Savant: Difference between revisions

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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.  
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== 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?
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==== 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.
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==== 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 a the new book.
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==== 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.
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==== 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.
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==== 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.
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==== 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.
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==== 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.
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==== Beast, Cave ====
''Prerequisite: Any Beast with a Flying Speed''<br>
A creature that eats this Morsel gains Darkvision out to a Range of 60ft.
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==== 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.
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==== 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.
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=== 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.
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==== 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.
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==== 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.
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==== 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.
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==== 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.
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==== 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.
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==== 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.
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==== 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.
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==== 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.
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==== 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.
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==== 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.
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==== 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.
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==== 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.
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*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 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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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.
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.
Student of Logic
3rd-level Orator feature
You gain proficiency in Deception and Persuasion, and your proficiency bonus is doubled for any check you make with either skill. If you are already proficient in these skills you gain proficiency in another skill from the savant skill list.
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 your choice of the Linguistics, Riddles, or Traditions Pursuit, but it does not count against the total number of Pursuits you can master for your savant level.
Rhetoric
3rd-level Orator feature
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 abilities listed below. If one of these abilities requires a creature to make a saving throw, the saving throw DC is calculated as follows:
Orator save DC = 8 + your proficiency bonus
+ your Intelligence modifier.
    You can use these abilities a combined number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finsih a short or long rest.
Convincing Dialog
If you spend at least 1 minute talking to a creature that is not currently hostile toward you, you can choose to charm it for up to 1 hour. This charm effect ends early if you or your allies do anything harmful to the creature.
Distracting Retort
When a creature that can hear you within 30 feet of you attacks a creature, you can use your reaction to force the attacker to make a Wisdom saving throw. On a failed save, it must subtract a roll of your Intellect Die from its attack roll.
Inspiring Word
As an action, you can grant a creature within 30 feet that can hear you temporary hit points equal to your Intellect Die roll.
Soothing Speech
As an action, you can force a creature within 30 feet to make a Charisma saving throw. On a failure, 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 30 feet that can hear you makes an Intelligence, Wisdom, or Charisma saving throw, you can add one roll of your Intellect Die to its roll.
Logical Mind
6th-level Orator feature
Your masterful grasp of logic allows you to better resist all but the strongest mind-altering effects. You have advantage on any saving throws to resist enchantment spells, and you are immune to the charmed condition.
Additionally, when you use your action to use a rhetorical ability, you can make one weapon attack as a bonus action.
Peerless Rhetoric
13th-level Orator feature
You are able to bend the masses to your will with nothing more than words. You learn the rhetorical abilities listed below. You can use each of these abilities once, and then you must finish a short or long rest before you can use it again.
Motivational Address
Over the course of 1 minute, you can speak to a number of creatures of your choice equal to your savant level that can hear and understand you. The creatures gain temporary hit points equal to your savant level, and while the temporary hit points remain, they have advantage on saving throws to resist enchantment spells and they are immune to being frightened.
Definitive Argument
As an action, you speak to a number of creatures who can hear and understand you equal to your savant level. They must succeed on a Wisdom saving throw or be charmed by you for the next 24 hours as if by mass suggestion. This charm effect ends if you harm the creature.
If you were speaking to any of the creatures for at least 1 minute before using this action, and they were not hostile towards you, they have disadvantage on their saving throw.
Master Orator
17th-level Orator feature
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 ability, it has disadvantage on the roll if both its Intelligence and Wisdom scores are lower than your Intelligence score.
Philosopher
Philosophy is considered by many to be the purest Discipline a savant can pursue. They expend their genius pondering the deep questions of existence; the purpose of life, the nature of the planes, and the          relationship between mortals and gods. Through the          study of the multiverse, Philosophers try to perfect                    their knowledge of the multiverse.
                          Student of Thought
                              3rd-level Philosopher feature
                        You gain proficiency in Arcana and Religion,
                  and your proficiency bonus is doubled for any
                check you make with either skill. If you are already
            proficient in these skills you gain proficiency in a skill
            of your choice from the Savant skill list.
                Your understanding of the higher levels of reality
                also grants you the benefits listed below:
              •  When you make an ability check to communicate
                      with or recall information about, a creature from
                      another plane, you gain a bonus to the roll equal
                      to one roll of your Intellect Die.
              •  You can use Adroit Analysis to learn additional
                      characteristics about a creature: its alignment,
                      its spellcasting ability (if it has one), the highest
                      level spell it can cast, or its native plane.
      Words of Power
    3rd-level Philosopher feature
  Through years of study, you have uncovered Words of Power that were used in shaping the multiverse. As an action, you can speak aloud one of the Words of Power below, focusing on a creature that can hear you within 30 feet, forcing it to make a saving throw, against your Philosopher save DC:
Philosopher save DC = 8 + your proficiency bonus
+ your Intelligence modifier.
    You can speak these Words a combined number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finsih a short or long rest.
Confound
You force the target to make an Intelligence saving throw. On a failure, it subtracts your Intelligence modifier from the first attack roll it makes each turn for 1 minute. It can repeat this saving throw at the end of each of its turns to end the effect.
Disorient
You force the target to make a Wisdom saving throw. On a failed save, it must subtract your Intelligence modifier from the next saving throw it is forced to make.
Fear
You force the target to make a Wisdom saving throw. On a failed save, it is frightened of a creature of your choice that it can see for 1 minute. It can repeat this saving throw at the end of each turn, ending the effect on a success.
Halt
You force the target to make a Strength saving throw. On a failed save, its speed is reduced to 0 for 1 minute. The target can repeat this saving throw at the end of each of its turns, ending the effect on a success.
Shift
You force two creatures of your choice to make a Charisma saving throw. Should both targets fail their saving throws, they instantly switch places. A creature can willingly fail.
Unwavering Will
6th-level Philosopher feature
Your sense of purpose and willpower are unyielding. When fail a saving throw and become either charmed, frightened,
or stunned, you can choose to succeed instead.
Once you use this feature you must finish a short or long rest before you can use it again.
Supreme Understanding
13th-level Philosopher feature
You have learned to manipulate the world with more potent Words of Power. You learn the greater Words of Power listed below. You must concentrate on the effects of these Words of Power as if you were concentrating on a spell. You can speak each of these Words once, and then you must finish a short or long rest before you can speak that Word it again.
Banish
You force a target to make a Charisma saving throw. On a failed save, it is banished for up to 1 minute. If it is native to your current plane, it is banished to a harmless demiplane. If it is native to another plane, it is banished to its native plane. The target can repeat its saving throw at the end of each turn. On a success, it returns to an unoccupied space nearest to the place it was originally banished from.
Enfeeble
You force a target to make an Intelligence saving throw. On a failed save, it is stunned for 1 minute. The target can repeat this saving throw at the start of each turn, and each time it takes damage, ending the effect on a success.
Master Philosopher
17th-level Philosopher feature
Your willpower rivals that of powerful extraplanar beings. You are always under the effect of protection from evil and good.
Moreover, when an aberration, celestial, elemental, fey, fiend, or undead creature forces you to make a saving throw, you gain a bonus to your roll equal to your Intellect Die.


== Expert Physician ==
== Expert Physician ==
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Additionally, any creature within 30ft of you that expend a Ht Die uses the maximum result of the die instead of rolling.
Additionally, any creature within 30ft of you that expend a Ht Die uses the maximum result of the die instead of rolling.
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Rune Scribe
Legends say that rune magic is the most ancient arcane art to be mastered by mortals. Savants who dedicate their lives to the study of these Runes are known as Rune Scribes. They learn all they can about these ancient sigils that embody the fundamental magic of creation. The magic of Runes is rarely used, and jealously guarded by those who can wield its power.
Student of Runes
3rd-level Rune Scribe feature
You gain proficiency in History and calligrapher's supplies, and your proficiency bonus is doubled for any check that uses either proficiency. If you're already proficient in History you gain proficiency in another skill from the savant skill list.
You can also speak, read, and write two of the following Runic Languages, which are used to inscribe the Runes you learn: Draconic, Druidic, Dwarvish, Giant, or Primordial.
Runes of Power
3rd-level Rune Scribe feature
You have learned the artful and ancient magic of Runes.
Runes Known. You know two Runes of your choice from the list at the end of this Discipline. Some Runes have a level prerequisite, which you can learn when you meet that level.
You learn one additional Rune of your choice when you reach 6th, 10th, 13th, and 17th level in this class.
When you gain a level in this class, you can replace one
of the Runes you know with another Rune of your choice.
Inscribing Runes. During the course of a long rest, you can spend 1-hour using calligrapher's supplies to inscribe a Rune you know onto a non-magical object, inscribing it in a Runic Languages you know. A creature that bears an object inscribed with a Rune gains the passive benefit of that Rune for as long as they wear or wield the inscribed object.
A Rune you know can only be inscribed in one object at a time, and inscribing it into another object causes the magic
of any previous inscriptions of that Rune to instantly dispel.
Invoking Runes. A creature that bears an object inscribed with one of your Runes can use an action to invoke the Rune. A creature must be able to speak the Runic Language of the Rune's inscription in order to invoke the Rune's effect.
Once a Rune has been invoked, it cannot be invoked again until the Rune Scribe that inscribed it finishes a long rest.
Runic Casting Modifier. Intelligence is your Runic casting ability for your Runes, as you unlocked their power through years of research. You use Intelligence when a Rune refers to your Runic casting ability, when you set the saving throw DC, or when you make an attack roll with one of your Runes.
Rune save DC = 8 + your proficiency bonus
+ your Intelligence modifier
Runic attack modifier = your proficiency bonus
+ your Intelligence modifier
Ancient Magics
6th-level Rune Scribe feature
The innate power of your Runes has grown. Any object you inscribe with one of your Runes counts as magical for as long as the magic of the inscribed Rune lasts.
Also, during the course of a short rest, you can perform a short 10-minute ritual to reawaken the magic of a Rune that has already been invoked for the day, allowing it to be invoked one additional time before the end of your next long rest.
Runic Ward
13th-level Rune Scribe feature
Your Runes offer a measure of protection to those that bear them. Any creature that bears an object inscribed with one of your Runes gain a bonus to their saving throws equal to your Intelligence modifier (minimum of +1).
Moreover, each time you finish a long rest, you can replace one Rune you know with another Rune of your choice.
Master Rune Scribe
17th-level Rune Scribe feature
You can draw on the magic of your Runes to protect yourself in times of great need. When you are reduced to 0 hit points but not killed outright, you can draw on the latent power of one of your inscribed Runes, instantly dispelling the Rune and any of its effects, to fall to 1 hit point instead.
Runes
Below are the Runes available to Rune Scribes. If a Rune has a level prerequisite, you can learn that Rune at the same time you meet its prerequisite. Some Runes can only be inscribed in certain objects as detailed in its description.
Rune of Enchantment
Item: a bracelet, diadem, ring, or necklace
Creatures will treat the bearer of this Runic object one stage friendlier than they normally would. For example, a neutral creature would feel compelled to view the bearer as a friend, and a hostile creature would view the bearer neutrally. This treatment instatnly ends if the bearer attacks the creature.
The bearer can invoke this Rune to cast its choice of the calm emotions, charm person, or command spell, targeting a total number of creatures equal to your proficiency bonus.
Rune of Evocation
Item: a melee weapon
When you inscribe this Rune choose acid, cold, fire, poison, or lighting damage. When the bearer hits a creature with an attack with this Runic weapon, it deals additional damage of the chosen type equal to one roll of your Intellect Die.
When the bearer of this Rune hits with an attack or casts a spell that deals the inscribed damage, it can invoke this Rune to cause a target to take maximum damage instead of rolling.
Rune of Illusion
Item: a cloak, robe, or suit of armor
The bearer of this Runic object can use an action to change its appearance, including height and weight, though it cannot change their size. It can appear as another race, but it must adopt a form that it has seen before. Its clothing, including the Runic object, and equipment do not change.
These changes can be detected by a successful Intelligence (Investigation) check made against your Runic save DC.
The bearer can invoke this Rune to turn invisible for up to 10 minutes. This invisibility instantly ends if they attack a creature or force a creature to make a saving throw.
Rune of Necromancy
Item: a belt, ring, or suit of armor
The bearer of this Runic object can use its bonus action to grant itself temporary hit points equal to your Intelligence modifier (minimum of 1 temporary hit point).
When the bearer of this Rune is reduced
to 0 hit points but is not killed, it can
invoke the Rune to fall to 1 hit point.
Rune of Abjuration
Prerequisite: 6th level Rune Scribe
Item: a shield, robe, or suit of armor
Once per turn, the bearer of this Runic object can reduce the damage they take from a spell or another magical effect by an amount equal to your Intelligence modifier (minimum of 1).
The bearer can invoke this Rune to cast counterspell (as a reaction) or dispel magic at a level equal to your proficiency bonus, using your Intelligence as the spellcasting ability.
Rune of Conjuration
Prerequisite: 6th level Rune Scribe
Item: a belt, ring, or shield
The bearer of this Runic object can use its action to expend any amount of its remaining speed to instatnly teleport to an unoccupied space of its choice that it can see within that distance, without provoking opportunity attacks.
The bearer can invoke this Rune to conjure a creature of
its choice that it has seen before with a CR equal to half your proficiency bonus or lower. The creature shares the bearer's initiative in combat and acts immediately after it. The bearer can use its bonus action to command the creature to move and take an action from its stat block. The conjured creature remains for 1 minute or until it is reduced to 0 hit points.
While this creature is conjured, the bearer of this object must concentrate on it as if it were concentrating on a spell.
Rune of Divination
Prerequisite: 13th level Rune Scribe
Item: a wand, staff, robe, or spellcasting focus
The bearer of this Runic object can cast identify and detect magic as rituals. It also gains a bonus to Wisdom (Insight) checks equal to your Intelligence modifier (minimum of +1)
When you inscribe this Rune you roll a d20 and record the result. When a creature within 30 feet of the bearer makes an attack roll, ability check, or saving throw, the bearer can use its reaction to invoke this Rune and replace the creature's d20 roll with the result of the d20 roll you recorded while. The creature can use this reaction after the creature rolls,
but before it knows
if the target
succeeds
or fails.
Rune of Transmutation
Prerequisite: 13th level Rune Scribe
Item: a bracelet, diadem, ring, or necklace
The bearer of this Runic object gains one of the following features: a 30-foot swimming speed, a 30-foot climbing speed, or their walking speed increases by 10 feet. They can use a bonus action to switch between these three features, but they can only benefit from one of these features at a time.
The bearer can invoke this Rune to transform into a beast with a CR equal to your savant level or lower for 1 hour, or until they use an action to revert to their normal form. They take on the beast's statistics and hit points, but they retain their mental ability scores, alignment, and personality. They are limited in the actions they can perform by the nature of their new form, and their gear melds into their new form.
When they revert to their normal form, they return to the number of hit points they had before they transformed. If they revert as a result of falling to 0 hit points, any excess damage carries over to their normal form.