Savant: Difference between revisions

201 bytes added ,  12:42, 31 July 2022
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'''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.
'''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.
'''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.


'''Potent Observation.''' Starting at 2nd level, you can highlight your foe's weak points. As a reaction when a 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.
'''Potent Observation.''' Starting at 2nd level, you can highlight your foe's weak points. As a reaction when a 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.
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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.
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 you’ve learned to logically evaluate the situation you are in to determine the best way to escape, or realize there is no true threat. At the start of your turn while you are Charmed, Frightened, or Stunned, you can make an Intelligence (Investigation) with a DC equal to your level, ending the effect on a successful check.
'''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.
'''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.
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'''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.
'''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 force the target to make a Constitution saving throw against your Investigator save DC (8 + your Proficiency Bonus + your Intelligence Modifier)
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. You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses when you finish a long rest.
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 a use, and the target has disadvantage on its initial Constitution saving throw.
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.
'''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.
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'''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:
'''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.
:'''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, immediately granting it temporary hit points equal to a roll of your Intellect Die roll + your Intelligence modifier.
:'''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.
:'''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.
:'''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.
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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.
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 grant the target temporary hit points equal to your Intellect Die roll, you can grant these temporary hit points a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a long rest.t
'''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.
:'''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).
:'''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).