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= Savant =
= Savant =

Revision as of 15:43, 16 August 2022

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Savant

The slender Kethie cleaned her glasses with the corner of her cloak as the dust settled around her. Her benefactor had paid her a large sum to locate this forgotten place, and after weeks of pouring over ancient maps, she had pieced together the location of the temple. Now, she had a decision to make. If she reported the location of the temple to her benefactor, it would be ruthlessly stripped of valuables. But, if she kept the location hidden, she could preserve the long-forgotten knowledge contained within. For a savant, knowledge is more precious than any sum of gold.

The aging human warrior silently assessed the soldiers under his command. They were exhausted and almost out of supplies. It was the tenth day of the siege, and the graying warrior knew that no reinforcements were coming to their rescue. He was too old to be of much use in battle, but if his soldiers followed his orders without hesitation, they might have a chance of survival. He stood up, and for what could be the last time, he tightened his belt and drew his sword.

A young minotaur bent over his unconscious comrade in the midst of battle, his hands shook as he examined his brother's wounds. His clan had spent a small fortune sending him to study at the finest university in the land. All the hours spent in lectures and libraries, all for this moment. He thought back to his lessons and began to dress his brother's wounds.

Class Table
Level Proficiency Bonus Features Intellect Die Experience Points
1st +2 Adroit Analysis, Quick Mind, Unarmored Defense - 0
2nd +2 Intellect Die, Perfect Recall, Potent Observation 1d6 300
3rd +2 Academy Discipline 1d6 1,000
4th +2 Ability Score Improvement 1d6 3,000
5th +3 Accelerated Reflexes, Expert Student 1d8 6,000
6th +3 Academy Discipline Feature 1d8 10,000
7th +3 Keen Awareness 1d8 20,000
8th +3 Ability Score Improvement 1d8 40,000
9th +4 Expert Educator 1d8 60,000
10th +4 Ability Score Improvement 1d10 80,000
11th +4 Flawless Observation 1d10 100,000
12th +4 Ability Score Improvement 1d10 120,000
13th +5 Academy Discipline Feature 1d10 140,000
14th +5 Ability Score Improvement 1d10 160,000
15th +5 Unyielding Will 1d12 180,000
16th +5 Ability Score Improvement 1d12 200,000
17th +6 Academy Discipline Feature 1d12 225,000
18th +6 Profound Insight 1d12 250,000
19th +6 Ability Score Improvement 1d12 300,000
20th +6 Undisputed Genius 1d20 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, Scimitars, Shortswords, Rapiers, and Whips
Tool Proficiencies. One set of Artisan’s Tools of your choice
Saving Throw Proficiencies. Intelligence and Wisdom
Skill Proficiencies. Choose three from Arcana, History, Insight, Investigation, Medicine, Nature, Persuasion, or Religion
Equipment. Two Simple Weapons or a Rapier, A Light Crossbow or Two Daggers, One Set of Artisan’s Tools, and an Equipment Pack

Adroit Analysis

Starting at 1st level, you can quickly analyze a foe's strengths and weaknesses. As a bonus action, you can Mark a creature you can see within 60 feet, gaining the following benefits for 1 minute or until you Mark another creature: You can add your Intelligence Modifier to your weapon attack and damage rolls against that creature instead of your Strength or Dexterity Modifier.If you hit the creature with an attack, or observe it for 1 minute, you learn one of the following characteristics of your choice:

  • Armor Class
  • Speed
  • One of its ability score
  • One of its senses
  • Its maximum hit points
  • Its creature type.

You also have advantage on any Intelligence or Wisdom ability checks you make to analyze the creature.

Quick Mind

Also at 1st level, your mind can move faster than most. You can use a bonus action to make an ability check using any Intelligence or Wisdom skill proficiency you have.

Unarmored Defense

Your observant style of fighting allows you to anticipate and dodge attacks. Starting at 1st level, when you are not wearing any armor or wielding a shield, your Armor Class is equal to 10 + your Dexterity modifier + your Intelligence modifier.

Intellect Die

At 2nd level, you gain an Intellect Die which represents your mental ability. Whenever you make an ability check or saving throw that uses Intelligence, Wisdom, or Charisma, you can add a roll of this die to your roll. Your Intellect Die begins as a d6, and increases in size as you gain levels in this class, as indicated in the Savant table. You have a number of Intellect Dice equal to two times your Savant level, also shown in the class table.

Expose Weakness

Starting at 2nd level, you can highlight your foe's weak points. As a reaction when another creature you can see hits the target of Adroit Analysis with an attack, you can increase the attack's damage by an amount equal to a roll of your Intellect Die. When you reach 5th level, any attack that you make against the target of your Adroit *Analysis can trigger this reaction. Beginning at 11th level, this reaction increases the :damage of the triggering attack by two rolls of your Intellect Die.

Perfect Recall

You can recall picture-perfect details from things you commit to memory. Starting at 2nd level, if you spend at least 1 minute observing something, you can recall any information about it, at any point in the future, without requiring an ability check.

Academic Discipline

At 3rd level, choose your Academic Discipline. Your Discipline grants you features at 3rd level, and again at 6th, 13th, and 17th level.

Ability Score Improvements

When you reach 4th level, and again at 8th, 10th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can take a feat instead of taking this increase to ability scores.

Accelerated Reflexes

The speed at which you react to stimuli is incredible. Starting at 5th level, so long as you are not surprised, you add your Intelligence modifier (minimum of +1) to your initiative rolls. You also gain one additional reaction you can take each round. A single effect can only trigger one of your reactions. When you reach 17th level, your reflexes increase again, allowing you another reaction per round (for a total of 3).

Expert Student

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

Keen Awareness

You can react to danger at a moment's notice. Starting at 7th level, you cannot be surprised unless you are incapacitated. In addition, when you roll initiative, you can use Adroit Analysis to Mark a creature you can see within 60 feet.

Evasion

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as an ancient red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. Additionally, if you take no damage because of a success, you may move out of the area causing the save to be made.

Expert Educator

Starting at 9th level, your ability to educate others is peerless. During a long rest, you choose a number of creatures that can hear or see you equal to your Intelligence modifier, and one tool, skill, or weapon proficiency, or one language you know. The creatures gain that proficiency or learn to understand and speak that language until the end of your next long rest.

Flawless Observation

Starting at 9th level, you can use Potent Observation when a creature hits any creature you can see with a weapon or spell attack, even if it's not not the target of Adroit Analysis. Moreover, when you use Potent Observation to increase the damage against a creature marked by Adroit Analysis you add your Intelligence modifier to the damage of the attack.

Unyielding Will

Starting at 15th level, when you fail a saving throw to resist being charmed, frightened, or stunned, you can expend an Intellect Die to automatically succeed instead. Additionally, when you fail a saving throw, you may expend an Intellect Die and add it to the saving throw.

Profound Insight

You can predict attacks before they come to pass. Starting at 18th level, any creature marked by your Adroit Analysis has disadvantage on attack rolls they make, and creatures of your choice that can see or hear you have advantage on any saving throw the target forces those creatures to make.

Undisputed Genius

Upon reaching 20th level, you realize the true genius-level potential of your mind. Your Intelligence and Wisdom scores increase by 4. Your maximum for those scores is now 24.

Subclasses

Expert Archeologist

Specializing in the study of forgotten civilizations, ancient places, and uncharted lands, Archaeologists bring the light of knowledge to the dark and deadly places of the world. Doing their best to uncover the wisdom of ages long forgotten, they tend to feel a sad kinship with the civilizations they study and go to great lengths not to destroy or offend their memory. For an Archaeologist, the best way to improve the present is to learn from both the mistakes and innovations of the past.

Student of History. When you join this Academic Discipline at 3rd level, you gain proficiency and expertise in History and Investigation. If you are already proficient in either skill you gain proficiency in another skill of your choice from the savant skill list. Also, if you spend 1 minute examining an object you are holding, you can ascertain its value, its civilization of origin, and its approximate age. If it has any magical properties, you learn of them as if you had cast Identify targeting the object.

Aventuring Academic. The places you explore have honed your survival instincts and given you special insight into the workings of ancient magic items. At 3rd level, you gain the following benefits:

  • You gain proficiency with improvised weapons.
  • You gain a climbing speed equal to your walking speed.
  • When you make an ability check or saving throw that uses your Dexterity, you can add an Intellect Die to your roll.
  • You can expend a use of Expert Student to ignore a class, race, or alignment restriction to attune to a magic item.
  • You can use a bonus action on your turn to use a magic item that normally takes an action to use.

Daring Determination. You are well acquainted with dangerous situations. Starting at 6th level, the target of your Adroit Analysis cannot target you with opportunity attacks. Also, when a creature targets you with an opportunity attack, you can use your reaction to impose disadvantage on its attack roll. In addition, when you are forced to make a saving throw to resist the effects of a trap, you gain a bonus to your roll equal to your Intelligence modifier (minimum of +1). If a trap allows you to take only half damage on a success, you instead take no damage if you succeed, and only half damage if you fail.

Lore Master. You study every myth, legend, and folk tale you find, knowing that each story is based on a grain of truth. Starting at 13th level, if you observe a person, place, or object for at least 1 hour, you can mystically recall information about the target as if you had cast Legend Lore on it. The target does not need to be of legendary importance for you to gain information. Starting at 17th level, you only need to observe a person, place, or object for 1 minute in order to use this feature.

Master Archeologist. Your exposure to the magical effects has caused you to develop an innate arcane ward. At 17th level, you gain resistance to damage from spells and magical effects. Also you can spend an action examining a magic item, causing it to regain all of its expended charges. You can only use this feature again once you have finished a long rest.

Expert Investigator

Excelling at unraveling mysteries and uncovering secrets, Investigators possess an uncanny ability to read the intent of others. They often spend their lives working against those who deceive the innocent and take advantage of the common trust. Their considerable intellect and eye for the truth stand in the way of thieves, shapeshifters, and corrupt politicians.

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

Rough and Tumble. You have learned to fight dirty in the underbelly of the world. Beginning at 3rd level, your weapon attacks against the target of Adroit Analysis score a critical hit on a roll of 19 or 20. When you hit the target of Adroit Analysis with an attack, you can expend an Intellect Die and force the target to make a Constitution saving throw against your Investigator save DC (8 + your Proficiency Bonus + your Intelligence Modifier) On a failed save, it is blinded, deafened, or cannot speak (your choice) for 1 minute. It can repeat the saving throw at the start of each of its turns, ending the effect on a success. When you score a critical hit, you use this feature without expending an Intellect Die, and the target has disadvantage on its initial Constitution saving throw.

Astute Defense. You have a heightened sense of danger and can use your reflexes to dodge incoming blows. Starting at 6th level, when a creature you can see targets you with an attack, you can impose disadvantage on their attack roll as a reaction. If the triggering attack misses, you can make one weapon attack against the attacker as part of the same reaction.

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

Master Investigator. Your eye for the truth has reached near-supernatural levels. At 17th level, you gain Truesight in a 60-foot radius. Though, you cannot see into the Ethereal Plane within this range. Also, when you, or a creature you can see, hits the target of your Adroit Analysis with a weapon attack, you can use your reaction to turn that attack into an automatic critical hit. You can use this reaction a number of times equal to your Proficiency Bonus, regaining expended uses when you finish 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. When you join this Academic Discipline at 3rd level, you gain proficiency and expertise in Nature and Survival. If you are already proficient in either skill you gain proficiency in another skill of your choice from the savant skill list. Also, during a long rest, you can spend 1 hour studying and taking notes on your environment. So long as you have these notes, you have advantage on Intelligence or Wisdom checks related to its native animals, plants, weather, and ecosystems.

Survivalist. You have the knowledge and skills to survive and thrive in the wild. Starting at 3rd level, as part of a long rest, you can spend 1 hour gathering materials from the surrounding environment to create one of the following items: 10 feet of rope, a club, a javelin, 1d4 darts, or a net. To use this ability, you need a blade, dagger, or the appropriate artisan's tools. You have also learned to set snares. As an action, you can set a snare in an adjacent unoccupied 5-foot space. The first creature that moves into the space must succeed on a Dexterity saving throw against your Naturalist save DC (8 + your Proficiency Bonus + your Intelligence Modifier) or be restrained by your snare. As an action, the restrained creature can repeat the saving throw, ending the effect on a success. A creature can detect a snare by making a successful Intelligence (Investigation) or Wisdom (Perception) check against your Naturalist save DC.

Improvise, Adapt, and Overcome. Starting at 6th level, you can train others to survive in the wild. At the end of each long rest, you, and a number of creatures equal to your Intelligence modifier (minimum of 1 creature), gain one of the following features until the end of your next long rest.

Concealment Training. While in natural environments, creatures can move stealthily at a normal pace and have advantage on Dexterity (Stealth) checks they make to hide.
Diver Training. Creatures gain a swimming speed equal to their walking speed and can hold their breath underwater for a number of minutes equal to their Constitution modifier + your Intelligence modifier (minimum of 1 minute).
Endurance Training. Creatures can ignore the effects of difficult terrain imposed by natural environments and have advantage on saving throws to avoid exhaustion.
Mountaineer Training. Creatures gain a climbing speed equal to their walking speed and they reduce any falling damage they take by an amount equal to your savant level.
Resilience Training. Creatures have advantage on saving throws to resist the effects of extreme environments and gain resistance to either cold, fire, poison, or thunder damage.

Call of the Wild. Starting at 13th level, you can tame almost any wild creature. As an action, you can force a beast, plant, or monstrosity that can hear you within 30 feet to make a Wisdom saving throw against your Naturalist save DC or be charmed for 1 hour. While charmed, the creature is friendly to you and your allies and shares your turn in combat. As a bonus action, you can issue a simple command to the creature, which it does its best to obey. Once it completes a command it will defend itself to the best of its ability until you command it again. Each time the creature takes damage, it can repeat the Wisdom saving throw, ending the charm on a success. If you are within 30 feet of the creature and it can hear you, you can use your reaction to impose disadvantage on its saving throw. You can only have one creature charmed in this way at a time. Attempting to charm a second creature ends the effect for the first. You may use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Master Naturalist. You have become a leading authority on the natural world and can maneuver with comfort in any environment. Upon reaching 17th level, you gain the following benefits:

  • Whenever you make an Intelligence check related to an environment you studied as part of Student of Nature, you can substitute your d20 roll with your savant level.
  • You gain the benefits of all Improvise, Adapt, and Overcome features.
  • Creatures with an Intelligence score of 10 or lower have disadvantage on saving throws to resist Call of the Wild.
  • The duration of Call of the Wild increases to 24 hours.


Expert Physician

Physicians bring their considerable intellect to bear healing the sick and tending to the wounded. They spend their lives studying anatomy and the inner workings of mortals, and they use this knowledge to keep their allies in top condition. Using their medical training, they offer aid to those who don't have access to the luxury of divine or arcane healing magic.

Student of Medicine. When you join this Academic Discipline at 3rd level, you gain proficiency and expertise in Medicine and with herbalism kits. If you are already proficient in either, you gain proficiency with another skill from the savant skill list. Moreover, your studies grant you the following benefits: You can make Intelligence (Medicine) checks in place of any Wisdom (Medicine) checks you would make. 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 the target of Adroit Analysis with a weapon attack, you can reduce its speed by a number of feet equal to 5 times your Intelligence modifier (minimum of 5 feet) until the beginning of your next turn.

Combat Medic. You can administer aid in the midst of combat. Beginning at 3rd level, you can use an Action to use the following abilities:

Adrenaline Jolt. A creature you touch can immediately repeat a saving throw to end one of the following conditions: blinded, charmed, deafened, frightened, or poisoned, adding your Intelligence modifier (minimum of +1) to their roll.
Dress Wounds. You touch a creature and expend an Intellect Die, immediately granting it temporary hit points equal to your Intellect Die roll + your Intelligence modifier.
Healing Surge. A creature you touch can instantly expend one of its Hit Dice to regain hit points equal to its Hit Die roll + its Constitution modifier + your Intelligence modifier.
Stabilize. You touch a living creature that has 0 hit points, automatically stabilizing them. The target can then choose to expend one of their Hit Dice to regain hit points equal to the maximum value of that Hit Die + their Constitution modifier.

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

Advanced Combat Medic. Starting at 13th level, you use your knowledge of medicine to perform wondrous feats. As an action, you can touch a willing creature and use one of the abilities listed below. You can use the abilities below a combined number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Regeneration. The creature regains hit points equal to four rolls of your Intellect Die. If the creature has a severed body part, you can reattach it as part of this action.
Restoration. You end one of the following conditions currently affecting it: all of the blinded, charmed, deafened, frightened, paralyzed, and poison conditions affecting the creature, a reduction to an ability score or its hit point maximum, or you reduce its level of exhaustion by 2.
Resuscitation. If the creature has died within the last minute, you return it to life with 1 hit point. You cannot bring back a creature that died of old age, nor can you restore any body parts the creature is missing.

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

Expert Tactician

Most successful monarchs, conquerors, and revolutions have a master strategist that is responsible for their success on the battlefield. Known as Tacticians, these intelligent leaders are always one step ahead of their enemies and strive to have a plan for every eventuality. They know the strategies that lead to glorious victory, and those that end in utter ruin. Alone, a Tactician is no threat, but with powerful allies to command, they become a formidable force, capable of toppling empires.

Student of War. When you join this Academic Discipline at 3rd level, you gain proficiency and expertise in History. If you are already proficient in History you gain proficiency in another skill from the savant skill list. You also gain proficiency with all medium armor, shields, and all martial weapons without the heavy property. When you wear light or medium armor, you can use Intelligence, in place of Dexterity, when calculating your Armor Class.

Tactical Commander. You can use your knowledge of warfare to direct your allies on the battlefield. Starting at 3rd level, you can use an action to issue one of the Orders below, targeting a creature within 60 feet, other than yourself, that can see or hear you. A single creature can only benefit from one Order at a time. When you issue an Order, you can spend an Intellect Die to grant the target temporary hit points equal to your Die roll.

Attack Order. The next time the target of this Order takes the Attack action before the start of your next turn, it can make one additional weapon attack as part of that action.
Defensive Order. Until the beginning of your next turn, the target of this Order gains a bonus to its Armor Class equal to your Intelligence modifier (minimum of +1 Armor Class).
Maneuvering Order. The target of this Order can use its reaction to immediately move up to its full movement speed without provoking opportunity attacks.
Steadfast Order. Until the beginning of your next turn, the target of this Order gains a bonus to any Strength, Dexterity, or Constitution ability checks and saving throws they make equal to your Intelligence modifier (minimum of +1)

Unwavering Resolve. Your position as a leader doesn't allow you to succumb to your base instincts. Starting at 6th level, you have advantage on saving throws to resist the effects of enchantment spells, and you are immune to the frightened condition. In addition, when you use your action to issue an Order, you can make one weapon attack as a bonus action.

Strategic Genius. Your genius allows you to coordinate multiple allies. Starting at 13th level, when you use your action to issue an Order, you can issue the same Order to another creature within range.

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