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'''Hit Dice.''' 1d8 per Savant Level<br> | '''Hit Dice.''' 1d8 per Savant Level<br> | ||
'''1st Level Hitpoints.''' 8 + your Constitution Modifier<br> | '''1st Level Hitpoints.''' 8 + your Constitution Modifier<br> | ||
'''Higher Level Hitpoints.''' 1d8 ( | '''Higher Level Hitpoints.''' 1d8 (increase to 5) + your Constitution Modifier per Savant Level after 1st<br> | ||
'''Armor Proficiencies.''' Light Armor<br> | '''Armor Proficiencies.''' Light Armor<br> | ||
'''Weapon Proficiencies.''' [[Armor and Weapons#Simple Weapons|Simple Weapons]], [[Armor and Weapons#Martial Ranged Weapons|Hand Crossbows]], [[Armor and Weapons#Martial Melee Weapons|Rapiers]], [[Armor and Weapons#Martial Melee Weapons|Sabers]], and [[Armor and Weapons#Martial Melee Weapons|Whips]].<br> | '''Weapon Proficiencies.''' [[Armor and Weapons#Simple Weapons|Simple Weapons]], [[Armor and Weapons#Martial Ranged Weapons|Hand Crossbows]], [[Armor and Weapons#Martial Melee Weapons|Rapiers]], [[Armor and Weapons#Martial Melee Weapons|Sabers]], and [[Armor and Weapons#Martial Melee Weapons|Whips]].<br> | ||
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| [[Savant#Quick Study|Quick Study]] || 5th || You gain several Proficiencies that you can change that Proficiency during a Short or Long Rest | | [[Savant#Quick Study|Quick Study]] || 5th || You gain several Proficiencies that you can change that Proficiency during a Short or Long Rest | ||
|- | |- | ||
| [[Savant#Keen Awareness|Keen Awareness]] || 7th || You can't be | | [[Savant#Keen Awareness|Keen Awareness]] || 7th || You can't be Surprised and you can use a Reaction at the start of combat to Mark a creature, or take the Help, Ready, Recall, or Search Action | ||
|- | |- | ||
| [[Savant#Flash of Brilliance|Flash of Brilliance]] || 9th || You can add your Intellect Die to the Saving Throw of an ally | | [[Savant#Flash of Brilliance|Flash of Brilliance]] || 9th || You can add your Intellect Die to the Saving Throw of an ally | ||
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| [[Savant#Profound Insight|Profound Insight]] || 18th || You can make your Mark horrible at doing anything as an Action | | [[Savant#Profound Insight|Profound Insight]] || 18th || You can make your Mark horrible at doing anything as an Action | ||
|- | |- | ||
| [[Savant#Undisputed Genius|Undisputed Genius]] || 20th || Your Intelligence Score and Maximum increases by 4 and your minimum roll on your Intellect Die is your Intelligence | | [[Savant#Undisputed Genius|Undisputed Genius]] || 20th || Your Intelligence Score and Maximum increases by 4 and your minimum roll on your Intellect Die is your Intelligence Modifier. | ||
|} | |} | ||
<br> | <br> | ||
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''1st Level Savant Feature''<br> | ''1st Level Savant Feature''<br> | ||
You can rapidly analyze a foe. As a Bonus Action, you can analyze a creature you can see within 60ft of you, designating it as your Mark. While you are Concentrating on this effect, you gain the following benefits: | You can rapidly analyze a foe. As a Bonus Action, you can analyze a creature you can see within 60ft of you, designating it as your Mark. While you are Concentrating on this effect, you gain the following benefits: | ||
*When you hit your Mark with an Attack or observe it for 1 minute, you learn of the following characteristics | *When you hit your Mark with an Attack or observe it for 1 minute, you learn of the following characteristics of your choice: | ||
:*Its highest Ability Score | :*Its highest Ability Score | ||
:*Its lowest Ability Score | :*Its lowest Ability Score | ||
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*You have Advantage on Intelligence and Wisdom Checks made to analyze or recall information about your Mark. | *You have Advantage on Intelligence and Wisdom Checks made to analyze or recall information about your Mark. | ||
*You can make an Intelligence Saving Throw, in place of Constitution, to maintain Concentration on your Mark. | *You can make an Intelligence Saving Throw, in place of Constitution, to maintain Concentration on your Mark. | ||
This Mark ends if the creature is Hidden from you, if you lose your Concentration on the effect, or if you use this feature to Mark another creature. | |||
<br><br> | <br><br> | ||
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''3rd, 6th, 13th, and 17th Level Savant Feature''<br> | ''3rd, 6th, 13th, and 17th Level Savant Feature''<br> | ||
You choose one of the following Academic Disciplines which represent your field of study and expertise. | You choose one of the following Academic Disciplines which represent your field of study and expertise. | ||
{| class="wikitable" | |||
|+ Academic Disciplines | |||
|- | |||
! Academic Discipline !! Complexity (1-5) !! Description | |||
|- | |||
| [[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. | |||
|- | |||
| [[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. | |||
|- | |||
| [[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. | |||
|- | |||
| [[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''. | |||
|- | |||
| [[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. | |||
|- | |||
| [[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. | |||
|} | |||
<br> | |||
==== Ability Score Improvement ==== | ==== Ability Score Improvement ==== | ||
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Additionally, when you roll Initiative at the start of combat, you can use your Reaction to do one of the following before any other creature acts: | Additionally, when you roll Initiative at the start of combat, you can use your Reaction to do one of the following before any other creature acts: | ||
*Use your Adroit Analysis feature to Mark a creature you can see. | *Use your Adroit Analysis feature to Mark a creature you can see. | ||
*Take the Help, Ready, Recall, or Search Action. | |||
*Take the Help, Ready, or Search Action. | |||
<br> | <br> | ||
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==== Craftsmanship ==== | ==== Craftsmanship ==== | ||
You are a student of fine creation. You gain Proficiency and Expertise with [[Adventuring Gear#Artisan's Tools|Jeweler's Tools]].<br> | You are a student of fine creation. You gain Proficiency and Expertise with [[Adventuring Gear#Artisan's Tools|Jeweler's Tools]].<br> | ||
Also, while you are in sunlight you can spend 1 hour using a Set of [[ | Also, while you are in sunlight you can spend 1 hour using a Set of [[Adventuring Gear#Artisan's Tools|Jeweler's Tools]] to modify a gem you touch so that it absorbs the radiant light of the sun. As an Action, you can release the sunlight bound within the gem, causing it to emit Bright Light out to a Range of 30ft and Dim Light an additional 30ft. After 24 hours, gems modified in this way return to normal. | ||
<br><br> | |||
==== Equestrianism ==== | |||
You have developed a great love for the care of horses. You gain Proficiency in Animal Handling. Whenever you would make a Wisdom (Animal Handling) Check, you can make an Intelligence (Animal Handling) Check instead. Also, you have Advantage on any Wisdom or Intelligence (Animal Handling) Checks you make in relation to caring for, riding, or breeding of horses, you have Advantage on your roll.<br> | |||
Finally, while mounted, you add your Intelligence Modifier to any Ability Check or Saving Throw your mount makes. | |||
<br><br> | <br><br> | ||
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<br><br> | <br><br> | ||
==== | ==== Instruction ==== | ||
You | You have dedicated a significant amount of your studies to the art of education. At the end of a Long Rest, you can teach a creature that can hear you one Proficiency or [[Languages|Language]] you know. Until the end of your next Long Rest, that creature gains Proficiency in one [[Adventuring Gear#Tools|Tool]], Skill, or [[Armor and Weapons#Weapons|Weapon]] of your choice, or learns to speak and understand one [[Languages|Language]] of your choice. | ||
<br><br> | <br><br> | ||
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You learn to speak, read, and write a number of [[Languages]] equal to your Intelligence Modifier.<br> | You learn to speak, read, and write a number of [[Languages]] equal to your Intelligence Modifier.<br> | ||
Whenever you make a Charisma (Deception), Charisma (Persuasion), or Wisdom (Insight) check against a creature you are interacting with in a Language other than Common, as long as it can understand that Language, you treat any roll of 9 or lower on the d20 as a 10 in addition to the Advantage granted normally. | Whenever you make a Charisma (Deception), Charisma (Persuasion), or Wisdom (Insight) check against a creature you are interacting with in a Language other than Common, as long as it can understand that Language, you treat any roll of 9 or lower on the d20 as a 10 in addition to the Advantage granted normally. | ||
<br><br> | |||
==== Marksmanship ==== | |||
You gain Proficiency with all [[Armor and Weapons#Martial Ranged Weapons|Martial Ranged Weapons]]. When you make a Ranged Weapon Attack, you can use your Intellect Die in place of the Weapon's Damage Die. | |||
<br><br> | |||
==== Meditation ==== | |||
You make time each day to clear your mind and keep it sharp. Whenever you roll an Intellect Die and you roll a 1, you can reroll that Intellect Die until you roll a result greater than 1.<br> | |||
You can master this Pursuit up to three times, increasing the number you reroll by one each time. | |||
<br><br> | |||
==== Musicianship ==== | |||
You have an ear for music and song. You gain Proficiency in Performance and three [[Adventuring Gear#Tools|Musical Instruments]] of your choice. Whenever you make a Charisma (Performance) Check, or an Ability Check that uses a [[Adventuring Gear#Tools|Musical Instrument]] with which you are Proficient with, you gain a bonus to the roll equal to your Intelligence modifier. | |||
==== Navigation ==== | |||
You gain Proficiency and Expertise with [[Adventuring Gear#Artisan's Tools|Cartographer's Tools]], [[Adventuring Gear#General Tools|Navigator's Tools]], and [[Adventuring Gear#Vehicles|Water Vehicles]]. You can use your Intelligence Modifier for any Check you make with these [[Adventuring Gear#Tools|Tools]].<br> | |||
In addition, you can never become lost apart from magical means, so long as you can see the night sky or have a map. | |||
<br><br> | <br><br> | ||
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You have spent significant time, effort, and research honing a singular skill. Choose a Skill or [[Adventuring Gear#Tools|Tool]] that you are Proficient with. When you make an Ability Check that uses the chosen Skill or [[Adventuring Gear#Tools|Tool]] Proficiency, you can treat a roll of 7 or lower on the d20 as an 8.<br> | You have spent significant time, effort, and research honing a singular skill. Choose a Skill or [[Adventuring Gear#Tools|Tool]] that you are Proficient with. When you make an Ability Check that uses the chosen Skill or [[Adventuring Gear#Tools|Tool]] Proficiency, you can treat a roll of 7 or lower on the d20 as an 8.<br> | ||
You can master this Scholarly Pursuit more than once, but you must choose a different Proficiency each time. | You can master this Scholarly Pursuit more than once, but you must choose a different Proficiency each time. | ||
<br><br> | |||
==== Theology ==== | |||
You are a devoted student of the divine. You learn to speak, read, and write [[Languages#High-Speech|High-Speech]] and gain Proficiency in Religion.<br> | |||
Whenever you make an Intelligence (Religion) check to recall religious devotions, rituals, or customs, or a Charisma Check to interact with a Highling, or another servant of the divine, you can treat a roll of 9 or lower on the d20 as a 10. | |||
<br><br> | <br><br> | ||
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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. | 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. | ||
<br><br> | <br><br> | ||
{| class="wikitable" | |||
|+ Archaeologist Features | |||
|- | |||
! Feature !! Level !! Quick Explanation | |||
|- | |||
| [[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 | |||
|- | |||
| [[Savant#Adventuring Academic|Adventuring Academic]] || 3rd || You can climb, you can use magic items better, and can Attack when you take the Utilise Action | |||
|- | |||
| [[Savant#Daring Determination|Daring Determination]] || 6th || You're better at Dexterity Saving Throws and at Saving Throws to resist traps | |||
|- | |||
| [[Savant#Lore Master|Lore Master]] || 13th || You're better at learning about places and are better at using magic items | |||
|- | |||
| [[Savant#Master Archaeologist|Master Archaeologist]] || 17th || You gain Resistance to Damage dealt by magic and can cause magic items to regain charges | |||
|} | |||
<br> | |||
==== Student of History ==== | ==== Student of History ==== | ||
''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. | ||
<br><br> | <br><br> | ||
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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 | *You count as a spellcaster for the purposes of attuning to magic items, using Intelligence as your Spellcasting Ability. | ||
*When you | *When you take the Utilise Action, you can make a single Weapon Attack as a Bonus Action. | ||
<br> | <br> | ||
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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 | 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. | ||
<br><br> | <br><br> | ||
==== 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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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> | 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> | ||
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. | 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. | ||
<br><br><br> | |||
== Expert Culinarian == | |||
The savants known as Culinarians put their great intellects to work in the science of food and drink. Ever the adventurer, they leave their kitchens behind, venturing out into the world in a lifelong search for new wondrous and exotic ingredients. What strange and exciting recipes will you come to discover? | |||
<br><br> | |||
{| class="wikitable" | |||
|+ Culinarian Features | |||
|- | |||
! Feature !! Level !! Quick Explanation | |||
|- | |||
| [[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 | |||
|- | |||
| [[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 | |||
|- | |||
| [[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 | |||
|- | |||
| [[Savant#Improved Recipes|Improved Recipes]] || 13th || Whenever a creature eats a cooked Recipe it gains Temporary Hit Points | |||
|- | |||
| [[Savant#Master Culinarian|Master Culinarian]] || 17th || You can create a feast that gives a bunch of buffs to those that eat it | |||
|} | |||
<br> | |||
==== Student of Flavor ==== | |||
''3rd Level Expert Culinarian Feature''<br> | |||
You gain Proficiency and Expertise in Nature and with [[Adventuring Gear#Artisan's Tools|Cook's Utensils]].<br> | |||
In addition, when you have access to [[Adventuring Gear#Artisan's Tools|Cook's Utensils]] and ingredients, you can spend an Action to prepare to feed that creature. Until the start of your next turn, any creature of your choice within your Reach that spends a Hit Die to regain Hit Points regains an additional number of Hit Points equal to one roll of your Intellect Die. | |||
<br><br> | |||
==== Adventurer's Cook Book ==== | |||
''3rd Level Expert Culinarian Feature''<br> | |||
You have begun to compile a Cook Book containing the exotic and wondrous Recipes you create during your adventures: | |||
*'''Recipes Known.''' You start knowing two Recipes of your choice from the list at the end of the subclass description. | |||
*'''Adding a Recipe.''' As an Action, you can harvest a Sample from a creature that died within the last minute and preserve it to create a Recipe. Over the course of 1 hour, which can be performed during a Short or Long Rest, you can use [[Adventuring Gear#Artisan's Tools|Cook's Utensils]] and a Sample to create a new Recipe based on the creature type of the Sample from the list at the end of the subclass description.<br> | |||
*'''Preparing a Morsel.''' At the end of a Long Rest, you can prepare a number of Morsels equal to your Intelligence Modifier. Each Morsel has the properties of one Recipe of your choice contained in your Cook Book. | |||
:You don't need to have ingredients from a creature type of that Recipe to prepare a Morsel of that Recipe. Any Morsels you prepare lose their potency at the end of your next Long Rest as they become inedible and bland. | |||
*'''Serving Morsels.''' As an Action, a creature can eat one of your Morsels, or feed it to a conscious willing creature within its Reach. A creature that eats a Morsel gains the benefits of that Morsel as detailed in the Recipe description. A creature can only benefit from one Morsel at a time. Eating a Morsel instantly ends any previous Morsel benefits. | |||
*'''Replacing a Cook Book.''' If your Cook Book is lost or destroyed, you must reacquire fresh Samples of each creature type in order to create any Recipes you once knew. | |||
:You can create a copy of your Cook Book by spending 1 hour for each Recipe, copying it into the new book. | |||
<br> | |||
==== A Cut Above ==== | |||
''6th Level Expert Culinarian Feature''<br> | |||
As an action, you can touch one of your prepared Morsels and change it to a Morsel of another Recipe. Also, when you eat or feed a Morsel to a creature, you can make a single Weapon Attack as a Bonus Action immediately. | |||
<br><br> | |||
==== Improved Recipes ==== | |||
''13th Level Expert Culinarian Feature''<br> | |||
Your Recipes invigorate your allies along with their normal benefits. A creature that eats one of your Morsels also gains Temporary Hit Points equal to your Savant Level. | |||
<br><br> | |||
==== Master Culinarian ==== | |||
''17th Level Expert Culinarian Feature''<br> | |||
You are a master monster chef and can cook with anything, anywhere. During the course of a Long Rest, you can use your [[Adventuring Gear#Artisan's Tools|Cook's Utensils]] to prepare a monstrous feast for yourself and a number of creatures equal to your Savant Level.<br> | |||
Any creature that eats a portion of this meal gains the benefits listed below until the end of its next Long Rest: | |||
*It is instantly cured of any [[Conditions#Poisoned|Poisons]] or diseases and is Immune to the [[Conditions#Poisoned|Poisoned]] and [[Conditions#Frightened|Frightened]] Conditions. | |||
*Its Hit Point Maximum increases by an amount equal to one roll of your Intellect Die + your Intelligence Modifier. | |||
*It gains a bonus to any Wisdom Saving Throw it makes equal to your Intelligence Modifier. | |||
<br> | |||
==== Creature Recipes ==== | |||
The following Recipes are available to Culinarians. Some of these Recipes have a Savant Level prerequisite. You can learn a Recipe at the same time you meet its prerequisite Level. | |||
<br><br> | |||
==== Beast, Air ==== | |||
''Prerequisite: Any Beast with a Flying Speed''<br> | |||
A creature that eats this Morsel gains a bonus to Initiative Rolls equal to your Intelligence Modifier for 1 hour. | |||
<br><br> | |||
==== Beast, Cave ==== | |||
''Prerequisite: Any Beast with a Flying Speed''<br> | |||
A creature that eats this Morsel gains Darkvision out to a Range of 60ft. | |||
<br><br> | |||
==== Beast, Land ==== | |||
''Prerequisite: Any Beast without a Flying or Swimming Speed''<br> | |||
A creature that eats this Morsel regains a number of Hit Points equal to your Intellect Die + your Intelligence Modifier. | |||
<br><br> | |||
==== Beast, Sea ==== | |||
''Prerequisite: Any Beast with a Swimming Speed''<br> | |||
A creature that eats this Morsel gains a Swimming Speed equal to its Walking Speed for 1 hour. | |||
<br><br> | |||
==== Monstrosity ==== | |||
''Prerequisite: Any Monstrosity''<br> | |||
A creature that eats this Morsel gains the benefits of the [[Level 2#Alter Self|Alter Self]] Spell for 1 hour. It must Concentrate on this effect to maintain it. | |||
<br><br> | |||
==== Plant ==== | |||
''Prerequisite: Any Plant''<br> | |||
A creature that eats this Morsel is instantly cured of one of the following Conditions currently affecting it: [[Conditions#Blinded|Blinded]], [[Conditions#Dazed|Dazed]], [[Conditions#Deafened|Deafened]], [[Conditions#Paralyzed|Paralyzed]], [[Conditions#Petrified|Petrified]], [[Conditions#Poisoned|Poisoned]], [[Conditions#Slowed|Slowed]] or its Level of Exhaustion is reduced by 1. | |||
<br><br> | |||
==== Aberration ==== | |||
''Prerequisite: Any Aberration, 6th Level Culinarian''<br> | |||
A creature that eats this Morsel can telepathically speak to creatures within 30ft of it for 1 hour. A target must be able to understand at least one [[Languages|Language]] to understand its telepathy. | |||
<br><br> | |||
==== Dragon ==== | |||
''Prerequisite: Any Dragon, 6th Level Culinarian''<br> | |||
The creature that eats this Morsel gains Resistance to the Damage Type dealt by the Breath Weapon of the Dragon used in the creation of this Recipe.<br> | |||
You can create a separate Recipe in your Cook Book for each type of Dragon you have harvested a sample of. | |||
<br><br> | |||
==== Giant ==== | |||
''Prerequisite: Any Giant, 6th Level Culinarian''<br> | |||
A creature that eats this Morsel grows to become the Size of the Giant used in the creation of this Recipe for 1 hour. While it is enlarged in this way, the creature must Concentrate on this effectl and it gains a bonus to any Strength Checks and Strength Saving Throws it makes equal to your Intelligence Modifier.<br> | |||
You can create a separate Recipe in your Cook Book for each Size of Giant you have harvested a sample of. | |||
<br><br> | |||
==== Ooze ==== | |||
''Prerequisite: Any Ooze, 6th Level Culinarian''<br> | |||
A creature that eats this Morsel reduces any Lightning or Slashing Damage it takes by an amount equal to your Intelligence Modifier for 1 hour. | |||
<br><br> | |||
==== Elemental, Air ==== | |||
''Prerequisite: Any Air Elemental, 13th Level Culinarian''<br> | |||
A creature that eats this Morsel can take the Dash Action as a Bonus Action, and hold its breath indefinitely. It gains these benefits for 1 hour. | |||
<br><br> | |||
==== Elemental, Earth ==== | |||
''Prerequisite: Any Air Elemental, 13th Level Culinarian''<br> | |||
A creature that eats this Morsel gains Tremorsense out to a Range of 15ft and gains Resistance to non-magical Bludgeoning, Piercing, and Slashing Damage for 1 hour. | |||
<br><br> | |||
==== Elemental, Fire ==== | |||
''Prerequisite: Any Fire Elemental, 13th Level Culinarian''<br> | |||
A creature that eats this Morsel gains Immunity to the [[Conditions#Charmed|Charmed]] and [[Conditions#Frightened|Frightened]] Conditions for 1 hour. | |||
<br><br> | |||
==== Elemental, Water ==== | |||
''Prerequisite: Any Water Elemental, 13th Level Culinarian''<br> | |||
A creature that eats this Morsel can breathe both air and water, gains a 30ft Swimming Speed, and can use its Reaction to cause an Attack against it that would be a Crit into a normal Crit instead for 1 hour. | |||
<br><br> | |||
==== Fey ==== | |||
''Prerequisite: Fey, 13th Level Culinarian''<br> | |||
For 1 hour, a creature that eats this Morsel can use a Bonus Action on each of its turns to teleport to an unoccupied space it can see within 30ft of it. | |||
<br><br> | |||
==== Highling, Evil-Aligned ==== | |||
''Prerequisite: Any Highling with an Evil or Neutral Alignment, 13th Level Culinarian''<br> | |||
A creature that eats this Morsel has advantage on all Saving Throws it makes to resist Spells and other magic effects for 1 hour. | |||
<br><br> | |||
==== Highling, Good-Aligned ==== | |||
''Prerequisite: Any Highling with a Good or Neutral Alignment, 13th Level Culinarian''<br> | |||
A creature that eats this Morsel manifests a pair of ethereal angelic wings and gains a 30ft Flying Speed for 1 hour. | |||
<br><br><br> | <br><br><br> | ||
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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. | 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. | ||
<br><br> | <br><br> | ||
{| class="wikitable" | |||
|+ Investigator Features | |||
|- | |||
! Feature !! Level !! Quick Explanation | |||
|- | |||
| [[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 | |||
|- | |||
| [[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 | |||
|- | |||
| [[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 | |||
|- | |||
| [[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 | |||
|- | |||
| [[Savant#Peerless Focus|Peerless Focus]] || 13th || You're better at detecting illusions and lies, and are better at Attacking your Mark | |||
|- | |||
| [[Savant#Master Investigator|Master Investigator]] || 17th || You gain limited Truesight and can Crit against your Mark | |||
|} | |||
<br> | |||
==== Student of Truth ==== | ==== Student of Truth ==== | ||
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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. | 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 | 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 | 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 | 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. | ||
<br><br> | <br><br> | ||
==== 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 | 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 | 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. | ||
<br><br> | <br><br> | ||
==== 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 | 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 | In addition, if your Mark fails its Saving Throw against your Rough and Tumble feature, you can choose to [[Conditions#Stunned|Stun]] it instead. | ||
<br><br> | <br><br> | ||
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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. | ||
<br><br> | <br><br> | ||
{| class="wikitable" | |||
|+ Naturalist Features | |||
|- | |||
! Feature !! Level !! Quick Explanation | |||
|- | |||
| [[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 | |||
|- | |||
| [[Savant#Survivalist|Survivalist]] || 3rd || You can create some objects better in the wild and can set really good snares | |||
|- | |||
| [[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 | |||
|- | |||
| [[Savant#Call of the Wild|Call of the Wild]] || 13th || You can try [[Conditions#Charmed|Charm]] Beasts, Plants, or Monstrosities and dominate them | |||
|- | |||
| [[Savant#Master Naturalist|Master Naturalist]] || 17th || All of your Naturalist features improve | |||
|} | |||
<br> | |||
==== Student of Nature ==== | ==== Student of Nature ==== | ||
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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: | 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: | ||
*'''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 | *'''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. | ||
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 [[Conditions#Exhaustion|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 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 | 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. | ||
<br><br> | <br><br> | ||
==== 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 | 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. | ||
<br><br> | |||
== Expert Orator == | |||
Orators are true masters of linguistics and the spoken word. These wordsmiths use nothing but their wit and mastery of rhetoric to rebuff their foes and empower their allies. With utmost confidence, they stride boldly into hostile situations, confident that they can win anyone with their eloquence.<br> | |||
Unlike others who rely on their charm to cajole, Orators are able to embolden their allies and win over their foes with nothing but well-reasoned logic and convincing rhetoric. | |||
<br><br> | <br><br> | ||
{| class="wikitable" | |||
|+ Orator Features | |||
|- | |||
! Feature !! Level !! Quick Explanation | |||
|- | |||
| [[Savant#Student of Logic|Student of Logic]] || 3rd || You get Proficiency and Expertise in History and Investigation, and get a free Scholarly Pursuit | |||
|- | |||
| [[Savant#Rhetoric|Rhetoric]] || 3rd || You learn a few techniques of rhetoric to you to harry yor foes or buff your allies | |||
|- | |||
| [[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 | |||
|- | |||
| [[Savant#Peerless Rhetoric|Peerless Rhetoric]] || 13th || You learn a really effective technique of rhetoric to help allies and one to harm your ally | |||
|- | |||
| [[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. | |||
|} | |||
<br> | |||
==== Student of Logic ==== | |||
''3rd Level Expert Orator Feature''<br> | |||
You gain Proficiency and Expertise in Deception and Persuasion.<br> | |||
You studies also gain for you the following benefits: | |||
*Whenever you would make a Charisma (Deception) or Charisma (Persuasion) check, you make an Intelligence (Deception) or Intelligence (Persuasion) check instead. | |||
*You master the [[Savant#Linguistics|Linguistics]], [[Savant#Riddles|Riddles]], or [[Savant#Traditions|Traditions]] Scholarly Pursuit (your choice), but it does not count against the total number of Pursuits you can master for your Savant Level. At the end of a Long Rest, you can change this Pursuit with another of your choice from the same list | |||
<br> | |||
==== Rhetoric ==== | |||
''3rd Level Expert Orator Feature''<br> | |||
Your mastery over the spoken word allows you to dominate, inspire, and cajole other creatures who can understand and hear you. You gain the rhetorical features listed below. If one of these feature requires a creature to make a Saving Throw, it uses your Orator Save DC, which has a DC of 8 + your Intelligence Modifier + your Proficiency Bonus.<br> | |||
You can use these features a combined number of times equal to your Intelligence Modifier + your Proficiency Bonus, regaining expended uses at the end of a Long Rest. | |||
*'''Convincing Dialog.''' If you spend at least 1 minute speaking with a creature that is not currently hostile toward you, you can non-magically replace the [[Level 1#Charm Person|Charm Person]] Spell targeting that creature, but it instantly fails the Saving Throw and is unaware of the effect afterwards. | |||
*'''Distracting Retort.''' When a creature that can hear you within 30ft of you makes an Attack, you can use your Reaction to force the Attacker to make a Wisdom Saving throw. On a failed Save, it takes a penalty to the Attack equal to one roll of your Intellect Die. | |||
*'''Inspiring Word.''' As an Action, you can grant a creature within 30ft of you that can hear you a number of Temporary Hit Points equal to one roll of your Intellect Die. | |||
*'''Soothing Speech.''' As an Action, you can force a creature within 30ft to make a Charisma Saving Throw. On a failed Save, it becomes indifferent toward creatures of your choice that it was hostile toward for 1 minute. The effect ends if you or an ally harm the creature. | |||
*'''Uplifting Remark.''' As a Reaction when a creature within 30ft of you that can hear you makes an Intelligence, Wisdom, or Charisma Saving Throw, you can grant that creature a bonus to the Save equal to one roll of your Intellect Die. | |||
<br> | |||
==== Logical Mind ==== | |||
''6th Level Expert Orator Feature''<br> | |||
Your masterful grasp of logic allows you to better resist all but the strongest mind-altering effects. You have Advantage on any Saving Throws imposed by [[Enchantment]] magic, and you cannot be [[Conditions#Charmed|Charmed]].<br> | |||
Additionally, when you use your Action to use a rhetorical feature, you can make a single Weapon Attack as a Bonus Action. | |||
<br><br> | |||
==== Peerless Rhetoric ==== | |||
''13th Level Expert Orator Feature''<br> | |||
You are able to bend the masses to your will with nothing more than words. You learn the rhetorical feature listed below. You can use each of these features a number of times equal to half your Proficiency Bonus, regaining expended uses at the end of a Long Rest. | |||
*'''Motivational Address.''' Over the course of 1 minute, you can speak to a number of creatures of your choice up to your Savant Level that can hear and understand you. The creatures gain Temporary Hit Points equal to your Savant Level. While a creature has these Temporary Hit Points, it has Advantage on Saving Throws imposed by [[Enchantment]] magic, and cannot be [[Conditions#Frightened|Frightened]]. | |||
*'''Definitive Argument.''' As an Action, you non-magically replicate the effects of the [[Level 6#Mass Suggestion|Mass Suggestion]] Spell, targeting up to a number of creatures equal to your Savant Level. If you were speaking with any of the creatures for at least 1 minute before taking the Action while those creatures were not hostile towards you, those creatures have Disadvantage on the saving Throw. | |||
<br> | |||
==== Master Orator ==== | |||
''17th Level Expert Orator Feature''<br> | |||
Your absolute mastery over the spoken word allows you to bend all but the strongest creatures to your will. When you force a creature to make a Saving Throw to resist a rhetorical feature, it has Disadvantage on the Save if both its Intelligence and Wisdom Scores are lower than your Intelligence Score. | |||
<br><br><br> | |||
== Expert Physician == | == Expert Physician == | ||
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use this knowledge to keep their allies in top shape. Using their medical training, they offer aid to those who don't have access to the luxury of divine or arcane healing magic. | use this knowledge to keep their allies in top shape. Using their medical training, they offer aid to those who don't have access to the luxury of divine or arcane healing magic. | ||
<br><br> | <br><br> | ||
{| class="wikitable" | |||
|+ Physician Features | |||
! Feature !! Level !! Quick Explanation | |||
|- | |||
| [[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 | |||
|- | |||
| [[Savant#Combat Medic|Combat Medic]] || 3rd || You gain a few ways to heal your allies | |||
|- | |||
| [[Savant#Field Doctor|Field Doctor]] || 6th || You can Dodge and Attack when you heal your allies | |||
|- | |||
| [[Savant#Expert Medic|Expert Medic]] || 13th || You gain a few really good ways you can heal your allies | |||
|- | |||
| [[Savant#Master Physician|Master Physician]] || 17th || Your way better at healing your allies | |||
|} | |||
<br> | |||
==== Student of Medicine ==== | ==== Student of Medicine ==== | ||
''3rd Level Expert Physician Feature''<br> | ''3rd Level Expert Physician Feature''<br> | ||
You gain Proficiency and Expertise in Medicine and with 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. | |||
*If you spend at least 1 minute examining a creature, you can identify any disease, | *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. | ||
<br> | |||
==== Combat Medic ==== | ==== Combat Medic ==== | ||
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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 | Additionally, any creature within 30ft of you that expends a Ht Die uses the maximum result of the die instead of rolling. | ||
<br><br><br> | <br><br><br> |