Difference between revisions of "Savant (5A)"
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===Extra Attack === | ===Extra Attack === | ||
− | Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack | + | Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 13th level in this class. |
===Intelligent Caution === | ===Intelligent Caution === |
Revision as of 11:11, 8 September 2022
Starfox's 5th Edition Fan Page |
Source: En5ider #246, #250. Writing Jeremiah McCoy.
Then there’s the evidence of demonic incursions in the Duke’s cellars. When his manservant was questioned we were told that the Duke had arrived at sundown yet all signs indicated that he died hours earlier. This would suggest a shapechanger or possibly an illusion, making the Duke’s son—a known mage—a possible suspect. However when speaking with the servant I noticed something peculiar: his use of the local dialect is commensurate yet his accent and idioms suggest another region entirely. Far be it from me to judge someone based on their nationality, but the corresponding cultures to that flavor of speech are infamous for a kindness towards cults of the Abyssal Lords. Add into that the slight yellowing of his hand from the use of sulfur, his curious aversion to our cleric, and it became clear he was the infernalist. A mystery solved but not the last—for he is not the murderer!”
Savants are first and foremost experts, unique even when compared to arcane or divine sages. Brilliant detectives, iconic martial artists, and adventurous physicians are counted among their number, each utilizing brilliance where others rely on magic or brute power. For a savant, saving the day means turning leverage and knowledge into weaponry.
Knowledge Over Magic
A wizard knows the right formulas, incantations, and positions to access mystical forces, sorcerers know how to pull the raw power of their blood, and clerics understand the will of their gods and how to appeal to them for aid. The savant is also drawing power from knowledge but in a different way and while their “magic” is less showy, it is frighteningly effective in its application.
Creating A Savant
The first decision when making a savant is deciding why they’ve chosen the intellectual arts over martial or magical disciplines. Were they singled out in their youth for being physically slight and had to rely on their cunning? Are they heir to a dynasty known for the sharpness of their fine minds? Have they been taught at all or did they become a savant by way of self-discovery? Once you’ve determined your savant’s circumstances, you can choose their aptitude. Those who pursue the path of an Adversary understand force, the movement of bodies, how they react to certain pressures, and where to precisely apply that force. Chirurgeons understand the body like few others, knowing comprehensively what different potions do, how to relieve pain, and how to cure the sick. A Coordinator understands people in a way deeper than intuition could ever reveal, seeing thousands of subtle hints other might miss.
Brains Over Brawn
There are many kinds of heroes in myths and in legends— some are strong, others brave or righteous, and a rare few are heroic by virtue of their cunning. The savant is the ultimate example of the smart and clever hero. They are supremely intelligent and approach their adventuring life in that context: instead of brute force, a savant applies their understanding of force to achieve the right results.
Quick Build
Quickly building a savant is a simple affair. Your highest ability score should be Intelligence, followed by Dexterity. Your next highest ability score should be Constitution. Choose the Adversary aptitude and for your Fighting Style pick Smart Defense. When selecting your starting equipment, choose a rapier, hand crossbow, and tinker’s tools. For skills, pick Investigation and Perception.
Class Profile
Hit Points
- Hit Dice: 1d8 per savant level
- 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
Proficiencies
- Armor: None
- Weapons: Simple weapons, hand crossbows, improvised weapons, rapiers
- Tools: Choose either alchemist’s supplies or tinker’s tools
- Saving Throws: Dexterity, Intelligence
- Skills: Choose two from Arcana, History, Investigation, Perception, and Sleight of Hand
Equipment
You start with the following equipment, in addition to the equipment granted by your background.
- a set of traveler’s clothes or common clothes
- a scholar’s pack
- (a) a simple melee weapon or (b) a rapier
- (a) a simple ranged weapon or (b) a hand crossbow and 10 bolts
- (a) alchemist’s supplies or (b) tinker’s tools
Multiclassing
Prerequisite: Intelligence 13
Proficiencies Gained: Improvised weapons and choose either Alchemist’s Supplies or Tinker’s Tools
CLASS FEATURES
As a savant, you gain the following class features.
Aptitude
Your aptitude defines what kind of savant you are. Choose either Adversary, Chirurgeon, or Coordinator. Your aptitude gives you unique features at 1st level and again at 2nd, 6th, 11th, 14th, and 17th level.
Versatile Defense
You constantly analyze combat situations to improve your defensive posture, reacting with trained reflexes to guide attacks away from yourself. Beginning at 1st level, while you are wearing no armor and have one hand free, your AC equals 10 + your Dexterity modifier + your Intelligence modifier. You can use a shield and still gain this benefit, but while blinded you cannot use Versatile Defense.
Analyzed Need
At 2nd level, when you finish a short or long rest you can choose a skill. When making an ability check using that skill, you use Intelligence instead of the ability score it normally uses.
Savant Tricks
At 3rd level, you can use a bonus action to prepare a trick. A trick is prepared until you use it. You can only have one trick prepared at ti me. Once you use the trick, you can prepare another trick in the same manner. You know a number of tricks equal to your Intelligence modifi er. Some of your tricks require your target to make a saving throw to resist its effects. The saving throw DC is calculated as follows:
- Trick save DC = 8 + your proficiency bonus + your Intelligence modifier
Additionally, when you gain a level in this class, you can choose to replace the tricks you know with other tricks.
Disarming Flourish. When you hit a creature with a melee weapon attack, you can activate this trick to force the target to drop an item in their hand, such as a weapon. The target makes a Strength saving throw with advantage and on a failure, it drops one held item of your choice.
Diversion. On your turn, make a Charisma (Deception) check opposed by the target’s passive Insight. On a success, the target’s attention is drawn to your hand and it has disadvantage on the next attack roll it makes before the start of your next turn.
Draw Out. When you hit a creature with a melee weapon attack, you can use a bonus acti on to activate this trick. The target makes an Intelligence saving throw or reacts to strike from you that never comes. As long as you remain within the target’s reach, until the start of your next turn it cannot EN World EN5ider | Savant: Basic take the Attack acti on against anyone but you. Aft er you have used this trick against a target, until the end of combat it has advantage on saving throws to resist Draw Out.
Grounded Reason. You can use your reaction to reroll a Dexterity saving throw that you fail. If you do so, you must use the new roll.
Guiding Steps. When you hit a Large-sized or smaller creature with a melee weapon attack, the target makes a Dexterity saving throw with advantage. On a failure, it is moved up to 10 feet in a direction of your choice.
Off -Balance. When you hit a creature with a melee weapon attack, instead of dealing damage you use a series of pulls, shoves, and strikes to put the creature off -balance. Until the end of your next turn, the target moves at half speed and has disadvantage on ability checks.
Redirect. When you are hit with a melee weapon attack, you can use your reaction to force the attacker to make an Intelligence saving throw. On a failure, you take no damage and the attack strikes another creature within 5 feet. A Huge-sized or larger target has advantage on the saving throw. Once you have used this trick against a target, until the end of combat that target has advantage on its saving throw to resist Redirect.
Sidestep. When you are targeted by a spell or weapon attack, you can use your reaction to make a Dexterity check against the opponent’s attack roll. On a success, you take no damage from the spell or attack. Once you have used this trick against a target, until the end of combat you have disadvantage on checks to Sidestep that target.
Sweeping Stride. You cannot activate this trick without moving at least 10 feet and traveling through a square adjacent to a creature of Large size or smaller. The target must succeed on a Dexterity saving throw with advantage or be knocked prone. On a success, your movement ends in a square adjacent to the target.
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 you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 13th level in this class.
Intelligent Caution
At 7th level, when you make a saving throw against a spell or effect that deals damage, you can use your reaction to make an Intelligence saving throw instead. On a success, you take no damage. You can use this feature a number of times equal to your proficiency bonus. Expended uses are recharged at the end of a long rest.
Focused Defense
Starti ng at 9th level, when you are facing more than one enemy you’re able to use them against each other. As long as there’s more than one enemy within 30 feet, you can use a bonus acti on to choose a creature within range. Until the end of your next turn, it has disadvantage on attack rolls against you.
More Tricks
At 10th level, you can hold a second trick in reserve. You still require a bonus action to prepare a trick. In addition, you learn two more tricks of your choice.
Clockwork Mind
At 15th level your mind is so ordered and controlled that is harder to influence. You gain proficiency in Wisdom saving throws.
Mindful Soul
At 18th level, your keen mind becomes an asset against all types of obstacles. You have advantage on saving throws against spells and other magical effects.
Ultimate Schema
At 20th level, your mental capabilities transcend the normal limitations mortal minds face. You have advantage on all Intelligence checks and saving throws.
APTITUDES
Aptitudes are the different paths of expertise pursued by savants, each a unique focus with its own range of abilities. The choice the savant makes here oft en affects the role they serve in their adventures. The Chirurgeon and Coordinator aptitudes appear in EN5ider – Savant: Advanced.
Adversary
I can’t let you do that,” said the small, unassuming fellow, brushing back his thin hair and wrapping one hand about the top of his walking stick as the brutes turn to face him, their would-be victim dangling in the air. One of the hobgoblins lashes out with an axe but misses, the short man pushing the weapon’s haft ever so slightly and leaning slightly to the side. The next thug stabs in a vicious thrust but his target steps to the right, lashing out with a cane to strike the attacker’s knee and diverting the assault into the hobgoblin holding the victim aloft. As they look upon him with new regard the little man squares himself once more and nonchalantly asks, “shall we begin?”
The focus of combat is oft en geared towards the use of maximum force but these savants approach fighting from a different mindset, seeking to control a battle through the correct application of force instead. Rather than try to overpower an opponent they maneuver them into a perilous position by way of a superior intellect. As an Adversary you are a master of violence. Whether you choose to do that up close or at range, you are as eff ective as any standard warrior and what’s more, because of your subtleties you are easily underestimated.
Bonus Proficiencies
When you choose this aptitude at 1st level, you gain proficiency with martial weapons as well as light and medium armor. In addition, you can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes, and you can roll a d4 in place of the normal damage of your unarmed strike.
Fighting Style
At 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Smart Defense
While you are wearing armor, you gain a +1 bonus to AC. In addition, while wearing light armor if you have one hand free, you gain a bonus to AC equal to your Intelligence modifier (up to a maximum no higher than your proficiency bonus). Alternatively, while wearing medium armor, you may use Intelligence instead of Dexterity when calculating AC.
Studied Target
At 2nd level, you can spend an action and bonus action studying a creature. For the next minute, you gain a +1 bonus to weapon damage rolls, attack rolls, and ability checks made against the target. You may only have one Studied Target at a time. This bonus increases to +2 when you reach 10th level in this class, and again to +3 at 20th level.
Adversary Tricks
These tricks are only available to Adversaries.
Accurate Strike. When you make a weapon attack against a creature you can see, your proficiency bonus is doubled for the attack roll.
Blinding Strike. When you hit a creature with a weapon attack, instead of dealing damage the target is blinded until the start of your next turn.
Marksman’s Interruption. You can use your reaction to make a ranged weapon attack against a creature you can see. On a successful hit, instead of dealing damage the target’s speed is reduced by half until the start of its next turn as your attack disrupts its movement. Alternatively, you can use this trick while taking the Attack action with a ranged weapon. If you do, on a successful hit you also deal damage.
Tangled Dance. You can use a bonus action to activate this trick. Until the end of your next turn, your AC increases by 1 for each creature within 5 feet of you (to a maximum bonus equal to your Intelligence modifier).
Brains Over Brawn
Starting at 6th level, you can use Intelligence instead of Strength or Dexterity for attack and damage rolls using weapons.
Tacticia
Also at 6th level, you gain a pool of 4d6 tactica dice to deal extra damage with weapon attacks. When you hit a creature with a weapon attack on your turn, you can use a bonus action to apply one or more tactica dice. Damage from tactica dice does not double on a critical hit. When you spend a tactica die, it is unavailable until you finish a short or long rest, during which you practice your techniques. You must spend at least 30 minutes of the rest practicing to regain your tactica dice. Your tactica dice change when you reach certain levels in this class. The dice become 5d8 at 9th level, 5d10 at 13th level, and 5d12 at 18th level.
Exploit The Patterns
At 11th level, as a bonus action, you can choose a creature you can see within 30 feet and make a Wisdom (Perception) against a DC equal to its CR + 5. On a success, the next ti me you hit the target with a weapon attack you can impose one of the following effects:
- Until the end of its next turn, the target’s AC is reduced by an amount equal to half your proficiency bonus.
- Your attack ignores damage resistances.
- Until the end of its next turn, any attacks the target makes against you take a penalty to damage equal to your proficiency bonus.
Subject Mastery
At 14th level, choose one weapon you are proficient with. Your attacks with this weapon score a criti cal hit on a roll of 18–20.
Disable
At 17th level, you learn how to immobilize an enemy. Once per turn when you have advantage on your attack roll and hit a creature of Large size or smaller with a melee weapon attack, you can force it to make a Constitution saving throw. On a failure, the target is paralyzed for a number of rounds equal to your Intelligence modifier. At the end of each of its turns, the target can make a Constituti on saving throw, ending the effect on itself on a success.
Chirurgeon
The tiny needle slid into the wizard’s gut as the chirurgeon gently slapped his face. “What in the hells?!,” cried the mage. “Why are you sticking a needle in me?” “Because you were dead and I needed to reset your humors to bring you back,” she replies with an unnerving calm. “I was dead?” he asks, aghast. “Yes.” The chirurgeon answers, a bit frustrated. “Well, only temporarily.” Rubbing at his temples, the mage continues, “and you brought me back...from the dead?” “A little, yes.” She gestures behind her with one thumb. “Now try and keep up. The others are trying to kill that lich by themselves and it is not going well.”
Knowledge of the body is often considered arcane— the odd relationship of natural humors, the importance of different organs to various functions, and even the correct use of herbs can seem like a magic. When clerics can use the power of gods to heal however it is not of enormous importance, yet still the study of the body calls to some people. These savants want an understanding of life beyond the positive effects spells can have, taking to wandering battlefields or back alleys in search of suffering to heal with nothing more than their hands and the right bits of knowledge. As a Chirurgeon your role is primarily that of a healer, and though you have access to poisons and other forms of attack your abilities primarily focus on keeping your allies alive.
Bonus Proficiencies
When you choose this aptitude at 1st level, you gain proficiency with Medicine and the poisoner’s kit.
Knowledge of the Form
At 1st level, your knowledge of the body and its functioning eclipses that of most simple healers. Your proficiency bonus is doubled for all Wisdom (Medicine) checks. In addition, you can use Intelligence instead of Wisdom when making a check that uses Medicine.
Chirurgy
At 2nd level, you have a small collection of tools and superior medical know-how you can use to tremendous effect. You gain a pool of 4d4 chirurgy dice. You can use an action to spend one or more chirurgy dice and heal a creature you touch with your tools. For each chirurgy die you spend, the creature regains hit points equal to 1d4 + your Intelligence modifier. When you spend a chirurgy die, it is unavailable until you finish a short or long rest. Your chirurgy dice change when you reach certain levels in this class. The dice become 5d4 at 7th level, 6d4 at 10th level, 7d6 at 13th level, 8d6 at 16th chirurgy 9d6 at 19th level.
Chirurgeon Tricks
These tricks are only available to Chirurgeons.
Always With a Tonic. You can use a bonus action to activate this trick, administering a potion to an adjacent ally.
Exhausting the Body. When you hit a creature with a weapon attack, instead of dealing damage you can give the target one level of exhaustion for 1 minute. On a critical hit, the target gains two levels of exhaustion instead. You cannot use this trick to give a target exhaustion more than once between short rests.
Relief to the Suffering. You can use your action to activate this trick. If you do, one ally you can see can use their reaction to take the Disengage action and move up to their speed.
Chirurgeon’s Care
At 2nd level, you can optimize the effects of a short rest. You and any friendly creatures that take a short rest with you regain an additional amount of hit points equal to your proficiency bonus + your Intelligence modifier. In addition, you can choose one creature taking a short or long rest with you. Using the right combination of herbs and pressure points, you remove a level of exhaustion from the target.
Study Of Suffering
At 6th level, you can identify maladies and rout them from a creature. Identifying a disease or poison requires a successful DC 15 Medicine (Wisdom) check (at the GM’s discretion, more obscure maladies may have a higher DC). Once you know disease or poison, if it isn’t magical you can use a bonus action to give the afflicted creature a new saving throw to resist it. A creature can only benefit from Study of Suffering once per disease or poison.
Superior Chirurgy
At 11th level, your chirurgy dice change to d6s instead of d4s.
Exposure Immunity
At 14th level, countless minor exposures to toxins of all kinds have made you immune to disease and poison. You can still be affected by magical poisons or diseases, such as lycanthropy or mummy rot. In addition, you can use your reaction to apply poison to a weapon. You may choose to do so after hitting a creature but before damage is dealt.
Resuscitate
Also at 14th level, you can revive the dead if you reach them soon enough. You can spend an action touching a creature that has died within the last 2 minutes, making a DC 25 Wisdom (Medicine) check. On a success, the creature returns to life with 1 hit point. A creature can only benefit from Resuscitate once between long rests.
Superior Physician
At 17th level, you can use a bonus action to touch a creature. The creature regains hit points equal to 1d8 + your Intelligence modifier.
Uncanny Immunity
Also at 17th level, you become immune to magical diseases and poisons.
Coordinator
Coordinators are exemplars of the notion that knowledge is power. They use their cunning to aid in endeavors—sometimes by solving mysteries and other times more militantly as they help allies to find a foe’s weaknesses. These savants are skilled experts who use their knowledge to guide people. While their talents might seem magical, Coordinators need no incantations to achieve the seemingly impossible. As a Coordinator you are best at supporting teammates, using your abilities to make your companions more effective. That’s not all you do though, and between your superior deductive reasoning and broad base of knowledge you’re quite a sleuth as well.
Bonus Proficiencies
When you choose this aptitude at 1st level, you gain proficiency with Insight, Persuasion, and thieves’ tools. In addition, you learn two languages.
Expertise
At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and a tool kit proficiency. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 7th level, you can choose two more of your proficiencies to gain this benefit.
Informed Coordinator
At 2nd level, you can use a bonus action to give an ally a bonus to their next d20 roll equal to your proficiency bonus. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a short or long rest.
Coordinator Tricks
These tricks are only available to Coordinators.
Coordinating the Attack. When you hit a creature with a weapon attack, instead of dealing damage you reposition your target and leave it vulnerable. An ally within reach of the target can use their reaction to attack it with advantage, dealing 1d6 extra damage on a successful hit.
Precipitous Rescue. You can activate this trick as a reaction when an ally within 5 feet of you fails a saving throw. If you do so, the ally may reroll their saving throw but must use the new roll.
Prepared Partner. As a reaction when you are targeted by a spell or weapon attack, you can switch places with a willing ally that is adjacent to you. After you have switched places, the attack resolves normally (targeting the ally’s AC and dealing damage to them if it hits).
Languages
At 6th level, you learn two languages. In addition, you gain advantage on ability checks made to decipher codes and hidden messages.
Superior Deduction
Also at 6th level, you can spend 1 minute observing a creature to make a Wisdom (Perception) check against a DC equal to the target’s CR + 5. On a success, the GM reveals up to three of the following pieces of information (or other relevant details at their discretion). If you succeed the check by 5 or more, you choose the categories instead.
- One part of the target’s alignment (if it is chaotic, neutral, lawful, good, or evil)
- If the target is disguised
- If the target is armed
- If the target is under the effects of spell
- What language the target speaks
- If the target has a native terrain and the type of that terrain
Combat Deductions
At 11th level, you can use a bonus action to quickly observe a creature and make an Intelligence (Investigation) check against a DC equal to CR + 5. On a success, the GM reveals up to three of the following pieces of information. If you succeed the check by 5 or more, you choose the categories instead.
- Armor class
- Vulnerabilities
- Damage Resistances
- Damage Immunities
- Condition Immunities
- Whether the target has lair or legendary actions
- Weakest saving throw
- Highest ability score
Languages
Also at 11th level, you learn two languages. In addition, your skill and breadth of knowledge allows you to see the commonalities of all languages. By spending 10 minutes studying you can make a DC 15 Intelligence check to translate any script, even if you cannot recognize the language it is written in.
Observations In Darkness
At 14th level, you do not have disadvantage when attacking invisible targets and creatures do not gain any benefit from cover against your attacks unless they have total cover.
Intellect Over Luck
At 17th level, you never have disadvantage. You still have to roll a die normally, and you can still have advantage on a check cancelled by an effect that applies disadvantage, but you cannot be forced to make a roll with disadvantage.