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= Academic Disciplines =
= Academic Disciplines =
== Expert Archeologist ==
== Expert Archaeologist ==
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.
Specializing in the study of forgotten civilizations, uncharted lands, and ancient places, 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 past, they often tend to feel a sad kinship with the civilizations they study and go to great lengths not to destroy or offend their memory.
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==== Student of History ====
==== 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.
''3rd Level Expert Archaeologist Feature''<br>
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.
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.


==== Adventuring Academic ====
==== 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:
''3rd Level Expert Archaeologist Feature''<br>
*You gain proficiency with improvised weapons.
The places you explore have honed your instincts and given you insights into ancient items. You gain the benefits below:
*You gain a climbing speed equal to your walking speed.
*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 ignore class, race, and alignment requirements for attunement and use of magic items, scrolls, and potions.
*You can expend a use of Expert Student to ignore a class, race, or alignment restriction to attune to a magic item.
*You count as a spellcaster for the purposes of attuning to magic items, using Intelligence as your spellcasting ability.
*You can use a bonus action on your turn to use a magic item that normally takes an action to use.
*When you use your Action to Use an Object, scroll, potion, or magic item, you can make a single Attack as a Bonus Action.
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==== Daring Determination ====
==== 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.
''6th Level Expert Archaeologist Feature''<br>
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.
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.
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==== Lore Master ====
==== 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.
''13th Level Expert Archaeologist Feature''<br>
Starting at 17th level, you only need to observe a person, place, or object for 1 minute in order to use this feature.
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>
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.
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==== Supreme Archeolog ====
==== Master Archaeologist ====
Your exposure to the magical effects has caused you  
''17th Level Expert Archaeologist Feature''<br>
to develop an innate arcane ward. At 17th level, you gain resistance to damage from spells and magical effects.
Your exposure to ancient magics has caused you to develop an innate ward. You gain Resistance to Damage dealt by Spells and other magical effects.<br>
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.
Additionally, you can send 10 minutes focusing on a magic item you are attuned to, causing it to regain a number of expended charges equal to your Intelligence Modifier.  
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== Expert Investigator ==
== 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.
Excelling at unraveling mysteries, conspiracies, and secrets, Investigators possess an uncanny ability to read the intent of others. They often spend their lives working to thwart those who deceive the innocent and take advantage of the common trust. Their considerable minds and eye for the truth stand in the way of thieves, shapeshifters, and corrupt politicians.
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==== Student of Truth ====
==== 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.
''3rd Level Expert Investigator Feature''<br>
You also have advantage on any ability check you make to detect illusions, shapeshifters, or if a creature is lying to you.
You gain Proficiency and Expertise in Insight and Investigation. Also, your intuitive nature grants you the following benefits:
*Whenever you would make a Wisdom (Insight) check, you can make an Intelligence (Insight) Check instead.
*You have Advantage on any Ability Check you make to detect illusions, shapeshifters, or if a creature is lying.
*You gain a bonus to your Passive Perception equal to your Intelligence Modifier.
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==== Rough and Tumble ====
==== 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.
''3rd Level Expert Investigator Feature''<br>
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You have learned to fight dirty while fighting shadows in the underbelly of civilization. Your Crit Range for Weapon Attacks increases by 1.<br>
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)
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, 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.
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>
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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.  
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.
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==== Astute Defense ====
==== 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.
''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>
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.
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==== Ear to the Ground ====
==== 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.
''6th Level Expert Investigator Feature''<br>
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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>
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.
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.
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==== Peerless Focus ====
''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>
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.
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==== Master Investigator ====
==== 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.
''17th Level Expert Investigator Feature''<br>
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.
Your sense for the truth has reached near-supernatural levels. You gain most of the benefits of Truesight out to a Range of 60ft, but you cannot see into the Second Ward.<br>
You can use this reaction a number of times equal to your Proficiency Bonus, regaining expended uses when you finish a long rest.
Also, when you, or a creature you can see, hits your Mark, described in your Adroit Analysis feature, with a Weapon Attack, you can use your Reaction to cause that Attack to Crit.<br>
 
Once you use this Reaction a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
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== Expert Naturalist ==
== 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.
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.
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==== Student of Nature ====
==== 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.
''3rd Level Expert Naturalist Feature''<br>
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.
You gain Proficiency and Expertise in Nature and Survival<br>
Your study of nature also grants you the benefits:
*Whenever you would make a Wisdom (Survival) Check, you can make an Intelligence (Survival) Check instead.
*Over the course of 1 hour, which can be performed during a Short or Long Rest, you can study and take notes on the current environment. If you have access to these notes, you have Advantage on any Intelligence Checks you make related to its native flora, fauna, weather, and ecosystems.
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==== Survivalist ====
==== 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.
''3rd Level Expert Naturalist Feature''<br>
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You have the knowledge to thrive in the wild. Over the course of 1 hour, which can be performed during a Short or Long Rest, you can gather natural material to create one of the following objects: 10ft of Hempen Rope, a Club, a Javelin, 1d4 Darts, or a Net. To do so, you need a Dagger or the appropriate Set of Tools.<br>
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.
You have also learned to set hidden Snares. As an Action, you can use 10ft of Rope or a Net to set a hidden Snare in an unoccupied space within 5ft of you. The first creature that moves into that space makes a Dexterity Saving Throw against your Naturalist Save DC, which has a DC of 8 + your Intelligence Modifier + your Proficiency Bonus. On a failed Save the creature is Restrained. As an Action, a creature Restrained in this way can make a Strength Saving throw against your Naturalist Save DC, escaping on a success.<br>
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.
A creature can detect the presence of these hidden Snared by succeeding on an Intelligence (Investigation) or Wisdom (Perception) Check against your Naturalist Save DC.
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==== Improvise, Adapt, and Overcome ====
==== 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.
''6th Level Expert Naturalist Feature''<br>
:'''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.
You lead others to survive in the wild. Whenever you finish a Short or Long Rest, you and a number of other creatures of your choice that can hear you up to your Intelligence Modifier gain one of the following features:
:'''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).
*'''Concealment Training.''' In natural environments, you have Advantage on Dexterity (Stealth) Checks and move stealthily at a normal pace
:'''Endurance Training.''' Creatures can ignore the effects of difficult terrain imposed by natural environments and have advantage on saving throws to avoid exhaustion.
*'''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
:'''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.
Modifier + the Naturalist's Intelligence Modifier.
:'''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.
*'''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.
*'''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.
All creatures gain the same feature, you choose which feature the creatures gain, and you decide which Damage Type creatures gain Resistance to with the Resilience Training feature. The feature lasts until the creature gains another feature from the Improvise, Adapt, and Overcome feature.
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==== Call of the Wild ====
==== 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.
''13th Level Expert Naturalist Feature''<br>
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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>
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.
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>
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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>
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 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 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.
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.
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==== Master Naturalist ====
==== 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:
''17th Level Expert Naturalist Feature''<br>
*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.
Your knowledge of the natural world surpasses that of nearly all other scholars. You gain the benefits below:
*You gain the benefits of all Improvise, Adapt, and Overcome features.
*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.
*Creatures with an Intelligence score of 10 or lower have disadvantage on saving throws to resist Call of the Wild.
*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.
*The duration of Call of the Wild increases to 24 hours.
*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.
 
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== Expert Physician ==
== 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.
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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.