Savant: Difference between revisions

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You studies also gain for you the following benefits:
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.
*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 [[Savant#Linguistics|Linguistics]], [[Savant#Riddles|Riddles]], or [[Savant#Traditions|Traditions]] Scholarly Pursuit, but it does not count against the total number of Pursuits you can master for your Savant Level.
*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
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Rhetoric
==== Rhetoric ====
3rd-level Orator feature
''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 abilities listed below. If one of these abilities requires a creature to make a saving throw, the saving throw DC is calculated as follows:
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.
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Orator save DC = 8 + your proficiency bonus
==== Logical Mind ====
+ your Intelligence modifier.
''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.
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    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.
==== 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.
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Convincing Dialog
==== Master Orator ====
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.
''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.
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Distracting Retort
== Philosopher ==
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.
Philosophy is considered by many to be the purest Discipline a savant can pursue. They expend their genius pondering the deep questions of existence, such as the purpose of life or the nature of magic. Philosophers try to perfect their knowledge of the world through study of it.
 
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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
                           Student of Thought