Savant: Difference between revisions

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''20th Level Savant Feature''<br>
''20th Level Savant Feature''<br>
You realize your true genius potential. Your Intelligence Score increases by 4, and your maximum for that Score also increases by 4. Additionally, when you roll an Intellect Die and the result is lower than your Intelligence Modifier, you can raise the result to your Intelligence Modifier.
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.
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= Scholarly Pursuits =
Listed below are the Scholarly Pursuits available to a Savant.
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==== 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 the roll.<br>
You can only use this foretelling roll once, and you lose it after you finish a Long Rest.
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==== Falconry ====
You have spent many months learning to train birds of prey. You gain a Falcon companion which uses the Hawk game statistics, but it has an Intelligence Score of 8. You and your Falcon can communicate simple ideas with each other using simple gestures and sounds. Your Falcon is unwaveringly loyal to you and obeys your commands.<br>
In combat, your Falcon shares your Initiative Score and acts on your turn. It can move and use its Reaction on its own, but it only takes the Dodge Action unless you use a Bonus Action to command it to take a different Action. This Action can be one from its stat block, or another Action. If you are Incapacitated, your Falcon acts to best protect itself and you.<br>
If your Falcon drops to 0 Hit Points, it makes Death Saving Throws. If your Falcon dies, your special skills allow you to track and train another Falcon over the course of an 8 hour period using 5GP worth of bait. This can be performed during a Long Rest.
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==== Fencing ====
You gain Proficiency with Longswords, Rapiers, Sabers, and Scimitars.<br>
When a creature you can see hits you with a Melee Attack while you are wielding one of these Weapons, you can use your Reaction to roll your Intellect Die and add the result to your AC against that Attack. If the attack misses, you can make a single Melee Weapon Attack against that creature as part of the same Reaction.
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==== 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.
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==== Linguistics ====
You learn to speak, read, and write a number of Languages equal to your Intelligence Modifier.<br>
Whenever you make a Charisma (Deception), Charisma (Persuasion), or Wisdom (Insight) check against a creature you are interacting with in a Language other than Common, as long as it can understand that Language, you treat any roll of 9 or lower on the d20 as a 10 in addition to the Advantage granted normally.
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==== 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.
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==== Riddle ====
You have spent a great deal of time pondering and pouring over riddles and rhymes. When you speak, you can choose to speak in Riddles. When you do so, you appear to be speaking normally, but there are hidden messages laced in your words.<br>
Over a period of 1 hour, which can be during the course of a Short or Long Rest, you can teach a creature to understand your Riddles. A creature with an Intelligence of 13 or higher that understands your Riddles can respond to you in Riddles.
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==== Secrets and Whispers ====
You have a way of finding out news and gathering rumors, even from distant lands. Each time you finish a Long Rest in a city, town, or settlement, you learn of a one important event that has taken place within the past week.<br>
Additionally, when you spend a Long Rest in a town, city, or settlement, you can spend 5GP to gather news and rumors, including knowledge of secret events, related to that town.<br>
For example, you may learn of a conversation between conspirators or the location of a thieves' guild meeting.
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==== 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.<br>
You can master this Scholarly Pursuit more than once, but you must choose a different Proficiency each time.
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==== Traditions ====
You are a student of culture, politics, and traditions. When you make an Intelligence (History) Check related to a local custom, culture, or tradition, you have Advantage on the roll.<br>
This eclectic knowledge of local customs and traditions also makes you an excellent ambassador. The first time you meet a leader or otherwise important local figure, you have Advantage on any Charisma Checks you make.
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