery over the spoken word allows you to dominate, inspire, and cajole other creatures who can understand and hear you. You gain the rhetorical abilities listed below. If one of these abilities requires a creature to make a saving throw, the saving throw DC is calculated as follows:
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>
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 [[Level 1#Charm Person|Charm Person]] Spell targeting that creature, but it instantly fails the Saving Throw and is unaware of the effect afterwards.
*'''Distracting Retort.''' When a creature that can hear you within 30ft of you makes an Attack, you can use your Reaction to force the Attacker to make a Wisdom Saving throw. On a failed Save, it takes a penalty to the Attack equal to one roll of your Intellect Die.
*'''Inspiring Word.''' As an Action, you can grant a creature within 30ft of you that can hear you a number of Temporary Hit Points equal to one roll of your Intellect Die.
*'''Soothing Speech.''' As an Action, you can force a creature within 30ft to make a Charisma Saving Throw. On a failed Save, it becomes indifferent toward creatures of your choice that it was hostile toward for 1 minute. The effect ends if you or an ally harm the creature.
*'''Uplifting Remark.''' As a Reaction when a creature within 30ft of you that can hear you makes an Intelligence, Wisdom, or Charisma Saving Throw, you can grant that creature a bonus to the Save equal to one roll of your Intellect Die.
<br>


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


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


Convincing Dialog
==== Master Orator ====
If you spend at least 1 minute talking to a creature that is not currently hostile toward you, you can choose to charm it for up to 1 hour. This charm effect ends early if you or your allies do anything harmful to the creature.
''17th Level Expert Orator Feature''<br>
Your absolute mastery over the spoken word allows you to bend all but the strongest creatures to your will. When you force a creature to make a Saving Throw to resist a rhetorical feature, it has Disadvantage on the Save if both its Intelligence and Wisdom Scores are lower than your Intelligence Score.
<br><br><br>


Distracting Retort
== Philosopher ==
When a creature that can hear you within 30 feet of you attacks a creature, you can use your reaction to force the attacker to make a Wisdom saving throw. On a failed save, it must subtract a roll of your Intellect Die from its attack roll.
Philosophy is considered by many to be the purest Discipline a savant can pursue. They expend their genius pondering the deep questions of existence, such as the purpose of life or the nature of magic. Philosophers try to perfect their knowledge of the world through study of it.
 
<br><br>
Inspiring Word
As an action, you can grant a creature within 30 feet that can hear you temporary hit points equal to your Intellect Die roll.
 
Soothing Speech
As an action, you can force a creature within 30 feet to make a Charisma saving throw. On a failure, it becomes indifferent toward creatures of your choice that it was hostile toward for 1 minute. The effect ends if you or an ally harm the creature.
 
Uplifting Remark
As a reaction when a creature within 30 feet that can hear you makes an Intelligence, Wisdom, or Charisma saving throw, you can add one roll of your Intellect Die to its roll.
 
Logical Mind
6th-level Orator feature
Your masterful grasp of logic allows you to better resist all but the strongest mind-altering effects. You have advantage on any saving throws to resist enchantment spells, and you are immune to the charmed condition.
 
Additionally, when you use your action to use a rhetorical ability, you can make one weapon attack as a bonus action.
 
Peerless Rhetoric
13th-level Orator feature
You are able to bend the masses to your will with nothing more than words. You learn the rhetorical abilities listed below. You can use each of these abilities once, and then you must finish a short or long rest before you can use it again.
 
Motivational Address
Over the course of 1 minute, you can speak to a number of creatures of your choice equal to your savant level that can hear and understand you. The creatures gain temporary hit points equal to your savant level, and while the temporary hit points remain, they have advantage on saving throws to resist enchantment spells and they are immune to being frightened.
 
Definitive Argument
As an action, you speak to a number of creatures who can hear and understand you equal to your savant level. They must succeed on a Wisdom saving throw or be charmed by you for the next 24 hours as if by mass suggestion. This charm effect ends if you harm the creature.
 
If you were speaking to any of the creatures for at least 1 minute before using this action, and they were not hostile towards you, they have disadvantage on their saving throw.
 
Master Orator
17th-level Orator feature
Your absolute mastery over the spoken word allows you to bend all but the strongest creatures to your will. When you force a creature to make a saving throw to resist a rhetorical ability, it has disadvantage on the roll if both its Intelligence and Wisdom scores are lower than your Intelligence score.
 
Philosopher
Philosophy is considered by many to be the purest Discipline a savant can pursue. They expend their genius pondering the deep questions of existence; the purpose of life, the nature of the planes, and the          relationship between mortals and gods. Through the          study of the multiverse, Philosophers try to perfect                   their knowledge of the multiverse.


                           Student of Thought
                           Student of Thought

Revision as of 03:05, 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 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?

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.

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 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.

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.


Philosopher

Philosophy is considered by many to be the purest Discipline a savant can pursue. They expend their genius pondering the deep questions of existence, such as the purpose of life or the nature of magic. Philosophers try to perfect their knowledge of the world through study of it.

                          Student of Thought
                             3rd-level Philosopher feature 
                       You gain proficiency in Arcana and Religion,
                  and your proficiency bonus is doubled for any
                check you make with either skill. If you are already
           proficient in these skills you gain proficiency in a skill
            of your choice from the Savant skill list.
                Your understanding of the higher levels of reality
                also grants you the benefits listed below:
             •  When you make an ability check to communicate
                     with or recall information about, a creature from
                     another plane, you gain a bonus to the roll equal
                     to one roll of your Intellect Die.
             •  You can use Adroit Analysis to learn additional
                     characteristics about a creature: its alignment,
                     its spellcasting ability (if it has one), the highest
                     level spell it can cast, or its native plane.
     Words of Power
    3rd-level Philosopher feature 
 Through years of study, you have uncovered Words of Power that were used in shaping the multiverse. As an action, you can speak aloud one of the Words of Power below, focusing on a creature that can hear you within 30 feet, forcing it to make a saving throw, against your Philosopher save DC:

Philosopher save DC = 8 + your proficiency bonus + your Intelligence modifier.

   You can speak these Words a combined number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finsih a short or long rest.

Confound You force the target to make an Intelligence saving throw. On a failure, it subtracts your Intelligence modifier from the first attack roll it makes each turn for 1 minute. It can repeat this saving throw at the end of each of its turns to end the effect.

Disorient You force the target to make a Wisdom saving throw. On a failed save, it must subtract your Intelligence modifier from the next saving throw it is forced to make.

Fear You force the target to make a Wisdom saving throw. On a failed save, it is frightened of a creature of your choice that it can see for 1 minute. It can repeat this saving throw at the end of each turn, ending the effect on a success.

Halt You force the target to make a Strength saving throw. On a failed save, its speed is reduced to 0 for 1 minute. The target can repeat this saving throw at the end of each of its turns, ending the effect on a success.

Shift You force two creatures of your choice to make a Charisma saving throw. Should both targets fail their saving throws, they instantly switch places. A creature can willingly fail.

Unwavering Will 6th-level Philosopher feature Your sense of purpose and willpower are unyielding. When fail a saving throw and become either charmed, frightened, or stunned, you can choose to succeed instead.

Once you use this feature you must finish a short or long rest before you can use it again.

Supreme Understanding 13th-level Philosopher feature You have learned to manipulate the world with more potent Words of Power. You learn the greater Words of Power listed below. You must concentrate on the effects of these Words of Power as if you were concentrating on a spell. You can speak each of these Words once, and then you must finish a short or long rest before you can speak that Word it again.

Banish You force a target to make a Charisma saving throw. On a failed save, it is banished for up to 1 minute. If it is native to your current plane, it is banished to a harmless demiplane. If it is native to another plane, it is banished to its native plane. The target can repeat its saving throw at the end of each turn. On a success, it returns to an unoccupied space nearest to the place it was originally banished from.

Enfeeble You force a target to make an Intelligence saving throw. On a failed save, it is stunned for 1 minute. The target can repeat this saving throw at the start of each turn, and each time it takes damage, ending the effect on a success.

Master Philosopher 17th-level Philosopher feature Your willpower rivals that of powerful extraplanar beings. You are always under the effect of protection from evil and good.

Moreover, when an aberration, celestial, elemental, fey, fiend, or undead creature forces you to make a saving throw, you gain a bonus to your roll equal to your Intellect Die.

Expert Physician

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.


Rune Scribe Legends say that rune magic is the most ancient arcane art to be mastered by mortals. Savants who dedicate their lives to the study of these Runes are known as Rune Scribes. They learn all they can about these ancient sigils that embody the fundamental magic of creation. The magic of Runes is rarely used, and jealously guarded by those who can wield its power.

Student of Runes 3rd-level Rune Scribe feature You gain proficiency in History and calligrapher's supplies, and your proficiency bonus is doubled for any check that uses either proficiency. If you're already proficient in History you gain proficiency in another skill from the savant skill list.

You can also speak, read, and write two of the following Runic Languages, which are used to inscribe the Runes you learn: Draconic, Druidic, Dwarvish, Giant, or Primordial.

Runes of Power 3rd-level Rune Scribe feature You have learned the artful and ancient magic of Runes.

Runes Known. You know two Runes of your choice from the list at the end of this Discipline. Some Runes have a level prerequisite, which you can learn when you meet that level.

You learn one additional Rune of your choice when you reach 6th, 10th, 13th, and 17th level in this class.

When you gain a level in this class, you can replace one of the Runes you know with another Rune of your choice.

Inscribing Runes. During the course of a long rest, you can spend 1-hour using calligrapher's supplies to inscribe a Rune you know onto a non-magical object, inscribing it in a Runic Languages you know. A creature that bears an object inscribed with a Rune gains the passive benefit of that Rune for as long as they wear or wield the inscribed object.

A Rune you know can only be inscribed in one object at a time, and inscribing it into another object causes the magic of any previous inscriptions of that Rune to instantly dispel.

Invoking Runes. A creature that bears an object inscribed with one of your Runes can use an action to invoke the Rune. A creature must be able to speak the Runic Language of the Rune's inscription in order to invoke the Rune's effect.

Once a Rune has been invoked, it cannot be invoked again until the Rune Scribe that inscribed it finishes a long rest.

Runic Casting Modifier. Intelligence is your Runic casting ability for your Runes, as you unlocked their power through years of research. You use Intelligence when a Rune refers to your Runic casting ability, when you set the saving throw DC, or when you make an attack roll with one of your Runes.

Rune save DC = 8 + your proficiency bonus + your Intelligence modifier

Runic attack modifier = your proficiency bonus + your Intelligence modifier

Ancient Magics 6th-level Rune Scribe feature The innate power of your Runes has grown. Any object you inscribe with one of your Runes counts as magical for as long as the magic of the inscribed Rune lasts.

Also, during the course of a short rest, you can perform a short 10-minute ritual to reawaken the magic of a Rune that has already been invoked for the day, allowing it to be invoked one additional time before the end of your next long rest.

Runic Ward 13th-level Rune Scribe feature Your Runes offer a measure of protection to those that bear them. Any creature that bears an object inscribed with one of your Runes gain a bonus to their saving throws equal to your Intelligence modifier (minimum of +1).

Moreover, each time you finish a long rest, you can replace one Rune you know with another Rune of your choice.

Master Rune Scribe 17th-level Rune Scribe feature You can draw on the magic of your Runes to protect yourself in times of great need. When you are reduced to 0 hit points but not killed outright, you can draw on the latent power of one of your inscribed Runes, instantly dispelling the Rune and any of its effects, to fall to 1 hit point instead.

Runes Below are the Runes available to Rune Scribes. If a Rune has a level prerequisite, you can learn that Rune at the same time you meet its prerequisite. Some Runes can only be inscribed in certain objects as detailed in its description.

Rune of Enchantment Item: a bracelet, diadem, ring, or necklace Creatures will treat the bearer of this Runic object one stage friendlier than they normally would. For example, a neutral creature would feel compelled to view the bearer as a friend, and a hostile creature would view the bearer neutrally. This treatment instatnly ends if the bearer attacks the creature.

The bearer can invoke this Rune to cast its choice of the calm emotions, charm person, or command spell, targeting a total number of creatures equal to your proficiency bonus.

Rune of Evocation Item: a melee weapon When you inscribe this Rune choose acid, cold, fire, poison, or lighting damage. When the bearer hits a creature with an attack with this Runic weapon, it deals additional damage of the chosen type equal to one roll of your Intellect Die.

When the bearer of this Rune hits with an attack or casts a spell that deals the inscribed damage, it can invoke this Rune to cause a target to take maximum damage instead of rolling.

Rune of Illusion Item: a cloak, robe, or suit of armor The bearer of this Runic object can use an action to change its appearance, including height and weight, though it cannot change their size. It can appear as another race, but it must adopt a form that it has seen before. Its clothing, including the Runic object, and equipment do not change.

These changes can be detected by a successful Intelligence (Investigation) check made against your Runic save DC.

The bearer can invoke this Rune to turn invisible for up to 10 minutes. This invisibility instantly ends if they attack a creature or force a creature to make a saving throw.

Rune of Necromancy Item: a belt, ring, or suit of armor The bearer of this Runic object can use its bonus action to grant itself temporary hit points equal to your Intelligence modifier (minimum of 1 temporary hit point).

When the bearer of this Rune is reduced to 0 hit points but is not killed, it can invoke the Rune to fall to 1 hit point.

Rune of Abjuration Prerequisite: 6th level Rune Scribe Item: a shield, robe, or suit of armor Once per turn, the bearer of this Runic object can reduce the damage they take from a spell or another magical effect by an amount equal to your Intelligence modifier (minimum of 1).

The bearer can invoke this Rune to cast counterspell (as a reaction) or dispel magic at a level equal to your proficiency bonus, using your Intelligence as the spellcasting ability.

Rune of Conjuration Prerequisite: 6th level Rune Scribe Item: a belt, ring, or shield The bearer of this Runic object can use its action to expend any amount of its remaining speed to instatnly teleport to an unoccupied space of its choice that it can see within that distance, without provoking opportunity attacks.

The bearer can invoke this Rune to conjure a creature of its choice that it has seen before with a CR equal to half your proficiency bonus or lower. The creature shares the bearer's initiative in combat and acts immediately after it. The bearer can use its bonus action to command the creature to move and take an action from its stat block. The conjured creature remains for 1 minute or until it is reduced to 0 hit points.

While this creature is conjured, the bearer of this object must concentrate on it as if it were concentrating on a spell.

Rune of Divination Prerequisite: 13th level Rune Scribe Item: a wand, staff, robe, or spellcasting focus The bearer of this Runic object can cast identify and detect magic as rituals. It also gains a bonus to Wisdom (Insight) checks equal to your Intelligence modifier (minimum of +1)

When you inscribe this Rune you roll a d20 and record the result. When a creature within 30 feet of the bearer makes an attack roll, ability check, or saving throw, the bearer can use its reaction to invoke this Rune and replace the creature's d20 roll with the result of the d20 roll you recorded while. The creature can use this reaction after the creature rolls, but before it knows if the target succeeds or fails.

Rune of Transmutation Prerequisite: 13th level Rune Scribe Item: a bracelet, diadem, ring, or necklace The bearer of this Runic object gains one of the following features: a 30-foot swimming speed, a 30-foot climbing speed, or their walking speed increases by 10 feet. They can use a bonus action to switch between these three features, but they can only benefit from one of these features at a time.

The bearer can invoke this Rune to transform into a beast with a CR equal to your savant level or lower for 1 hour, or until they use an action to revert to their normal form. They take on the beast's statistics and hit points, but they retain their mental ability scores, alignment, and personality. They are limited in the actions they can perform by the nature of their new form, and their gear melds into their new form.

When they revert to their normal form, they return to the number of hit points they had before they transformed. If they revert as a result of falling to 0 hit points, any excess damage carries over to their normal form.