Savant: Difference between revisions

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! Academic Discipline !! Complexity (1-5) !! Description
! Academic Discipline !! Complexity (1-5) !! Description
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|-
| [[Savant#Expert Archaeologist|Expert Archaeologist]] || Example || Example
| [[Savant#Expert Archaeologist|Expert Archaeologist]] || 2 || You become a masterful dungeon delver, perfecting the art of avoiding traps and using the magical loot you find.
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| [[Savant#Expert Culinarian|Expert Culinarian]] || Example || Example
| [[Savant#Expert Culinarian|Expert Culinarian]] || 4 || You become a masterful chef, cooking up monsters based on their type into scrumptous morsels for you and your allies to eat and gain new strengths.
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| [[Savant#Expert Investigator|Expert Investigator]] || Example || Example
| [[Savant#Expert Investigator|Expert Investigator]] || 1 || You become a masterful detective, being able to find clues that others wouldn't be able to, while making the city streets your favored domain and packing a punch.
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|-
| [[Savant#Expert Naturalist|Expert Naturalist]] || Example || Example
| [[Savant#Expert Naturalist|Expert Naturalist]] || 2 || You become a masterful survivalist, learning the lessons you need to survive, teaching those lessons to your friends, while you ''"Improvise, Adapt, and Overcome." - Bear Grylls''.
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| [[Savant#Expert Orator|Expert Orator]] || Example || Example
| [[Savant#Expert Orator|Expert Orator]] || 3 || You become a msterful debater, learning rhetorical techniques to defeat any opponent in a debate while gaining the ability to sway crowds with your expert word-smithing.
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|-
| [[Savant#Expert Physician|Expert Physician]] || Example || Example
| [[Savant#Expert Physician|Expert Physician]] || 2 || You become a masterful healer, using a variety of techiques to heal your allies from any ailment they could have, while using your knowledge of the humanoid body to strike your foes in just the right place to disable them.
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|}
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! Feature !! Level !! Quick Explanation
! Feature !! Level !! Quick Explanation
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|-
| [[Savant#Student of History|Student of History]] || 3rd || You get Proficiency and Expertise in History and Investigation, and
| [[Savant#Student of History|Student of History]] || 3rd || You get Proficiency and Expertise in History and Investigation, and you can figure out the basic information of objects by spending some time investigating them
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|-
| Example || 3rd || Example
| [[Savant#Adventuring Academic|Adventuring Academic]] || 3rd || You can climb, you can use magic items better, and can Attack when you take the Utilise Action
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| Example || 6th || Example
| [[Savant#Daring Determination|Daring Determination]] || 6th || You're better at Dexterity Saving Throws and at Saving Throws to resist traps
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| Example || 13th || Example
| [[Savant#Lore Master|Lore Master]] || 13th || You're better at learning about places and are better at using magic items
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| [[Savant#Master Archaeologist|Master Archaeologist]] || 17th || Example
| [[Savant#Master Archaeologist|Master Archaeologist]] || 17th || You gain Resistance to Damage dealt by magic and can cause magic items to regain charges
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|}
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''3rd Level Expert Archaeologist Feature''<br>
''3rd Level Expert Archaeologist Feature''<br>
You gain Proficiency and Expertise in History and Investigation.<br>
You gain Proficiency and Expertise in History and Investigation.<br>
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.
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 [[Level 1#Identify|Identify]] Spell.
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*You gain a Climbing Speed equal to your Walking Speed.
*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 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.
*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.
*When you take the Utilise Action, you can make a single Weapon Attack as a Bonus Action.
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''6th Level Expert Archaeologist Feature''<br>
''6th Level Expert Archaeologist Feature''<br>
You are well acquainted with danger. You add your Intellect Die to your Dexterity Checks and Saving Throws.<br>
You are well acquainted with danger. You add your Intellect Die to your Dexterity Checks and Saving Throws.<br>
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.
Additionally, when you make Saving Throws 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.
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==== Lore Master ====
==== Lore Master ====
''13th Level Expert Archaeologist Feature''<br>
''13th Level Expert Archaeologist Feature''<br>
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.<br>
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 [[Level 5#Legend Lore|Legend Lore]] Spell.<br>
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.<br>
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.<br>
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.
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.
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! Feature !! Level !! Quick Explanation
! Feature !! Level !! Quick Explanation
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|-
| [[Savant#Student of Flavor|Student of Flavor]] || 3rd || You get Proficiency and Expertise in Nature and [[Adventuring Gear#Artisan's Tools|Cook's Utensils]], and
| [[Savant#Student of Flavor|Student of Flavor]] || 3rd || You get Proficiency and Expertise in Nature and [[Adventuring Gear#Artisan's Tools|Cook's Utensils]], and can cause creatures to regain more health with expended Hit Dice
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| Example || 3rd || Example
| [[Savant#Adventurer's Cook Book|Adventurer's Cook Book]] || 3rd || You learn some Recipes and can take samples of dead creatures to learn more Recipes
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| Example || 6th || Example
| [[Savant#A Cut Above|A Cut Above]] || 6th || You can change cooked Recipes into other Recipes you know and you can Attack when you eat or feed a cooked Recipe to a creautre
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| Example || 13th || Example
| [[Savant#Improved Recipes|Improved Recipes]] || 13th || Whenever a creature eats a cooked Recipe it gains Temporary Hit Points
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| [[Savant#Master Culinarian|Master Culinarian]] || 17th || Example
| [[Savant#Master Culinarian|Master Culinarian]] || 17th || You can create a feast that gives a bunch of buffs to those that eat it
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! Feature !! Level !! Quick Explanation
! Feature !! Level !! Quick Explanation
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| [[Savant#Student of Truth|Student of Truth]] || 3rd || You get Proficiency and Expertise in Insight and Investigation, and
| [[Savant#Student of Truth|Student of Truth]] || 3rd || You get Proficiency and Expertise in Insight and Investigation, and be better at determining lies and illusions
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| Example || 3rd || Example
| [[Savant#Rough and Tumble|Rough and Tumble]] || 3rd || Your Crit Range increases by 1 and instead of dealing extra Damage to your Mark, you can force it to make a Saving Throw or be harried
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| Example || 6th || Example
| [[Savant#Astute Defense|Astute Defense]] || 6th || When creatures miss you with Attack, you can harry them, and if its your Mark you can deal Damage it it
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| Example || 13th || Example
| [[Savant#Ear to the Ground|Ear to the Ground]] || 6th || You learn [[Languages#Thieve's Cant|Thieve's Cant]], you can learn about a city better, and you can try make your Mark unable to lie to you
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| [[Savant#Master Investigator|Master Investigator]] || 17th || Example
| [[Savant#Peerless Focus|Peerless Focus]] || 13th || You're better at detecting illusions and lies, and are better at Attacking your Mark
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| [[Savant#Master Investigator|Master Investigator]] || 17th || You gain limited Truesight and can Crit against your Mark
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==== Rough and Tumble ====
==== Rough and Tumble ====
''3rd Level Expert Investigator Feature''<br>
''3rd Level Expert Investigator Feature''<br>
You have learned to fight dirty while fighting shadows in the underbelly of civilization. Your Crit Range for Weapon Attacks increases by 1.<br>
You have learned to fight dirty while fighting shadows in the underbelly of civilization. Your Crit Range for Weapon Attacks increases by 1.<br>
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.<br>
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.<br>
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.<br>
On a failed Save, the target is [[Conditions#Blinded|Blinded]], [[Conditions#Deafened|Deafened]], or cannot speak (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.<br>
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.  
If you 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.  
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==== Astute Defense ====
==== Astute Defense ====
''6th Level Expert Investigator Feature''<br>
''6th Level Expert Investigator Feature''<br>
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.<br>
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 [[Conditions#Blinded|Blinded]], [[Conditions#Deafened|Deafened]], or cannot speak (your choice) until the start of your next turn. If the target is Large or smaller, you can knock it [[Conditions#Prone|Prone]] instead.<br>
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.
If you use this 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.
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==== Ear to the Ground ====
==== Ear to the Ground ====
''6th Level Expert Investigator Feature''<br>
''6th Level Expert Investigator Feature''<br>
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.<br>
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 [[Languages#Thieve's Cant|Thieve's Cant]].<br>
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.<br>
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.<br>
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.
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.
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''13th Level Expert Investigator Feature''<br>
''13th Level Expert Investigator Feature''<br>
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.<br>
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.<br>
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.
In addition, if your Mark fails its Saving Throw against your Rough and Tumble feature, you can choose to [[Conditions#Stunned|Stun]] it instead.
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! Feature !! Level !! Quick Explanation
! Feature !! Level !! Quick Explanation
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|-
| [[Savant#Student of Nature|Student of Nature]] || 3rd || You get Proficiency and Expertise in Nature and Survival, and
| [[Savant#Student of Nature|Student of Nature]] || 3rd || You get Proficiency and Expertise in Nature and Survival, you can make Intelligence (Survival) Checks, and can take notes about the environment around you, being better at recalling information about it later
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| Example || 3rd || Example
| [[Savant#Survivalist|Survivalist]] || 3rd || You can create some objects better in the wild and can set really good snares
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| Example || 6th || Example
| [[Savant#Improvise, Adapt, and Overcome|Improvise, Adapt, and Overcome]] || 6th || You and some other creatures can gain one of a few lessons on how to surive in the wild
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| Example || 13th || Example
| [[Savant#Call of the Wild|Call of the Wild]] || 13th || You can try [[Conditions#Charmed|Charm]] Beasts, Plants, or Monstrosities and dominate them
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| [[Savant#Master Naturalist|Master Naturalist]] || 17th || Example
| [[Savant#Master Naturalist|Master Naturalist]] || 17th || All of your Naturalist features improve
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*'''Concealment Training.''' In natural environments, you have Advantage on Dexterity (Stealth) Checks and move stealthily at a normal pace
*'''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.
*'''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.
*'''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 [[Conditions#Exhaustion|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.
*'''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.
*'''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.
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==== Call of the Wild ====
==== Call of the Wild ====
''13th Level Expert Naturalist Feature''<br>
''13th Level Expert Naturalist Feature''<br>
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.<br>
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 creature is [[Conditions#Charmed|Charmed]] by your for 1 hour.<br>
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.<br>
While [[Conditions#Charmed|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.<br>
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.<br>
Every time the creature takes Damage, it repeats the Saving Throw, ending the [[Conditions#Charmed|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.<br>
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.<br>
You can only [[Conditions#Charmed|Charm]] one creature at a time with this feature, and attempting to [[Conditions#Charmed|Charm]] a second creature ends the [[Conditions#Charmed|Charm]] on the other creature.<br>
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.
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 [[Conditions#Charmed|Charm]], you can expend another use of this feature to extend the duration of the Charm for 1 additional hour.
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==== Master Naturalist ====
==== Master Naturalist ====
''17th Level Expert Naturalist Feature''<br>
''17th Level Expert Naturalist Feature''<br>
Your knowledge of the natural world surpasses that of nearly all other scholars. You gain the benefits below:
Your knowledge of the natural world surpasses that of nearly all other scholars. You gain the following benefits:
*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.
*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.
*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.
*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.
*The duration of the [[Conditions#Charmed|Charm]] for your Call of the Wild feature increases to 24 hours, and whenever you expend a use of the feature to extend the [[Conditions#Charmed|Charm]], it extends it for 24 hours.
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! Feature !! Level !! Quick Explanation
! Feature !! Level !! Quick Explanation
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| [[Savant#Student of Logic|Student of Logic]] || 3rd || You get Proficiency and Expertise in History and Investigation, and
| [[Savant#Student of Logic|Student of Logic]] || 3rd || You get Proficiency and Expertise in History and Investigation, and get a free Scholarly Pursuit
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| Example || 3rd || Example
| [[Savant#Rhetoric|Rhetoric]] || 3rd || You learn a few techniques of rhetoric to you to harry yor foes or buff your allies
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| Example || 6th || Example
| [[Savant#Logical Mind|Logical Mind]] || 6th || You're better at resisting [[Enchantment]] magic and can't be [[Conditions#Charmed|Charmed]], also when you use a rhetoric feature, you can Attack
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| Example || 13th || Example
| [[Savant#Peerless Rhetoric|Peerless Rhetoric]] || 13th || You learn a really effective technique of rhetoric to help allies and one to harm your ally
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| [[Savant#Master Orator|Master Orator]] || 17th || Example
| [[Savant#Master Orator|Master Orator]] || 17th || Creatures with lower Intelligence and Wisdom Scores than your Intelligence Score have Disadvantage on a lot of Saving Throws you force them to make.
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{| class="wikitable"
{| class="wikitable"
|+ Physician Features
|+ Physician Features
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! Feature !! Level !! Quick Explanation
! Feature !! Level !! Quick Explanation
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| [[Savant#Student of Medicine|Student of Medicine]] || 3rd || You get Proficiency and Expertise in Medicine and [[Adventuring Gear#Alchemical Tools|Herbalism Kits]], and
| [[Savant#Student of Medicine|Student of Medicine]] || 3rd || You get Proficiency and Expertise in Medicine and [[Adventuring Gear#Alchemical Tools|Herbalism Kits]], and you become good at healing allies and you can slow your Mark when you Attack it
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| Example || 3rd || Example
| [[Savant#Combat Medic|Combat Medic]] || 3rd || You gain a few ways to heal your allies
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| Example || 6th || Example
| [[Savant#Field Doctor|Field Doctor]] || 6th || You can Dodge and Attack when you heal your allies
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| Example || 13th || Example
| [[Savant#Expert Medic|Expert Medic]] || 13th || You gain a few really good ways you cn heal your allies
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| [[Savant#Master Physician|Master Physician]] || 17th || Example
| [[Savant#Master Physician|Master Physician]] || 17th || Your way better at healing your allies
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|}
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You gain Proficiency and Expertise in Medicine and with [[Adventuring Gear#Alchemical Tools|Herbalism Kits]].<br>
You gain Proficiency and Expertise in Medicine and with [[Adventuring Gear#Alchemical Tools|Herbalism Kits]].<br>
Additionally, your studies grant you the following benefits:
Additionally, your studies grant you the following benefits:
(Whenever you would make a Wisdom (Medicine) Check, you can make an Intelligence (Medicine) Check instead.
*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.
*If you spend at least 1 minute examining a creature, you can identify any disease, [[Conditions#Poisoned|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.
*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.
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''17th Level Expert Physician Feature''<br>
''17th Level Expert Physician Feature''<br>
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.<br>
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.<br>
Additionally, any creature within 30ft of you that expend a Ht Die uses the maximum result of the die instead of rolling.
Additionally, any creature within 30ft of you that expends a Ht Die uses the maximum result of the die instead of rolling.
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