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| 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. | | 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. |
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| == Philosopher ==
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| 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.
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| <br><br>
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| Student of Thought
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| 3rd-level Philosopher feature
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| You gain proficiency in Arcana and Religion,
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| and your proficiency bonus is doubled for any
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| check you make with either skill. If you are already
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| proficient in these skills you gain proficiency in a skill
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| of your choice from the Savant skill list.
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| Your understanding of the higher levels of reality
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| also grants you the benefits listed below:
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| • When you make an ability check to communicate
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| with or recall information about, a creature from
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| another plane, you gain a bonus to the roll equal
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| to one roll of your Intellect Die.
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| • You can use Adroit Analysis to learn additional
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| characteristics about a creature: its alignment,
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| its spellcasting ability (if it has one), the highest
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| level spell it can cast, or its native plane.
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| Words of Power
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| 3rd-level Philosopher feature
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| 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:
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| Philosopher save DC = 8 + your proficiency bonus
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| + your Intelligence modifier.
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| 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.
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| Confound
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| 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.
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| Disorient
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| 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.
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| Fear
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| 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.
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| Halt
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| 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.
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| Shift
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| 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.
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| Unwavering Will
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| 6th-level Philosopher feature
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| Your sense of purpose and willpower are unyielding. When fail a saving throw and become either charmed, frightened,
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| or stunned, you can choose to succeed instead.
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| Once you use this feature you must finish a short or long rest before you can use it again.
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| Supreme Understanding
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| 13th-level Philosopher feature
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| 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.
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| Banish
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| 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.
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| Enfeeble
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| 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.
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| Master Philosopher
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| 17th-level Philosopher feature
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| Your willpower rivals that of powerful extraplanar beings. You are always under the effect of protection from evil and good.
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| 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.
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| == Expert Physician == | | == Expert Physician == |