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, 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, Wondrous Intellect 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, Wondrous Intellect (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 Wondrous Intellect (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 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, Scimitars, Rapiers, Sabers, and Whips.
Tool Proficiencies. Once 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, A Light Crossbow or Two Daggers, One Set of Tools, and an Equipment Pack

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 60 feet, designating it as your Mark. For as long as you concentrate on your Mark, as if concentrating on a spell, you gain the following benefits:

When you hit your Mark with an attack or observe it for 1 minute, you learn one of the following characteristics of your choice: its highest ability score, lowest ability score, Armor Class, speed, maximum hit points, or creature type. You can use Intelligence, in place of Strength or Dexterity, for weapon attack and damage rolls against your Mark You have advantage on Intelligence and Wisdom ability checks 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 indefinitely. This Mark ends early if the creature is Hidden from you, if you lose your concentration, or if you use this feature on 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.
Moreover, so long as you are not incapacitated, your Mark has disadvantage on any attack roll it makes against you.

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 from the list at end of this class.
When you reach certain levels in this class, as indicated in the Scholarly Pursuits column of the Savant table above, you master additional Scholarly Pursuits of your choice.

Wondrous Intellect

2nd Level Savant Feature
Your mind is capable of wondrous bursts of intuition. When you make an ability check or saving throw that uses Wisdom or Intelligence, or when you make a damage roll against your Mark, you add your Intellect Die, which is a d6, to the roll.

Moreover, when a creature that can see or hear you hits your Mark with an attack, you can use your reaction to grant it a bonus to its damage roll equal to your Intellect Die.

At certain savant levels, your Intellect Die increases: at 5th level (d8), at 10th level (d10), and at 15th level (d12).

Academic Discipline

3rd, 6th, 13th, and 17th Level Savant Feature
Choose an Academic Discipline: Archaeologist, Investigator, Naturalist, Physician, or Tactician, each of which is detailed at the end of this class. Your Discipline grants you features at 3rd level, and again when you reach 6th, 13th, and 17th level.

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 gain a bonus to initiative rolls equal to your Intelligence modifier, and you gain a second reaction you can take each round. A single effect can only trigger one reaction.

When you reach 17th level in this class, you gain another reaction you can use each round (for a total of 3 reactions).

Quick Study

5th Level Savant Feature
You are able to gain a working knowledge of new concepts exceptionally fast. You gain proficiency with one skill, tool, or weapon, or learn to speak one language of your choice.

Over the course of 1 hour, which can be during a short or long rest, you can replace this proficiency or language with another proficiency or language of your choice, so long as you have an example to learn from. Examples include a willing teacher, a book in another language, or a tool set manual.

Keen Awareness

7th Level Savant Feature
You cannot be surprised unless you are incapacitated.

Moreover, when you roll initiative you can use a reaction to do one of the following before any other creatures act:

Use Adroit Analysis to Mark a creature you can see. Make an Intelligence ability check to recall information. Take either the Help, Ready, or Search action. Flash of Brilliance 9th-level Savant class feature As a reaction when a creature within 30 feet 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.

The creature must be able to hear you to gain this benefit.

Predictive Expert

10th Level Savant Feature
You always seem to be one step ahead of your foes. So long as you aren't incapacitated, you have advantage on any ability checks or saving throws that your Mark 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 a roll of your Intellect Die roll to any damage roll, so long as you can see the target and the attacker can hear you.

Also, whenever you use your reaction to add an Intellect Die to another creature's damage roll against your Mark, you can roll your Intellect Die twice and use the higher result.

Unyielding Will

14th Level Savant Feature
You gain proficiency in Charisma saving throws. Whenever you are forced make a Charisma saving throw you gain a bonus to your roll equal to one roll of your Intellect Die.

Also, when an effect allows you to make an Intelligence, Wisdom, or Charisma saving throw to avoid damage, you take no damage on a successful save and half on a failure.

Profound Insight

18th Level Savant Feature
As an action, you can predict your Mark's next move and alert your allies to its plans. Until the start of your next turn, your Mark has disadvantage on all ability checks, attack rolls, and saving throws, and creatures of your choice have advantage on any saving throw your Mark forces them to make.

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

Undisputed Genius

20th Level Savant Feature
You realize your true genius potential. Your Intelligence score increases by 4, up to a maximum of 24. Also, when you roll an Intellect Die and roll lower than your Intelligence modifier, you can replace the roll with your Intelligence modifier.

Academic Disciplines

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.

Adventuring 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.

Supreme Archeolog

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.