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Punti Ferita

Dadi Vita 1d8 per livello

Competenze

INT , WIS

Savant

Livello Bonus di Competenza Caratteristiche Intellect Die
1 + 2 Adroit Analysis Scholarly Pursuits Predictive Defense 0
2 + 2 Adroit Analysis Scholarly Pursuits Predictive Defense {@dice d6}
3 + 2 Adroit Analysis Scholarly Pursuits Predictive Defense {@dice d6}
4 + 2 Adroit Analysis Scholarly Pursuits Predictive Defense {@dice d6}
5 + 3 Adroit Analysis Scholarly Pursuits Predictive Defense {@dice d8}
6 + 3 Adroit Analysis Scholarly Pursuits Predictive Defense {@dice d8}
7 + 3 Adroit Analysis Scholarly Pursuits Predictive Defense {@dice d8}
8 + 3 Adroit Analysis Scholarly Pursuits Predictive Defense {@dice d8}
9 + 4 Adroit Analysis Scholarly Pursuits Predictive Defense {@dice d8}
10 + 4 Adroit Analysis Scholarly Pursuits Predictive Defense {@dice d8}
11 + 4 Adroit Analysis Scholarly Pursuits Predictive Defense {@dice d10}
12 + 4 Adroit Analysis Scholarly Pursuits Predictive Defense {@dice d10}
13 + 5 Adroit Analysis Scholarly Pursuits Predictive Defense {@dice d10}
14 + 5 Adroit Analysis Scholarly Pursuits Predictive Defense {@dice d10}
15 + 5 Adroit Analysis Scholarly Pursuits Predictive Defense {@dice d10}
16 + 5 Adroit Analysis Scholarly Pursuits Predictive Defense {@dice d10}
17 + 6 Adroit Analysis Scholarly Pursuits Predictive Defense {@dice d12}
18 + 6 Adroit Analysis Scholarly Pursuits Predictive Defense {@dice d12}
19 + 6 Adroit Analysis Scholarly Pursuits Predictive Defense {@dice d12}
20 + 6 Adroit Analysis Scholarly Pursuits Predictive Defense {@dice d12}

Caratteristiche di Classe

Livello 1

Adroit Analysis
Scholarly Pursuits
Predictive Defense

Livello 10

Discipline Feature

Livello 11

Unrivaled Genius

Livello 12

Ability Score Improvement

Livello 13

Swift Reflexes (2)

Livello 14

Unyielding Will

Livello 15

Discipline Feature

Livello 16

Ability Score Improvement

Livello 17

Flawless Analysis

Livello 18

Swift Reflexes (3)

Livello 19

Ability Score Improvement

Livello 2

Genius Intellect
Sharp Mind

Livello 20

Incomparable Intellect

Livello 3

Academic Discipline

Livello 4

Ability Score Improvement

Livello 5

Peerless Insights
Swift Reflexes

Livello 6

Discipline Feature

Livello 7

Keen Awareness

Livello 8

Ability Score Improvement

Livello 9

Predictive Expert

Competenze

Armor

light

Weapons
Skills

Equipaggiamento Iniziale

(a) a simple weapon of your choice or (b) a shortsword.
(a) A light crossbow and 20 bolts or (b) two daggers.

Caratteristiche di Classe

Scholarly Pursuits (Level 1)

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 (Level 1)

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.

Genius Intellect (Level 2)

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

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 (Level 2)

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.

Academic Discipline (Level 3)

Choose an Academic Discipline: Archaeologist, Investigator, Naturalist, Physician, or Tactician, each of which is detailed at the end of this class. Your Discipline grants you features at 3rd level, and again when you reach 6th, 10th, and 15th level.

Ability Score Improvement (Level 4)

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 (Level 5)

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 (Level 5)

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.

Discipline Feature (Level 6)

At 6th level, you gain a feature granted by your Academic Discipline.

Keen Awareness (Level 7)

You are always prepared for danger. Beginning at 7th level, so long as you aren't incapacitated you cannot be surprised and you add your Intelligence modifier to your initiative rolls.

Also, when you roll initiative you can use Adroit Analysis to designate a creature you can see within range as your Focus.

Ability Score Improvement (Level 8)

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.

Predictive Expert (Level 9)

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.

Discipline Feature (Level 10)

At 10th level, you gain a feature granted by your Academic Discipline.

Unrivaled Genius (Level 11)

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.

Ability Score Improvement (Level 12)

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.

Swift Reflexes (2) (Level 13)

Beginning at 13th level, you have a third reaction you can take each round, but only one reaction per trigger.

Unyielding Will (Level 14)

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.

Discipline Feature (Level 15)

At 15th level, you gain a feature granted by your Academic Discipline.

Ability Score Improvement (Level 16)

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.

Flawless Analysis (Level 17)

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.

Swift Reflexes (3) (Level 18)

Beginning at 18th level, you have a fourth reaction you can take each round, but only one reaction per trigger.

Ability Score Improvement (Level 19)

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.

Incomparable Intellect (Level 20)

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.

Multiclasse

Requisiti Multiclasse

{"int":13}

Competenze Ottenute

Armor light
Skills Choose Scegli 1 da Arcana, History, Insight, Investigation, Medicine, Nature, Persuasion, Religion
Toolproficiencies Anyartisanstool: 1
Tools An Artisan's Tools of your choice

Sottoclassi

Caratteristiche Sottoclasse

Archaeologist

Archaeologist (Level 3)

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

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

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 (Level 6)

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 (Level 10)

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 (Level 15)

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.

Culinarian

Culinarian (Level 3)

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

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.

Adventurer's Cook Book

You have begun to compile a Cook Book containing the exotic and wondrous Recipes you create 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 (Level 6)

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 (Level 10)

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 (Level 15)

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.

Investigator

Investigator (Level 3)

Excelling at unraveling mysteries, conspiracies, and secrets, Investigators possess an uncanny ability to read the intent of others. They often spend their lives working to thwart those who deceive the innocent and take advantage of the common trust. Their considerable minds and eye for the truth stand in the way of thieves, shapeshifters, and corrupt politicians.

Student of Truth

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

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 (Level 6)

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 (Level 6)

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 (Level 10)

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 (Level 15)

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.

Mentor

Mentor (Level 3)

The savants known as Mentors 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 Life

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

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 (Level 6)

You can target two creatures, instead of just one, whenever you use an action on your turn to take the Help action.

Soothing Presence (Level 6)

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 (Level 10)

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 (Level 15)

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.

Naturalist

Naturalist (Level 3)

The Naturalist's classroom begins at the edges of civilization. They study the natural balance of ecosystems and will go to any lengths to maintain that balance. A true Naturalist is a protector of the wild and an expert at predicting the weather, identifying toxic and medicinal plants, and tracking animals.

Student of Nature

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

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.

Wilderness Guide (Level 6)

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 (Level 10)

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 (Level 10)

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 (Level 15)

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.

Orator

Orator (Level 3)

Orators are true masters of linguistics and the spoken word. These wordsmiths use nothing but their wit and mastery of rhetoric to rebuff their foes and empower their allies. With utmost confidence, they stride boldly into hostile situations, confident that they can win anyone with their eloquence.

Unlike others who rely on their charm to cajole, Orators are able to embolden their allies and win over their foes with nothing but well-reasoned logic and convincing rhetoric.

Student of Logic

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

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 (Level 6)

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 (Level 10)

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 (Level 15)

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

Philosopher (Level 3)

Philosophy is considered by many to be the purest Discipline a savant can pursue. They expend their genius pondering the deep questions of existence; the purpose of life, the nature of the planes, and the relationship between mortals and gods. Through the study of the multiverse, Philosophers try to perfect their knowledge of the multiverse.

Student of Thought

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

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.

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.

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.

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.

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 (Level 6)

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 (Level 10)

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.

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.

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.

Master Philosopher (Level 15)

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).

Physician

Physician (Level 3)

Physicians use their considerable intellect to heal the sick and tend to the wounded. They spend their life studying anatomy and the inner workings of mortal creatures, and use this knowledge to keep their allies in top shape. Using their medical training, they offer aid to those who don't have access to the luxury of divine or arcane healing magic.

Student of Medicine

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

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 (Level 6)

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 (Level 10)

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 (Level 15)

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.

Rune Scribe

Rune Scribe (Level 3)

Legends say that rune magic is the most ancient arcane art to be mastered by mortals. Savants who dedicate their lives to the study of these Runes are known as Rune Scribes. They learn all they can about these ancient sigils that embody the fundamental magic of creation. The magic of Runes is rarely used, and jealously guarded by those who can wield its power.

Student of Runes

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.

Runes of Power

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 Runes

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 Modifier

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:

Rune

Elder Magicks (Level 6)

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 (Level 10)

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 (Level 15)

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.

Tactician

Tactician (Level 3)

All successful monarchs, conquerors, and revolutions have a master strategist that is responsible for their success in war. Known as Tacticians, these intelligent leaders are always one step ahead of their foes and have a plan for every eventuality. They know the strategies that lead to victory, and those that end in ruin. Alone, a Tactician is no threat, but with powerful allies, they become a force capable of toppling an empire.

Student of War

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

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 (Level 6)

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 (Level 10)

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 (Level 15)

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).

Virtuoso

Virtuoso (Level 3)

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

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

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 (Level 6)

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 (Level 10)

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 (Level 15)

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.