Savant
Savant
The slender Kethie cleans her glasses with the corner of her cloak as the dust settles around her. Her benefactor had paid her a large sum to locate this forgotten place, and after weeks of pouring over ancient maps, she had pieced together the location of the temple. Now, she has a decision to make. If she reports the location of the temple to her benefactor, it would be ruthlessly stripped of valuables. But, if she kept the location hidden, she could preserve the long-forgotten knowledge contained within. For a savant, knowledge is more precious than any sum of gold.
The aging human warrior silently assesses the soldiers under his command. They are exhausted and almost out of supplies. It is the tenth day of the siege, and the graying warrior knows that no reinforcements are coming to their rescue. He is too old to be of much use in battle, but if his soldiers follow his orders without hesitation, they might have a chance of survival. He stands up, and for what could be the last time, he tightens his belt and draws his sword.
A young minotaur bends over his unconscious comrade in the midst of battle, his hands shaking as he examines 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 thinks back to his lessons as he begins to dress his brother's wounds.
Level | Proficiency Bonus | Features | Intellect Die | Experience Points |
---|---|---|---|---|
1st | +2 | Adroit Analysis, Quick Mind, Unarmored Defense | - | 0 |
2nd | +2 | Intellect Die, Expose Weakness, Perfect Recall | d6 | 300 |
3rd | +2 | Academy Discipline | d6 | 1,000 |
4th | +2 | Ability Score Improvement | d6 | 3,000 |
5th | +3 | Accelerated Reflexes, Expert Student | d8 | 6,000 |
6th | +3 | Academy Discipline Feature | d8 | 10,000 |
7th | +3 | Keen Awareness, Analytical Assault | d8 | 20,000 |
8th | +3 | Ability Score Improvement | d8 | 40,000 |
9th | +4 | Expert Educator, Flawless Observation | d8 | 60,000 |
10th | +4 | Ability Score Improvement | d10 | 80,000 |
11th | +4 | Unyielding Will | d10 | 100,000 |
12th | +4 | Ability Score Improvement | d10 | 120,000 |
13th | +5 | Academy Discipline Feature | d10 | 140,000 |
14th | +5 | Ability Score Improvement | d10 | 160,000 |
15th | +5 | Outwit Ailment | d12 | 180,000 |
16th | +5 | Ability Score Improvement | d12 | 200,000 |
17th | +6 | Academy Discipline Feature | d12 | 225,000 |
18th | +6 | Predictive Defense | d12 | 250,000 |
19th | +6 | Ability Score Improvement | d12 | 300,000 |
20th | +6 | Undisputed Genius | d20 | 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, Shortswords, Rapiers, and Whips
- Tool Proficiencies. One 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
Starting at 1st level, you can quickly analyze a foe's strengths and weaknesses. As a bonus action, you can Mark a creature you can see within 60 feet, gaining the following benefits for 1 minute or until you Mark another creature: You can add your Intelligence Modifier to your weapon attack and damage rolls against that creature instead of your Strength or Dexterity Modifier. If you hit the creature with an attack, or observe it for 1 minute, you learn one of the following characteristics of your choice:
- Armor Class
- Speed
- One of its ability score
- One of its senses
- Its maximum hit points
- Its creature type.
You also have advantage on any Intelligence or Wisdom ability checks you make to analyze the creature.
Quick Mind
Also at 1st level, your mind can move faster than most. You can use a bonus action to make an ability check using any Intelligence or Wisdom skill proficiency you have.
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.
Expose Weakness
Starting at 2nd level, you can highlight your foe's weak points. As a reaction when another 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.
When you reach 5th level, any attack that you make against the target of your Adroit Analysis can trigger this reaction. Beginning at 11th level, this reaction increases the damage of the triggering attack by two rolls of your Intellect Die.
Perfect Recall
You can recall picture-perfect details from things you commit to memory. Starting at 2nd level, if you spend at least 1 minute observing something, you can recall any information about it, at any point in the future, without requiring an ability check.
Academic Discipline
At 3rd level, choose your Academic Discipline. Your Discipline grants you features at 3rd level, and again at 6th, 13th, and 17th level.
Ability Score Improvements
When you reach 4th level, and again at 8th, 10th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can take a feat instead of taking this increase to ability scores.
Accelerated Reflexes
The speed at which you react to stimuli is incredible. Starting at 5th level, so long as you are not surprised, you add your Intelligence modifier (minimum of +1) to your initiative rolls.
You also gain one additional reaction you can take each round. A single effect can only trigger one of your reactions. When you reach 17th level, your reflexes increase again, allowing you another reaction per round (for a total of 3).
Expert Student
Your ability to learn and retain new abilities and languages is beyond compare. Beginning at 5th level, each time you finish a long rest, you can choose to learn one additional language, or gain proficiency in one tool, skill, or weapon of your choice, as long as there is an example for you to learn from (such as a willing teacher with that proficiency, a manual, or a book in a different language). You can only learn one new proficiency or language from this feature per long rest.
You can use this feature to learn a total number of extra proficiencies and languages equal to your Intelligence Modifier (Minimum 0) + your proficiency bonus. If you learn another language or proficiency while you are at your maximum, you must choose one language or proficiency you gained through this feature to forget, as your mind can only remember so many hastily learned skills and abilities at once. When you replace a language or proficiency you immediately lose any skill or knowledge of it.
Keen Awareness
You can react to danger at a moment's notice. Starting at 7th level, you cannot be surprised unless you are incapacitated. In addition, when you roll initiative, you can use Adroit Analysis to Mark a creature you can see within 60 feet.
Analytical Assault
Also starting at 7th level, your ability to harm your foes increases as you learn more about them. Whenever the target of your Adroit Analysis takes damage from Expose Weakness, you can learn one of its characteristics from Adroit Analysis as if you had hit it with an attack.
In addition, whenever you hit a creature with an attack, you can cause it to lose hit points equal to the number of characteristics you know about it from Adroit Analysis.
Expert Educator
Starting at 9th level, your ability to educate others is peerless. During a long rest, you choose a number of creatures that can hear or see you equal to your Intelligence modifier, and one tool, skill, or weapon proficiency, or one language you know. The creatures gain that proficiency or learn to understand and speak that language until the end of your next long rest.
Flawless Observation
Starting at 9th level, when you use Expose Weakness 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 11th level, your mental might and sheer force of will enhance your defensive capabilities. Whenever you make a saving throw, you may roll your Intellect Die and add it to the saving throw.
Outwit Ailment
At 15th level, you learn how to help your allies break free from various hazards and hindrances. As a bonus action, you choose one creature that can see or hear you and that is currently suffering from an effect which allows it to make a Saving Throw at the start or end of its turn. That creature may use its Reaction to immediately make a Saving Throw against the effect, suffering no negative effects from a failed Save.
Predictive Defense
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 against you, and you have advantage on all saving throw the target forces you to make.
Undisputed Genius
Upon reaching 20th level, you realize the true genius-level potential of your mind. Your Intelligence and Wisdom scores increase by 4. Your maximum for those scores is now 24.
Subclasses
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.