Magnificent Minds
There are many wonderfully intelligent people in the world, but few are true Savants. Born with the innate desire to learn anything they can, and the potential for genius-level intellect, Savants spend their lives learning anything that those around them are willing to teach. Often recognizable at an early age, a Savant's unquenchable hunger for knowledge draws them to the great libraries, universities, and other places of higher learning. They are willing to go to any lengths to unlock the secrets of the world, often turning to lives of adventure. For a Savant, no price is too steep for the promise of discovery.
Intense Focus
Savants are hyper-focused on their chosen area of study and often become obsessed with learning all they can about their specialty. In their quest for discovery, Savants are willing to set aside any conviction, political, religious, or otherwise, to acquire the information they seek. To them, their desire for knowledge is more important than loyalty to any ideology.
Often at great personal cost, Savants will not stop their research until they have made a revolutionary discovery in their area of study. It is not unusual to encounter one such scholar far from the safety of a university and its libraries.
hit dice:
1d8
hit points at 1st level:
8 + your Constitution modifier
hit points at higher levels:
1d8 (or 5) + your Constitution modifier per Savant level after 1st
armor proficiencies:
Light armor
weapon proficiencies:
Simple weapons, rapiers, shortswords, whips
tools:
One set of artisan's tools of your choice
saving throws:
Intelligence, Wisdom
skills:
Choose two from Arcana, History, Insight, Investigation, Medicine, Nature, Persuasion, or Religion
starting equipment:
As a Savant, you start with the following equipment:
(a) a simple weapon of your choice or (b) a shortsword.
(a) a light crossbow and 20 bolts or (b) two daggers.
a set of artisan's tools, leather armor, and scholar's pack.
spellcasting:
class features:
Adroit Analysis
You can focus your mind to analyze your foe. Beginning at 1st level, you can use a bonus action to analyze one creature you can see within 60 feet, designating it as your Focus. While it is your Focus, you gain the following benefits against it:
- When you hit it with an attack, or if you observe it for 1 minute, you learn one of the following characteristics of your choice: its highest ability score, lowest ability score, Armor Class, speed, creature type, or one special sense.
- You can use your Intelligence, instead of your Strength or Dexterity, for weapon attack and damage rolls against it.
- Once per turn when you hit it with an attack, you deal 1d6 bonus damage. The bonus increases as you gain levels, to match the Intellect Die column of the Savant table above.
- Any attacks it makes against you have disadvantage.
It remains your Focus until you choose to end this effect (no action required), or it is hidden from you, if you designate another creature as your Focus, or if you are incapacitated.
While you have a Focus, you cannot cast or concentrate on spells or use other features that require your concentration.
Scholarly Pursuits
Never satisfied with your current state you are always looking to expand your educational horizons. At 1st level, you master one Scholarly Pursuit from the list at the end of this class.
You master one additional Scholarly Pursuit of your choice when you reach 4th, 7th, 13th, and 18th level in this class.
Predictive Defense
Your analytical style of fighting allows you to better anticipate and dodge attacks. Beginning at 1st level, when you calculate your Armor Class in light or medium armor, or when you are unarmored, you can use Intelligence in place of Dexterity.
Lifelong Learner
You have made a vow to never stop learning, no matter how old or educated you become. You gain the benefits from the table below that correspond to your Intelligence modifier and lower. If your Intelligence modifier increases, the benefits you gain from this Feat also increase with your modifier:
Modifier Benefit
- +1: You learn to speak, read, and write one additional language of your choice.
- +2: You gain proficiency with one set of artisan's tools of your choice.
- +3: You gain proficiency in one skill of your choice.
- +4: For one skill proficiency of your choice, you treat a roll of 7 or lower on the d20 as an 8.
- +5: Whenever you are forced to make a Wisdom saving throw, you can choose to make an Intelligence saving throw instead.
Genius Intellect
Your mind is capable of wondrous bursts of insight, fortitude, and inspiration. At 2nd level, you gain the following benefits:
Intellect Die
These increased analytical abilities are represented by your Intellect Die, which begins as a d6. You start knowing three such features that make use of this Intellect Die: Calculated Flourish, Potent Observation, and Wondrous Insight.
At certain levels, your Intellect Die increases in size, as shown in the Intellect Die column on the Savant table.
If one of your Intellect Die features requires a creature to make a saving throw, the save DC is calculated as follows:
Intellect save DC = 8 + your proficiency bonus + your Intelligence modifier
Calculated Flourish
When a creature you can see targets you with a melee attack, you can use a reaction to add one roll of your Intellect Die to your Armor Class against that attack. If this Flourish causes the attack to miss, you can move up to 10 feet as part of the same reaction without provoking opportunity attacks.
Potent Observation
When another creature that can hear you hits your Focus with an attack, you can use your reaction to grant it a bonus to its damage roll equal to one roll of your Intellect Die.
Wondrous Insight
When another creature that can hear you makes an ability check using a skill or tool that you are proficient in, you can use your reaction to grant it a bonus to its roll equal to one roll of your Intellect Die. You can do so after it rolls the d20.
Sharp Mind
Your ability to analyze your surroundings is unrivaled. Also at 2nd level, you can use a bonus action on your turn to take the Help or Search actions, or make an Intelligence ability check to recall information about a creature or object you can see.
Moreover, you can use the Help action to aid a creature in attacking your Focus, so long as you are within 5 feet of the attacker, even when you are not within 5 feet of the target.
Sage Advice
When you reach 2nd level, you can spend 1 minute advising spread your knowledge and experience to those around you. When you do so, choose a skill or tool you are proficient with and a number of friendly creatures up to your Intelligence modifier within 30 feet of you who can hear you and who can understand you. Once within the next hour, the next time each creature would make an ability check with the chosen skill or tool, they may add their proficiency modifier to the roll, or double their proficiency if they are already proficient. A creature may only benefit from this feature once, if a creature is targeted by this feature again before using it, they can choose to retain the first benefit or replace it with the new skill or tool instead.
Once you’ve used this feature, it cannot be used again until you complete a short or long rest. Starting at 13th level, you can use it twice before a rest.
Academic Discipline
At 3rd level, choose an Academic Discipline to best represent your Savant's studies: Archaeologist, Investigator, Naturalist, Physician, or Tactician; all detailed at the end of this class.
The following Academic Disciplines are available to Savants, along with those presented with the base Savant Class: Culinarian, Mentor, Orator, Philosopher, Politician, Rune Scribe, and Virtuoso
Your Academic Discipline grants you features at 3rd level, and again when you reach 6th, 10th, and finally 15th level.
Expertise
At 3rd level, choose two of your skill proficiencies, or one of your skill proficiencies and one of your tool proficiencies, or two of your tool proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
At 10th level, you can choose another two proficiencies (in skills or tools) to gain this benefit.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Peerless Insights
Your mind and its capabilities are truly wondrous. Beginning at 5th level, if another creature that can hear you is forced to make a saving throw, you can use your reaction to grant it a bonus to its roll equal to one roll of your Intellect Die.
Moreover, whenever you make an Intelligence, Wisdom, or Charisma saving throw you can add one roll of your Intellect Die to your saving throw, so long as you are not incapacitated.
Swift Reflexes
The speed that you observe and react to your surroundings is incredible. Beginning at 5th level, you have a second reaction you can take each round, but only one reaction per trigger.
At certain Savant levels you gain additional reactions, you gain a third reaction at 13th level and a fourth at 18th level.
Predictive Expert
You are seemingly always one step ahead of your chosen foes. Starting at 9th level, when your Focus forces you to make an ability check or saving throw, you have advantage on your roll.
Unrivaled Genius
Your intellect has risen to near-supernatural heights. At 11th level, your Genius Intellect features gain the benefits below:
Calculated Flourish
If your reaction causes the attack to miss, you can make one melee attack against your attacker as part of your reaction.
Potent Observation
You can use this reaction whenever another creature that can hear you attacks a creature that you can see. Moreover, if you use this reaction when another creature attacks your Focus, you can add two rolls of your Intellect Die to its damage roll.
Wondrous Insight
When you use Wondrous Insight on another creature's ability check you roll your Intellect Die twice and use the higher roll.
Unyielding Will
At 14th level, you gain proficiency in Charisma saving throws, and you have advantage on any saving throw you are forced to make to resist the charmed and frightened conditions.
Flawless Analysis
Beginning at 17th level, you can use your action to flawlessly predict your Focus's next move and alert your allies. Until the start of your next turn, your Focus has disadvantage on every ability check, attack roll, and saving throw. Also, creatures of your choice that can hear you have advantage on any saving throw your Focus forces them to make until your next turn.
Once you use this feature you must finish a short or long rest before you can use it again.
Incomparable Intellect
At 20th level, you realize your true potential. Your Intelligence score increases by 4, up to a maximum of 24. Also, if you roll an Intellect Die and roll lower than your Intelligence modifier, you can replace the roll with your Intelligence modifier.
Scholarly Pursuits
Listed below are the Scholarly Pursuits available to a Savant. To learn a Scholarly Pursuit you must meet its prerequisites.
If a Pursuit allows you to add one roll of your Intellect Die to an ability check that already has this benefit, you roll your Intellect Die twice and use the higher result instead.
Instruction
You have dedicated a significant amount of your studies to the art of education. Over the course of 1 hour, you can teach one creature that can hear and understand you one skill, tool, or weapon proficiency, or one language you know.
The creature gains proficiency in that tool, skill, or weapon, or learns to speak that language until it completes a long rest.
Perfect Recall
You can recall picture-perfect details from things that you commit to memory. If you spend at least 1 minute observing an object or creature, you can perfectly recall any observable information about that creature or object point in the future.
For example, you could perfectly memorize a map, a page from a tome, a work of art, or the appearance of a creature.
Polymath
You have a knack for picking up new skills, though you may not be a master of them all. You gain proficiency in one skill from the Savant skill list, one tool of your choice, and you learn to speak, read, and write one language of your choice.
Quick Study
You learn exceptionally fast. You gain proficiency in one skill or tool, or learn to speak and read a language of your choice.
Over the course of 1 hour, which can be during a short or long rest, you can replace this proficiency or language with another proficiency or language of your choice, so long as you have an example to learn from, such as a teacher or manual.
Astrology
Prerequisites: 4th-level Savant
You are a disciple of heavenly bodies and use this knowledge to twist fate. You gain proficiency in Arcana, and whenever you make an Intelligence (Arcana) check, you gain a bonus to your roll equal to one roll of your Intellect Die.
During each long rest that you can see the night sky, roll a d20 and record that number. Once before the end of the next long rest, you can choose to use that roll in place of the d20 for ability check, attack roll, or saving throw before you roll.
Bushcraft
Prerequisites: 4th-level Savant
You can use your knowledge of nature to thrive in the wilds. You gain proficiency in Nature, and whenever you make an Intelligence (Nature) check, you gain a bonus to your roll equal to one roll of your Intellect Die.
Over the course of 10 minutes, which can be during a short or long rest, you can gather natural material and use a dagger or handaxe to create one of the following objects: a club, 1d4 darts, a javelin, a net, 10 feet of rope, or a Bushcraft Snare.
As an action, you can set a Bushcraft Snare in an adjacent, unoccupied, 5-foot space. The first Large or smaller creature to move into the space must make a Dexterity saving throw against your Intellect save DC or be restrained by the Snare.
As an action, a creature can make a Strength check against your Intellect save DC, escaping from the Snare on a success.
Equestrianism
Prerequisites: 4th-level Savant
You have learned to tend to horses and other trained mounts. You gain proficiency in Animal Handling, and whenever you make a Wisdom (Animal Handling) check, you gain a bonus to your roll equal to one roll of your Intellect Die.
When you are riding a trained mount, your mount shares your initiative in combat and acts during your turn. Whenever it makes an ability check, damage roll, or saving throw, it can add one roll of your Intellect Die to its roll, and you can use a bonus action on each of your turns to command your mount to attack, or to use another action from its stat block.
Finally, if you spend 8 hours training a friendly quadruped creature and spend 50 gold on necessary training materials and food, it is considered to be a trained mount for you.
Falconry
Prerequisites: 4th-level Savant
You have spent many months learning to train birds of prey. You gain proficiency in Perception, and whenever you make a Wisdom (Perception) check, you gain a bonus to your roll equal to one roll of your Intellect Die.
You gain a trained Falcon which uses the Hawk statblock from the Player's Handbook, but it has an Intelligence score of 8. You and your Falcon can communicate simple ideas with each other using simple gestures and sounds. Your Falcon is unwaveringly loyal to you and obeys your commands.
In combat, your Falcon shares your initiative and acts on your turn. It can move and use its reaction on its own, but it only takes the Dodge action unless you use a bonus action to command it to take an action from its stat block, or another action. If you are incapacitated, your Falcon acts on its own.
If your Falcon falls to 0 hit points it makes death saving throws as a player character would. Should your Falcon die, your special skills allow you to track and train another Falcon over the course of an 8-hour period using 5 gp worth of bait.
First Aid
Prerequisites: 4th-level Savant
You have learned basic medicinal techniques to aid your allies. You gain proficiency in Medicine, and whenever you make a Wisdom (Medicine) check, you gain a bonus to your roll equal to one roll of your Intellect Die.
During a long rest, you can spend 1-hour using a Healer's Kit to produce a number of potions of healing equal to your Intelligence modifier (minimum of 1). Any unused potions of healing expire 24 hours after you created them.
Linguistics
Prerequisites: 4th-level Savant
You are a student of language and the art of the spoken word. You gain proficiency in Persuasion, and whenever you make a Charisma (Persuasion) check, you gain a bonus to your roll equal to one roll of your Intellect Die.
You also know how to speak, read, and write a number of additional languages equal to your Intelligence modifier.
Marksmanship
Prerequisites: 4th-level Savant
You bring your intellect to bear in the use of ranged weapons. You gain proficiency in Sleight of Hand. Whenever you make a Dexterity (Sleight of Hand) check, you gain a bonus to your roll equal to one roll of your Intellect Die.
You also gain proficiency with all martial ranged weapons, and whenever you make a ranged weapon attack, you can use your Intellect Die in place of the weapon's damage die.
Finally, if your setting includes firearms, and your Savant has been exposed to the inner workings of such devices, they are considered proficient with simple and martial firearms.
Mercantilism
Prerequisites: 4th-level Savant
You are an astute scholar of economics, trade routes, and the marketplace. You gain proficiency in Insight, and whenever you make a Wisdom (Insight) check, you gain a bonus to your roll equal to one roll of your Intellect Die.
While you are trading with a creature whose Intelligence and Wisdom are both lower than your Intelligence, items you purchase from that creature cost 10 percent less, and items you sell are purchased for 10 percent more than usual.
Musicianship
Prerequisites: 4th-level Savant
You have talent for music and song. You gain proficiency in Performance and with one musical instrument. Whenever you make an ability check with either, you gain a bonus to your roll equal to one roll of your Intellect Die.
Also, when you play a musical instrument or perform for a creature for 1 minute or longer, you have advantage on any ability checks you make to interact socially with that creature for 1 hour. This benefit instantly ends if you or your allies do anything harmful to the creature or to its allies.
Physical Fitness
Prerequisites: 4th-level Savant
You know that the key to a healthy mind is a healthy body. You gain proficiency in either Athletics or Acrobatics. Whenever you make an ability check with that skill, you gain a bonus to your roll equal to one roll of your Intellect Die.
Also, you gain a climbing speed and a swimming speed equal to your walking speed, and when you make a running jump, you add your Intelligence modifier to the distance.
Riddles
Prerequisites: 4th-level Savant
You have spent a great deal of time learning to speak in both riddles and rhymes. You gain proficiency in Deception. When you make a Charisma (Deception) check, you gain a bonus to your roll equal to one roll of your Intellect Die.
Also, when you speak, you can choose to speak in Riddles. When you do so, you appear to be speaking normally, but you include hidden messages laced in your rhyming words.
Over the course of 1 hour, which can be during a short or long rest, you can teach a creature with an Intelligence of 11 or higher to understand your Riddles and respond in kind.
Secrets & Whispers
Prerequisites: 4th-level Savant
You have a knack for knowing where to eavesdrop and the right person to bribe. You gain proficiency in Stealth. When you make a Dexterity (Stealth) check, you gain a bonus to your roll equal to one roll of your Intellect Die.
Whenever you spend a long rest in a settlement, you can spend 1-hour gathering local rumors to learn of a significant, even secret, event which occurred in there in the last week.
Theology
Prerequisites: 4th-level Savant
You are a dedicated scholar of various holy texts and sacred rituals. You gain proficiency in Religion, and whenever you make an Intelligence (Religion) check, you gain a bonus to your roll equal to one roll of your Intellect Die.
You also learn to speak, read, and write Celestial. Finally, you learn the ceremony spell, but you can only cast it as a ritual. For you, the ritual only takes 10 minutes, and you can cast it without the material components once per long rest.
Traditions
Prerequisites: 4th-level Savant
You are a student of local cultures, politics, and traditions. You gain proficiency in History, and whenever you make an Intelligence (History) check, you gain a bonus to your roll equal to one roll of your Intellect Die.
Whenever you make a Charisma check to interact with a local ruler or otherwise important figure and you incorporate a local custom or tradition, you have advantage on your roll.
subclass options:
Archaeologist
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.
Student of History
3rd-level Archaeologist Discipline feature
You gain proficiency in History and Investigation. Whenever you make a check with either of these proficiencies you gain a bonus to your roll equal to one roll of your Intellect Die. If you are already proficient in either skill you gain proficiency in another skill from the Savant skill list in its place.
Also, if you spend 1 minute examining an object you are touching, you can ascertain its value, origin, and age. If it has magic properties, you learn them as if you had cast identify.
Adventuring Academic
3rd-level Archaeologist Discipline feature
Your time in ancient places has given you insights into arcane items and honed your instincts. You gain the benefits below:
- You gain a climbing speed equal to your walking speed.
- When you make a saving throw related to a trap, you gain a bonus to your roll equal to one roll of your Intellect Die.
- You ignore all class, race, and alignment requirements for attunement and use of magic items, scrolls, and potions. Intelligence is your spellcasting ability for magic items.
- You can cast and concentrate on spells from magic items, scrolls, and potions while you are using Adroit Analysis.
Daring Determination
6th-level Archaeologist Discipline feature
You are well acquainted with danger. Whenever you make a Dexterity saving throw, or an ability check related to a trap, you add one roll of your Intellect Die to the result of your roll.
Also, if you use your action to use a magic item, potion, or scroll you can make one weapon attack as a bonus action.
Lore Master
10th-level Archaeologist Discipline feature
You constantly study every myth, legend, and folk tale you come across. If you observe a person, place, or object for at least 10 minutes, you mystically recall information about it as if it were the target of a legend lore spell.
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.
Finally, when you use a magic item, you use your Intellect save DC for its effects unless the item's save DC was higher.
Master Archaeologist
15th-level Archaeologist Discipline feature
Your familiarity with ancient magic has given you insight into its workings. You gain resistance to all damage from spells.
Also, when you finish a short rest, you can touch one magic item that normally regains its charges at dawn, and it regains expended charges equal to your Intelligence modifier.
Investigator
Masters at unraveling mysteries, conspiracies, and secrets of all kinds, Investigators possess an uncanny ability to read the intent of others. They often dedicate their lives thwarting any who deceive the innocent and take advantage of the common trust. Their considerable intellect and eye for the truth stand in the way of thieves, shapeshifters, and corrupt politicians.
Student of Truth
3rd-level Investigator Discipline feature
You gain proficiency in Insight and Investigation. Whenever you make a check with either of these proficiencies you gain a bonus to your roll equal to one roll of your Intellect Die. If you are already proficient in either skill you gain proficiency in another skill from the Savant skill list in its place.
Your intuitive nature grants you the following benefits:
- Whenever you make an Insight or Perception check you can choose to use your Intelligence in place of Wisdom.
- When you take the Search action, you gain information as if you spent a full minute searching instead of one action.
Rough & Tumble
3rd-level Investigator Discipline feature
You have gained some unsavory skills while fighting shadows in the underbelly of civilization. You learn to speak, read, and decode Thieves' Cant, the language of the criminal world.
Also, your unarmed strikes deal bludgeoning damage equal to a roll of your Intellect Die + your Strength modifier on hit.
When you hit your Focus with a melee attack on your turn, you can force it to make a Dexterity saving throw against your Intellect save DC. On a failure, it is either blinded, deafened, or it cannot speak until the start of your next turn, or if the target is Large or smaller, you can choose to knock it prone.
Devious Flourish
6th-level Investigator Discipline feature
Your intuition grants you a heightened sense for openings in your foe's defenses. When you use Calculated Flourish and cause the attack to miss, you can force the attacker to make a Dexterity saving throw against Rough & Tumble as part of the same reaction, instead of moving.
Also, whenever your Focus fails the saving throw against Rough & Tumble, you can choose for it to take bludgeoning damage equal to one roll of your Intellect Die.
Finally, whenever you take the Attack action on your turn, you can make one unarmed strike attack as a bonus action.
Illicit Contacts
6th-level Investigator Discipline feature
You have become familiar with the criminal elements of society. You have advantage on Charisma checks while you are communicating with another creature in Thieves' Cant.
You also master the Secrets & Whispers Scholarly Pursuit, If you have already mastered this Scholarly Pursuit you can instead master your choice of Perfect Recall or Traditions.
Piercing Gaze
10th-level Investigator Discipline feature
Your gaze sees through the most intricate deceptions and conspiracies. You instantly detect the presence of illusions and shapeshifters, and you are instantly aware if your Focus is lying to you.
Also, if your Focus fails its saving throw against Rough & Tumble, you can cause it to be stunned for the duration in place of the normal effects.
Master Investigator
15th-level Investigator Discipline feature
Your sense for truth has reached near-supernatural levels. You gain Truesight out to a 30-foot radius.
Also, when you hit your Focus with an attack, or use Potent Observation against your Focus, you can cause the attack to become a critical hit. You can only do so once between each short or long rest.
Naturalist
The Naturalist's classroom begins at the edge of civilization. They are scholars of the wilderness, and will go to great lengths to preserve nature as it exists, free from the influence of civilization. A true Naturalist is a conservationist of the wild and an expert at predicting weather, identifying toxic and medicinal plants, caring for animals, and guiding others safely through the wilderness.
Student of Nature
3rd-level Naturalist Discipline feature
You gain proficiency in both Nature and Survival. Whenever you make a check with either of these proficiencies you gain a bonus to your roll equal to one roll of your Intellect Die. If you are already proficient in either skill you gain proficiency in another skill from the Savant skill list in its place.
Also, whenever you make an Animal Handling or Survival check you can use your Intelligence in place of Wisdom.
Naturalist's Journal
3rd-level Naturalist Discipline feature
You compile your research on fantastical flora and fauna in a Naturalist's Journal. Over the course of 1 hour, which can be during a short or long rest, you can take notes in your Journal, detailing your current environment or a specific beast, plant, or monstrosity (such as a bear or griffon) that was your Focus within the last 24 hours. If your Journal is lost, you can spend 1 hour adding each old entry to a new Journal from memory.
You have advantage on all Intelligence checks related to all environments and creatures detailed in your Journal.
Finally, once per turn when you make an attack roll against a creature that is detailed in your Journal, you gain a bonus to your attack roll equal to one roll of your Intellect Die.
Survivalist
6th-level Naturalist Discipline feature
You are a master tracker of wild creatures and any that would threaten them. You can designate a creature as the Focus of your Adroit Analysis by analyzing signs of its passing, such as tracks or marks, even if you can't see the creature. Creatures also remain your Focus even if they become hidden from you.
You also master the Physical Fitness Scholarly Pursuit. If you have already mastered this Scholarly Pursuit, you instead master your choice of either Falconry or Perfect Recall.
Wilderness Guide
6th-level Naturalist Discipline feature
Your knowledge allows you and your companions to thrive in the wild places of the world. If you are in an environment that is detailed in your Journal, you and up to ten other creatures that travel with you gain the following benefits:
- You can ignore the effects of nonmagical difficult terrain.
- You cannot become lost, except by magical means.
- You can move stealthily while traveling at a normal pace.
Advanced Studies
10th-level Naturalist Discipline feature
Your knowledge of the wild does not stop with the mundane. You can add specific dragons, giants, oozes, and undead to your Naturalist's Journal. For example, you could add notes on a young blue dragon, fire giant, or ghast to your Journal.
Your cutting-edge understanding of the natural world also grants your Naturalist's Journal the following extra benefits:
Creatures. You treat the specific creatures in your Journal as if they were your Focus, even if they are not currently designated as the Focus of your Adroit Analysis.
Environments. You, and up to ten other creatures that are traveling with you can ignore the effects of magical difficult terrain and have advantage on their saving throws to resist the hostile effects of any of the environments you have detailed in your Journal.
Call of the Wild
10th-level Naturalist Discipline feature
As an action on your turn, you can force one beast, plant, or monstrosity within 30 feet to make a Wisdom saving throw against your Intellect save DC, so long as it can hear you. On a failure, it is charmed by you for 1 hour. Creatures that have an Intelligence score equal to half your Savant level or higher automatically succeed on this saving throw.
While a creature is charmed, it is friendly to you and your allies. As a bonus action, you can issue a verbal command to the creature, which it does its best to obey on its next turn. Once it completes your command it defends itself to the best of its ability until you command it again with a bonus action.
If the creature takes damage, it repeats its Wisdom saving throw at the beginning of its next turn, ending this charm on a success. When it does so, you can use a reaction to shout at it and subtract one roll of your Intellect Die from its roll.
Once a creature succeeds on its saving throw against this feature it is immune to it for 24 hours. You can only have one creature charmed in this way, and charming another creature ends this effect for any other charmed creatures.
Once you successfully charm a creature you must complete a short or long rest before you can use this feature again.
Master Naturalist
15th-level Naturalist Discipline feature
Your knowledge of the natural world surpasses that of nearly all other scholars. You can add specific creatures of any type, except for constructs and humanoids, to your Journal.
Also, the duration of Call of the Wild increases to 8 hours, and creatures detailed in your Journal have disadvantage on their initial save to resist Call of the Wild.
Finally, you have advantage on attack rolls against any creatures detailed in your Journal.
Physician
Physicians use their considerable intellect to heal the sick and tend to the wounded. They spend their lives studying the anatomy and biology of mortals, and use this knowledge to keep their allies in top condition and cripple foes. Using this medical training, they offer aid to those that do not have access to the luxury of divine magic or other healing spells.
Student of Medicine
3rd-level Physician Discipline feature
You gain proficiency in Medicine and Sleight of Hand. Whenever you make a check with either of these proficiencies you gain a bonus to your roll equal to one roll of your Intellect Die. If you are already proficient in either skill you instead gain proficiency in another skill from the Savant list.
Moreover, your medical training and insight into anatomy grants you the benefits below:
- Whenever you would make a Wisdom (Medicine) check, you can make an Intelligence (Medicine) check instead.
- If you spend 1 minute examining your Focus, you can identify any disease, poison, or curse affecting it.
- Once per turn, if you hit your Focus with a weapon attack, you can reduce its speed by a number of feet equal to 5 times your Intelligence modifier (minimum of 5 feet) until the beginning of your next turn.
Combat Medic
3rd-level Physician Discipline feature
You have trained to administer medical aid to others, even in the midst of battle. When you finish a short or long rest, you can touch one Healer's Kit and cause it to regain a number of uses equal to your Intelligence modifier (minimum of 1).
Also, your knowledge of medicine grants you the Combat Medic abilities below, each of which takes an action to use.
Whenever you use one of these Combat Medic abilities, you can expend one use from a Healer's Kit you are holding to use the maximum Intellect Die result, instead of rolling.
Adrenaline Jolt
You touch another creature that is either blinded, charmed, deafened, frightened, poisoned, or suffering from a disease, and it instantly repeats a saving throw to end that condition with a bonus to its roll equal to one roll of your Intellect Die.
Dress Wounds
You touch another creature and it gains temporary hit points equal to one roll of your Intellect Die. This has no effect on a creature at its hit point maximum, and once a creature gains temporary hit points from this feature, you can't target it with this feature again until those temporary hit points are gone.
Healing Surge
You touch another living creature and it can expend one of its Hit Dice to regain a number of hit points equal to its Hit Die roll + its Constitution modifier + one roll of your Intellect Die.
If you use this ability on a living creature at 0 hit points, it is instantly stabilized even if it does not expend a Hit Die.
Field Doctor
6th-level Physician Discipline feature
You have learned to move about the field of battle unscathed to better administer aid. You can take the Dash or Disengage action as a bonus action on each of your turns.
Also, whenever you use your action to use a Combat Medic ability, you can make one weapon attack as a bonus action.
Medicinal Expertise
10th-level Physician Discipline feature
Your techniques push allies to their physical limit. When you use a Combat Medic ability you can empower it as described below. You can use an empowered ability on each individual creature once with no negative effects for it. However, each subsequent time you use an empowered ability on a creature before it finishes a long rest, it gains 1 level of exhaustion.
Restorative Jolt
You can use Adrenaline Jolt to automatically end one of the following conditions: blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned, a reduction to one of its ability scores, or a reduction to its hit point maximum.
Resuscitating Surge
You can use Healing Surge to return a creature that has died within the past minute back to life, so long as it expends one Hit Die as part of this ability. This has no effect on creatures that die of old age, and it cannot restore missing body parts.
Suture Wounds
If you use Dress Wounds on a living creature for 10 minutes without interruption, you can reattach any severed limbs or digits, and it gains a number of temporary hit points equal to the difference between its current and maximum hit points.
However, the temporary hit points from this feature are instantly dispelled if the creature regains any hit points.
Master Physician
15th-level Physician Discipline feature
You can perform legendary feats of medicine. You can use two empowered Combat Medic abilities on each individual creature between each a long rest with no negative effects.
Also, if you roll an Intellect Die as part of a Combat Medic ability, you add your Intelligence modifier to your total roll.
Tactician
All successful monarchs, conquerors, and revolutions have a master Tactician who is responsible for their success. These leaders are always one step ahead of their foes and a plan for every eventuality. They know maneuvers that lead to victory, and those that end in ruin. Alone, a Tactician is no threat, but with powerful allies, they become a formidable fighting force.
Student of War
3rd-level Tactician Discipline feature
You gain proficiency in History and Persuasion. Whenever you make a check with either of these proficiencies you gain a bonus to your roll equal to one roll of your Intellect Die. If you are already proficient in either skill you gain proficiency in another skill from the Savant skill list in its place.
Your study of warfare also grants you the benefits below:
- You gain proficiency in two gaming sets of your choice, and whenever you make an ability check that uses any gaming set, you add one roll of your Intellect Die to the roll.
- You gain proficiency in medium armor, shields, and with all martial weapons that do not have the heavy property.
Tactical Commander
3rd-level Tactician Discipline feature
You can use your knowledge of tactics to direct your allies on the battlefield. You learn to use the following Orders detailed on this page:
Attack Order
When you take the Attack action, you can issue this Order in place of an attack, targeting another creature that can see or hear you within 30 feet. The next time that creature takes the Attack action before the start of your next turn, it can make one additional weapon attack as part of its Attack action.
Defensive Order
When you take the Attack action, you can issue this Order in place of an attack, targeting another creature that can see or hear you within 30 feet. That creature gains the benefits of the Dodge action until the beginning of its next turn.
Maneuvering Order
When you take the Attack action, you can issue this Order in place of an attack, targeting another creature that can see or hear you within 30 feet. That creature can use its reaction to move up to its speed without provoking opportunity attacks.
Support Order
When you take the Attack action, you can issue this Order in place of an attack, targeting another creature that can see or hear you within 30 feet. That creature can immediately take the Help, Hide, Search, Study, or Use an Object action.
Strategic Superiority
6th-level Tactician Discipline feature
You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can take the Dash, Disengage, or Help action in place of one of these attacks.
Tactical Genius
10th-level Tactician Discipline feature
Your genius allows you to control the flow of each battle from the outset. When you roll initiative, you can issue an Order to one creature before any other creatures have a chance to act.
Also, when another creature that can hear you makes an attack against your Focus, you can use Potent Observation to add a roll of your Intellect Die to its attack roll. You can do so after it rolls, but before you know if its attack hits.
Master Tactician
15th-level Tactician Discipline feature
Your words inspire heroism in your allies. Whenever you issue an Order to a creature you can grant it temporary hit points equal to your Intelligence modifier (minimum of 1).
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?
Student of Flavor
3rd-level Culinarian Discipline feature
You gain proficiency in Nature and cook's utensils. Whenever you make a check with either of these proficiencies you gain a bonus to your roll equal to one roll of your Intellect Die. If you are already proficient in Nature you gain proficiency in another skill from the Savant skill list in its place.
In addition, so long as you have access to cook’s utensils and edible ingredients, any creature that expends a Hit Die to regain hit points during a short rest with you also regains additional hit points equal to one roll of your Intellect Die.
Culinarian's Cook Book
3rd-level Culinarian Discipline feature
You are compiling a Cook Book which contains the exotic Recipes you discover during your adventures:
Recipes Known. You know two Recipes of your choice from the list at the end of this Discipline.
Adding a Recipe. As an action, you can harvest a Sample from a creature that died within the last minute. Before the end of your next long rest, you can spend 1 hour, which can be during a short or long rest, using cook's utensils and the Sample to add the corresponding Recipe that corresponds to the Sample's creature type to your Cook Book.
Preparing a Morsel. At the end of each short or long rest, you prepare a number of Morsels equal to your Intelligence modifier. Each Morsel you prepare has the properties of one Recipe from your Cook Book.
You don't need samples from a creature corresponding to a Recipe to prepare a Morsel with that Recipe. Any Morsels you prepare lose their potency at the end of the next short or long rest as they become inedible and bland.
Serving Morsels. As an action, any creature can eat a Morsel, or feed it to a willing creature within its reach. A creature that eats a Morsel gains the benefits detailed in the Recipe description. A creature can only benefit from one Morsel at a time, and eating another Morsel instantly ends any previous Morsel benefits.
Replacing a Cook Book. If your Cook Book is lost or destroyed, you can spend 1 hour adding each of your old Recipes to a new Cook Book from memory. You do not need to rediscover any Recipes that were lost.
Cut Above
6th-level Culinarian Discipline feature
As an action, you can touch one of your Morsels with cook's utensils and change it to a Morsel of another Recipe.
Also, when you use your action to eat or feed a Morsel to a creature, you can make one weapon attack as a bonus action.
Improved Recipes
10th-level Culinarian Discipline feature
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.
Master Culinarian
15th-level Culinarian Discipline feature
You are a master monster chef and can cook with anything, anywhere. Over the course of 1 hour, which can be during a short or long rest, you can use cook's utensils and any foods to prepare a monstrous feast that can feed yourself and a number of other creatures equal to your Savant level.
If a creature spends 10 minutes eating its meal, it is instantly cured of any poisons, diseases, or any other hostile condition that is effecting it, and for 24 hours, it is immune to both the frightened and poisoned conditions, and it adds one roll of your Intellect Die to any ability check or saving throw it makes that uses its Wisdom or Constitution.
Culinarian Creature Recipes
The following Recipes are available for Culinarian Savants to learn. To learn a Recipe, you must use a sample that matches the creature type listed. If a Recipe has a prerequisite Savant level, you can learn as soon as you meet the level prerequisite.
Invigorating Morsel
Sample: any Beast without a flying or swimming speed
The creature that eats this Morsel regains hit points equal to one roll of your Intellect Die + your Intelligence modifier.
Limbering Morsel
Sample: any Beast with a flying speed
For 1 hour, the creature gains a bonus to its initiative rolls equal to your Intelligence modifier (minimum of +1), and its walking speed increases by 10 feet.
Monstrous Morsel
Sample: any Monstrosity of CR 1 or higher
For 1 hour, the creature gains the "Change Appearance" or "Natural Weapons" benefit from the alter self spell.
Subterranean Morsel
Sample: any Beast with a burrowing speed
For 1 hour, the creature gains darkvision out to 60 feet. If a creature already has darkvision, its radius grows by 30 feet.
Thalassic Morsel
Sample: any Beast with a swimming speed
For 1 hour, the creature gains a swimming speed equal to its walking speed, and it can hold its breath for up to 10 minutes.
Verdant Morsel
Sample: any Plant of CR 1 or higher
The creature is instantly cured of the following conditions: blinded, deafened, paralyzed, petrified, poisoned, a reduction to an ability score, or a reduction to its hit point maximum.
Draconic Morsel
Prerequisite: 6th-level Savant
Sample: any Dragon of CR 1 or higher
For 1 hour, the creature gains resistance to the damage type dealt by the Sample dragon's breath weapon attack.
You can create a unique Recipe in your Cook Book for each different type of Dragon you have harvested a Sample from.
Psionic Morsel
Prerequisite: 6th-level Savant
Sample: any Aberration of CR 1 or higher
For 1 hour, the creature can communicate telepathically with any creature within 30 feet. However, in order to respond to you, a creature must be able to speak at least one language.
Titanic Morsel
Prerequisite: 6th-level Savant
Sample: any Giant of CR 1 or higher
For 1 hour, the creature grows in size to become the size of the Sample giant. While it is enlarged, it must concentrate on this effect as if it were concentrating on a spell. Moreover, the creature gains a bonus to its ability checks and saving throws that use its Strength equal to your Intelligence modifier.
You can create a unique Recipe in your Cook Book for each different Giant you have harvested a Sample from.
Viscous Morsel
Prerequisite: 6th-level Savant
Sample: any Ooze of CR 1 or higher
For 1 hour, when the creature takes acid, lightning, poison, or slashing damage, it can reduce the damage by an amount equal to your Intelligence modifier (minimum of 1 damage).
Aerial Morsel
Prerequisite: 10th-level Savant
Sample: any Air Elemental of CR 1 or higher
For 1 hour, the creature can take the Dash action as a bonus action on each turn, and it can hold its breath indefinitely.
Aqueous Morsel
Prerequisite: 10th-level Savant
Sample: any Water Elemental of CR 1 or higher
For 1 hour, the creature can breathe both air and water, gains a swimming speed equal to its walking speed, and can use its reaction to turn a critical hit into a normal hit.
Ignan Morsel
Prerequisite: 10th-level Savant
Sample: any Fire Elemental of CR 1 or higher
For 1 hour, the creature gains resistance to fire damage, and it gains immunity to the charmed and frightened conditions.
Terran Morsel
Prerequisite: 10th-level Savant
Sample: any Earth Elemental of CR 1 or higher
For 1 hour, the creature gains tremorsense out to a 15-foot radius, and it gains resistance to nonmagical bludgeoning, piercing, and slashing damage.
Celestial Morsel
Prerequisite: 15th-level Savant
Sample: any Celestial of CR 1 or higher
For 1 hour, the creature manifests a pair of ethereal angelic wings which grant it a flying speed equal to its walking speed.
Infernal Morsel
Prerequisite: 15th-level Savant
Sample: any Fiend of CR 1 or higher
For 1 hour, the creature has advantage on any saving throw it is forced to make to resist a spell and other magical effect.
Sylvan Morsel
Prerequisite: 15th-level Savant
Sample: any Fey of CR 1 or higher
For 1 hour, the creature can use a bonus action on each turn to teleport up to 30 feet to an unoccupied space it can see.
Mentor
While most Savants use their vast intellect in pursuit of their chosen discipline, those known as Mentors use their intellect in the service of others. Most often, Mentors are past their prime and are looking to pass their knowledge on to the next generation. Whether you are an elder in your community, a retired adventurer, or just someone with knowledge beyond your years, you are ready to gently guide those around you.
Student of Life
3rd-level Mentor Discipline feature
You gain proficiency in both History and Insight. Whenever you make a check with either of these proficiencies you gain a bonus to your roll equal to one roll of your Intellect Die. If you are already proficient in either skill you gain proficiency in another skill from the Savant skill list in its place.
Your knowledge of life also grants you the benefits below:
- You master the Instruction Scholarly Pursuit. If you have already mastered this Scholarly Pursuit, you can instead master your choice of Perfect Recall or Quick Study.
- Whenever you use Instruction you can teach the chosen language, skill, tool, or weapon to a number of creatures equal to your Intelligence modifier, instead of just one.
- When you use Potent Observation or Wondrous Insight and you roll a 1, you can re-roll your Intellect Die. You must use this new roll, even if you roll another 1.
Astute Advice
3rd-level Mentor Discipline feature
You know just what to say to help your allies learn from their failures. Whenever another creature that can hear you within 30 feet misses with an attack roll, or fails an ability check or saving throw, you can use a reaction to have it re-roll the d20, adding one roll of your Intellect Die to the result.
You can use this reaction a number of times equal to your Intelligence modifier (a minimum of once), and you regain all
expended uses when you finish a long rest.
Adept Assistance
6th-level Mentor Discipline feature
You can target two creatures, instead of just one, whenever you use an action on your turn to take the Help action.
Soothing Presence
6th-level Mentor Discipline feature
Your calming presence allows others to truly relax. Creatures that complete a short rest with you have advantage on any Hit Die rolls they make to regain their hit points. They also gain a number of temporary hit points equal to your Savant level.
Mystical Intuition
10th-level Mentor Discipline feature
Your life experience and extraordinary intuition can give you mystical insights into the world around you. You can spend 1 minute meditating on a question you have, or a question that another creature has asked you. At the end of the meditation, you mystically intuit the answer to the question as if you had cast the commune spell. However, unlike commune, you can only intuit an answer if it is known to another mortal being.
Once you gain an answer to a question using this feature, you must finish a long rest before you can do so again.
Finally, you regain all expended uses of your Astute Advice feature whenever you complete a short or long rest.
Master Mentor
15th-level Mentor Discipline feature
Your advice is legendary and is desired throughout the land. Creatures of your choice within 15 feet of you gain a bonus to all ability checks and saving throws equal to your Intelligence modifier (minimum of +1), so long as they can hear you.
Moreover, whenever you target an allied creature with the Help action or Astute Advice, you can grant it temporary hit points equal to your Intelligence modifier (minimum of 1).
Lastly, you regain the use of your Mystical Intuition feature whenever you complete a short or long rest.
Orator
Orators are true masters of linguistics and the spoken word. These wordsmiths use nothing but their wit and mastery of rhetoric to rebuff foes and empower their allies. With utmost confidence, they stride boldly into hostile situations, confident that they can win anyone with their eloquence.
Unlike those who use their charm to cajole, Orators embolden their allies and win over their enemies with nothing but reasonable logic and convincing rhetoric.
Student of Logic
3rd-level Orator Discipline feature
You gain proficiency in both Deception and Persuasion, and whenever you make a check with either proficiency you gain a bonus to your roll equal to one roll of your Intellect Die. If you are already proficient in either skill you gain proficiency in another skill from the Savant skill list in its place.
Your mastery over words grants you the benefits below:
- Whenever you make a Deception or Persuasion check you can use your Intelligence in place of Charisma.
- You master your choice of the Instruction, Riddles, or Traditions Scholarly Pursuit, even if you do not meet the normal level prerequisite for that Pursuit.
- You learn to speak, read, and write a number of extra languages equal to your Intelligence modifier.
Rhetorical Superiority
3rd-level Orator Discipline feature
Your mastery of various languages allows you to inspire, dominate, and charm with words. You gain the rhetorical abilities below, which use your Intellect save DC and can affect any creature that can both hear and understand you.
Convincing Conversation
If you spend at least 1 minute talking with a creature that is not hostile toward you, you can force it to unknowingly make a Wisdom saving throw. On a failed save, it is charmed by you for 1 hour, or until you or your allies do anything harmful to the charmed creature or any of its allies.
You can have only one creature charmed this way at a time. Charming another target ends this effect for other creatures.
Cutting Retort
When a creature you can see within 30 feet makes an attack, you can use your reaction to distract it with a cutting remark. It must succeed on a Wisdom saving throw or subtract one roll of your Intellect Die from the triggering attack roll.
Once a creature succeeds on this Wisdom saving throw, it is immune to the effects of this ability it for 24 hours.
Invigorating Word
When a creature you can see within 30 feet takes damage from a hostile creature, you can use your reaction to grant it temporary hit points equal to one roll of your Intellect Die.
A creature must have at least 1 hit point remaining after taking damage in order to benefit from this ability.
Uplifting Remark
When another creature you can see within 30 feet makes an Intelligence, Wisdom, or Charisma saving throw, you can use a reaction to add one roll of your Intellect Die to its roll.
Iron Logic
6th-level Orator Discipline feature
Your masterful grasp of logic allows you to resist all but the strongest mind-altering effects. You have advantage on any saving throw you are forced to make to resist enchantment spells, and you are immune to the charmed condition.
Also, whenever you use Uplifting Remark, the creature can roll the Intellect Die twice and use the higher result.
Peerless Rhetoric
10th-level Orator Discipline feature
You can bend the masses to your will with your words. If you speak to a group of creatures who can hear and understand you for 1 minute, you can choose to inspire or persuade a number of creatures in that crowd equal to your Savant level, as detailed below. Once you do so, you must finish a short or long rest before you can use this ability on a crowd again.
Inspire. Creatures gain a number of temporary hit points equal to your Savant level, and while the temporary hit points remain, creatures have advantage on saving throws to resist enchantment spells and are immune to being frightened.
Persuade. Creatures must succeed on a Wisdom saving throw against your Intellect save DC or be charmed by you for up to 24 hours as if by the mass suggestion spell.
Master Orator
15th-level Orator Discipline 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 one of your Rhetorical Superiority abilities or Peerless Rhetoric, 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 multiverse, and the relationships between mortal beings and gods. Through the study of the multiverse, Philosophers try to perfect mortal knowledge of the true nature of reality.
Student of Thought
3rd-level Philosopher Discipline feature
You gain proficiency in both Arcana and Religion. Whenever you make a check with either of these proficiencies you gain a bonus to your roll equal to one roll of your Intellect Die. If you are already proficient in either skill you gain proficiency in another skill from the Savant skill list in its place.
Your grasp of reality also grants you the following benefits:
- Whenever you make an ability check to communicate with a creature that is not native to the material plane you gain a bonus to your roll equal to one roll of your Intellect Die.
- You can also learn the following characteristics about your Focus with Adroit Analysis: its alignment, its native plane of existence, or its spellcasting ability (if it has one) and the level of the highest spell that it can cast.
- You learn to speak, read, and write either Celestial, Infernal, Primordial, or Sylvan.
Words of Power
3rd-level Philosopher Discipline feature
In your study, you have learned to speak the Words of Power below that were used in shaping the multiverse. If your Focus is within 30 feet and it can hear you, you can speak one Word of Power at it, forcing it to make a saving throw against your Intellect save DC, or suffer the Word of Power's effects.
Power Word: Confound
Whenever your Focus makes an ability check or attack roll, you can use your reaction to force it to make an Intelligence saving throw. On a failure, it takes psychic damage equal to one roll of your Intellect Die and it suffers disadvantage on the triggering ability check or attack roll.
Power Word: Disorient
As an action, you force your Focus to make a Wisdom saving throw. On a failure, it takes psychic damage equal to one roll of your Intellect Die, and has disadvantage on the first saving throw it makes before the beginning of your next turn.
Power Word: Dread
As an action, you force your Focus to make a Wisdom saving throw. On a failure, it takes psychic damage equal to one roll of your Intellect Die and it is frightened of another creature it can see (your choice) until the beginning of your next turn.
Power Word: Halt
When your Focus attempts to move, you can use a reaction to force it to make a Strength saving throw. On a failure, it takes psychic damage equal to one roll of your Intellect Die and its speed is reduced to zero until the beginning of your next turn.
Unwavering Focus
6th-level Philosopher Discipline feature
Your resolute sense of purpose bolsters your Words of Power. You can speak your Words of Power at any creature that can hear you within 30 feet, instead of just your current Focus.
Moreover, if you speak a Word of Power at your Focus, it takes additional psychic damage equal to one roll of your Intellect Die on a failed save, and half as much psychic damage on a successful save.
Supreme Understanding
10th-level Philosopher Discipline feature
Your ever-deepening understanding of the nature of reality grants you knowledge of more potent Words of Power. You learn the Words of Power listed below, and you can speak each of them once between each short or long rest.
Power Word: Enfeeble
As an action, you force your Focus to make an Intelligence saving throw. On a failed save, it is stunned for 1 minute.
It can choose to repeat this saving throw at the end of each of its turns. On a success, this effect ends, but, on a failure, it takes psychic damage equal to two rolls of your Intellect Die.
Power Word: Shunt
As an action, you can force your Focus to make a Charisma saving throw. On a failed save, it is shunted from the current plane for up to 1 minute. If it is native to the current plane, it is banished to a harmless demiplane. If it is not native to the current plane, it is banished to its native plane of existence.
It can choose to repeat this saving throw at the end of each of its turns. On a success, it returns to the space that it was shunted from, or the closest unoccupied space. On a failure, it takes psychic damage equal to two rolls of your Intellect Die.
Master Philosopher
15th-level Philosopher Discipline feature
Your willpower rivals that of powerful extraplanar beings. You are always under the effect of protection from evil and good.
Also, whenever a creature takes psychic damage from one of your Words of Power, it takes additional psychic damage equal to your Intelligence modifier (minimum of +1).
Rune Scribe
Legends say that rune magic is the most ancient arcane art to have been mastered by mortals. Savants that 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 magic of creation. The magic of runes isn't widely known, and its secrets are jealously guarded by those who master it.
Student of Rune Magic
3rd-level Rune Scribe Discipline feature
You gain proficiency with Arcana and calligrapher's supplies. Whenever you make a check with either proficiency you gain a bonus to the roll equal to one roll of your Intellect Die. If you are already proficient in Arcana you gain proficiency in another skill from the Savant skill list in its place.
You also learn to 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.
Rune Carving
3rd-level Rune Scribe Discipline feature
You have learned the artful and ancient magic of Runes.
Runes Known. You learn two Runes of your choice from the list at the end of this Discipline. Some Runes have a Savant level prerequisite, which you can learn as soon as you reach that Savant level.
You learn one additional Rune of your choice at 6th, 10th, 15th, and 18th level in this class.
Whenever you gain a level in this class, you can replace one of the Runes you know with another Rune of your choice.
Inscribing a Rune. Over the course of 1 hour, you can use your calligrapher's supplies to inscribe a Rune you know into a weapon, suit of armor, or an object that you can wear or hold. A creature that wears or wields a Runic object gains the benefits of the inscribed Rune.
Each of the Runes you know can only be inscribed in one object. Inscribing a Rune again dispels any previous inscriptions.
Invoking Runes. If the creature bearing one of your Runic objects speaks the language the Rune is inscribed in, it can Invoke the Rune to gain its benefits.
Once a Rune has been Invoked, it cannot be Invoked again until the Rune Scribe who inscribed it finishes a long rest, even if the Rune is inscribed onto a different object.
Runic Casting. You can cast and concentrate on spells from your Runes, even when you have a Focus. If a Rune requires a target to make a saving throw, it does so against your Intellect save DC. If a Rune requires an attack roll, the the Invoking creature uses its Intelligence as follows:
Runic attack modifier = your proficiency bonus + your Intelligence modifier
Elder Magicks
6th-level Rune Scribe Discipline feature
The power imbued within your Runes has grown. Your Runic objects count as magical for as long as the Rune is inscribed.
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, and it can be Invoked one additional time before the end of your next long rest.
Runic Ward
10th-level Rune Scribe Discipline feature
Your Runes offer a measure of protection to those that bear them. If a creature bearing at least one of your Runic objects is forced to make a saving throw to resist the effects of a spell or another magical effect, they gain a bonus to their roll equal to your Intelligence modifier (medium 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
15th-level Rune Scribe Discipline 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 power of a Runic object within 60 feet of you, instantly dispelling the Rune and any of its effects, and you fall to 1 hit point instead of 0.
Runes
Below are the Runes available for a Rune Scribe to learn. 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.
Each object can only bear the magic of one Rune at a time.
Rune of Enchantment
Item: a bracelet, diadem, necklace, or ring
Creatures will treat the bearer of this Runic object one stage friendlier than normal. For example, an indifferent creature might treat the bearer as a friend, or a hostile creature might treat the bearer indifferently. This special treatment instantly ends if the bearer attacks the creature.
Invoking this Rune. As an action, the bearer can Invoke the Rune to cast either the calm emotions, charm person or command spell, targeting a number of creatures equal to the Rune Scribe's Intelligence modifier (minimum of 1 creature).
Rune of Evocation
Item: a simple or martial melee weapon
When you inscribe the Rune you imbue it with acid, cold, fire, poison, or lighting damage. Whenever the bearer hits with an attack with this Runic weapon, it deals additional damage of the imbued type equal to one roll of your Intellect Die.
Invoking this Rune. When the bearer hits with an attack with this Runic weapon, it can Invoke the Rune to cause the attack to deal additional damage of the imbued damage type equal to three rolls of the Rune Scribe's Intellect Die.
Rune of Illusion
Item: a cloak, robe, or suit of armor
As an action, the bearer of this Runic object can change its physical appearance to match that of a creature it has seen before, so long as it has the same arrangement of limbs as the bearer. The bearer can determine the specifics of these changes, including race, coloration, hair length, sex, height, and weight, but it cannot change its size. This illusion does not affect clothing, equipment, or game statistics.
The illusion can be detected with a successful Intelligence (Investigation) check vs. the Rune Scribe's Intellect save DC.
Invoking this Rune. As an action, the bearer of this Runic object can Invoke this Rune to turn invisible for 10 minutes. This invisibility ends if they attack or force a saving throw.
Rune of Necromancy
Item: a belt, ring, or suit of armor
The bearer of this Runic object can use a bonus action to grant itself temporary hit points equal to the Rune Scribe's Intelligence modifier (minimum of 1 temporary hit point).
Invoking this Rune. When the bearer of this Runic object is reduced to 0 hit points, but it is not killed outright, it can Invoke this Rune to fall to 1 hit point instead of 0.
Rune of Abjuration
Prerequisite: 6th level Rune Scribe
Item: a cloak, robe, shield, or suit of armor
Once per turn, the bearer of this Runic object can reduce the damage from a spell or another magical effect by an amount equal the Rune Scribe's Intelligence modifier (minimum of 1).
Invoking this Rune. When a creature within 30 feet of the bearer of this Runic object casts a spell, the bearer can use its reaction to Invoke this Rune and force the creature that cast the spell to make a Constitution saving throw. On a failure, the triggering spell fails and has no effect.
Rune of Conjuration
Prerequisite: 6th-level Savant
Item: a belt, cloak, ring, or suit of armor
As an action, the bearer of this Runic object can expend any amount of its remaining movement speed to instantly teleport to an unoccupied space it can see within that distance.
Invoking this Rune. As an action, the bearer can Invoke the Rune and force two creatures it can see within 60 feet to make a Charisma saving throw, which a creature can choose to fail. If both fail, they instantly switch places.
Rune of Divination
Prerequisite: 10th-level Savant
Item: a wand, staff, robe, or spellcasting focus
The bearer of this Runic object can use it as a spellcasting focus to cast the comprehend languages, detect magic and identify spells as rituals, without the material components.
Invoking this Rune. As an action, the bearer can Invoke the Rune to empower their vision. For 1 hour, the bearer has truesight, sees secret doors and traps hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet.
Rune of Transmutation
Prerequisite: 10th-level Savant
Item: a bracelet, diadem, ring, or necklace
The bearer of this Runic object gains its choice of a 30-foot swimming speed, a 30-foot climbing speed, or has its walking speed increased by 10 feet. As a bonus action, the bearer can switch its current benefit for another from the above list.
Invoking this Rune. As an action, the bearer can Invoke this Rune to transform itself into a beast with a CR equal to the Rune Scribe's Savant level or lower, but otherwise using the rules of the polymorph spell. However, unlike polymorph, this transformation does not require concentration.
Virtuoso
Bending their impressive intellect toward the study of music, Virtuosos are known for the impressively complex music they write and perform. These masterful composers know how to manipulate the emotions of their listeners with themes, and, with the right sequence of notes, they can fill a listener with feelings of sorrow, anger, indifference, or absolute adoration.
Student of Music
3rd-level Virtuoso Discipline feature
You gain proficiency in Insight and Performance. Whenever you make a check with either of these proficiencies you gain a bonus to your roll equal to one roll of your Intellect Die. If you are already proficient in either skill you gain proficiency in another skill from the Savant skill list in its place.
Your intuitive understanding of musical composition and performance also grants you the benefits below:
- Whenever you would make a Performance check you can choose to use your Intelligence in place of your Charisma.
- You gain proficiency with three musical instruments.
- If you spend 1 hour practicing with a musical instrument, you are considered proficient with it. However, only one instrument can benefit from this feature at a time.
- Whenever you make an ability check that incorporates a musical instrument that you are proficient with, you can treat a roll of 9 or lower on the d20 as a 10.
Wondrous Theme
3rd-level Virtuoso Discipline feature
You have composed powerful Themes that stir the hearts of any creature that can hear them. As an action, you can begin to play this Theme, which continues until the start of your next turn, unless you choose to end it (no action required). If you are already playing your Theme, you can use a bonus action to extend its duration until the start of your next turn.
Your Theme can be heard up to 120 feet away, but it only influences creatures within 30 feet that can hear the Theme.
If one of your Theme's effects requires a creature to make a saving throw, it does so against your Intellect save DC.
While you are performing your Theme, you can use your reaction to alter its sound in the following ways:
Discordant Note
When a creature under the influence of your Theme attacks another creature you can see, you can use your reaction to subtract one roll of your Intellect Die from its attack roll.
Inspiring Tune
When a creature under the influence of your Theme takes damage from a source you can see, you can use a reaction to reduce the damage it takes by one roll of your Intellect Die.
Uplifting Melody
When a creature under the influence of your Theme makes a saving throw to resist being charmed, frightened, or stunned, you can use a reaction to have it automatically succeed.
Disarming Melody
6th-level Virtuoso Discipline feature
You have woven threads of disarming music into your Theme. If a creature under the influence of your Theme attacks you, it must succeed on a Wisdom saving throw or attack another target of its choice within range. If there isn't another target in range its attack misses. Any creature that succeeds on this saving throw is immune to this effect for 24 hours.
Additionally, whenever you use your action to begin your Theme or your bonus action to continue the Theme, you can target one creature under its influence with a burst of sound, forcing it to make a Constitution saving throw. On a failure, it takes thunder damage equal to two rolls of your Intellect Die.
Empowered Theme
10th-level Virtuoso Discipline feature
The strength and beauty of your Theme has increased, and it now affects any creature within 60 feet that can hear it.
Also, whenever you use a Wondrous Theme reaction, you can grant one creature under the influence of your Theme temporary hit points equal to your Intelligence modifier.
Master Virtuoso
15th-level Virtuoso Discipline feature
Your musical genius and the complexity of your compositions is without peer. You gain the following additional benefits:
- Creatures within range of your Theme are still considered to be under its influence, even if they cannot hear it.
- When a creature fails its saving throw against Disarming Melody it takes (additional) thunder damage equal to one roll of your Intellect Die.
Level | Proficency Bonus | Features | Intellect Die |
---|
1st | +2 | Adroit Analysis, Scholarly Pursuits, Predictive Defense, Lifelong Learner | ─ |
2nd | +2 | Genius Intellect, Sharp Mind, Sage Advice | d6 |
3rd | +2 | Academic Discipline, Expertise | d6 |
4th | +2 | Ability Score Improvement | d6 |
5th | +3 | Peerless Insights, Swift Reflexes (2) | d8 |
6th | +3 | Discipline feature | d8 |
7th | +3 | Keen Awareness | d8 |
8th | +3 | Ability Score Improvement | d8 |
9th | +4 | Predictive Expert | d8 |
10th | +4 | Discipline feature, Expertise | d8 |
11th | +4 | Unrivaled Genius | d10 |
12th | +4 | Ability Score Improvement | d10 |
13th | +5 | Swift Reflexes (3) | d10 |
14th | +5 | Unyielding Will | d10 |
15th | +5 | Discipline feature | d10 |
16th | +5 | Ability Score Improvement | d10 |
17th | +6 | Flawless Analysis | d12 |
18th | +6 | Swift Reflexes (4) | d12 |
19th | +6 | Ability Score Improvement | d12 |
20th | +6 | Incomparable Intellect | d12 |