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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 | *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 | ''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 | 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 | ==== 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. | |||
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==== 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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==== 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. | |||
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== 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, 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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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 | |||
Student of Thought | Student of Thought |