Livspoeng
Kyndigheter
Savant
| Niva | Dyktighetsbonus | Egenskaper | Intellect Die |
|---|---|---|---|
| 1 | + 2 | Adroit Analysis Perfect Recall Unarmored Defense | - |
| 2 | + 2 | Adroit Analysis Perfect Recall Unarmored Defense | 1d4 |
| 3 | + 2 | Adroit Analysis Perfect Recall Unarmored Defense | 1d4 |
| 4 | + 2 | Adroit Analysis Perfect Recall Unarmored Defense | 1d4 |
| 5 | + 3 | Adroit Analysis Perfect Recall Unarmored Defense | 1d6 |
| 6 | + 3 | Adroit Analysis Perfect Recall Unarmored Defense | 1d6 |
| 7 | + 3 | Adroit Analysis Perfect Recall Unarmored Defense | 1d6 |
| 8 | + 3 | Adroit Analysis Perfect Recall Unarmored Defense | 1d6 |
| 9 | + 4 | Adroit Analysis Perfect Recall Unarmored Defense | 1d6 |
| 10 | + 4 | Adroit Analysis Perfect Recall Unarmored Defense | 1d8 |
| 11 | + 4 | Adroit Analysis Perfect Recall Unarmored Defense | 1d8 |
| 12 | + 4 | Adroit Analysis Perfect Recall Unarmored Defense | 1d8 |
| 13 | + 5 | Adroit Analysis Perfect Recall Unarmored Defense | 1d8 |
| 14 | + 5 | Adroit Analysis Perfect Recall Unarmored Defense | 1d8 |
| 15 | + 5 | Adroit Analysis Perfect Recall Unarmored Defense | 1d10 |
| 16 | + 5 | Adroit Analysis Perfect Recall Unarmored Defense | 1d10 |
| 17 | + 6 | Adroit Analysis Perfect Recall Unarmored Defense | 1d10 |
| 18 | + 6 | Adroit Analysis Perfect Recall Unarmored Defense | 1d10 |
| 19 | + 6 | Adroit Analysis Perfect Recall Unarmored Defense | 1d10 |
| 20 | + 6 | Adroit Analysis Perfect Recall Unarmored Defense | 1d12 |
Klasseegenskaper
Niva 1
Niva 11
Niva 12
Niva 13
Niva 14
Niva 16
Niva 17
Niva 18
Niva 19
Niva 2
Niva 20
Niva 3
Niva 4
Niva 5
Niva 6
Niva 7
Niva 8
Niva 9
Startutstyr
Klasseegenskaper
Adroit Analysis (Level 1)
Starting at 1st level, you can quickly analyze a foe's strengths and weaknesses. As a bonus action, you can Mark a creature you can see within 60 feet, gaining the following benefits for 1 minute or until you Mark another creature:
You can use Intelligence, in place of Strength or Dexterity, for your attack and damage rolls against that creature.
If you hit the creature with an attack, or observe it for 1 minute, you learn one of the following characteristics of your choice: Armor Class, speed, one ability score, one of its senses, its maximum hit points, or its creature type.
You have advantage on any Intelligence or Wisdom-based ability checks you make to analyze the creature.
You can also use a bonus action to make an ability check using any Intelligence or Wisdom skill proficiency you have.
Perfect Recall (Level 1)
You can recall picture-perfect details from things you commit to memory. Starting at 1st level, if you spend at least 1 minute observing something, you can recall any information about it, at any point in the future, without requiring an ability check.
Unarmored Defense (Level 1)
Your observant style of fighting allows you to anticipate and dodge attacks. Starting at 1st level, when you are not wearing any armor or wielding a shield, your Armor Class is equal to 10 + your Dexterity modifier + your Intelligence modifier.
Intellect Dice (Level 2)
At 2nd level, you gain a pool of Intellect Dice which represent your mental stamina. Whenever you make an ability check or saving throw that uses Intelligence, Wisdom, or Charisma, you can expend one of these Dice and add it to your roll. You can do so after you roll, but before you know if you succeed or fail. You have a total number of Intellect Dice equal to your Intelligence modifier + your Wisdom modifier, and you regain all expended Dice when you finish a short or long rest.
Your Intellect Dice begin as d4s, and increase in size as you gain levels in this class, as indicated in the Savant table.
Potent Observation (Level 2)
Starting at 2nd level, you can highlight your foe's weak points for your allies. As a reaction when a creature you can see hits the target of Adroit Analysis with an attack, you can increase the attack's damage by an amount equal to your Intellect Die.
When you reach 5th level, any attack that you make against the target of your Adroit Analysis can trigger this reaction.
Beginning at 11th level, this reaction increases the damage of the triggering attack by two rolls of your Intellect Die.
Academic Discipline (Level 3)
At 3rd level, choose your 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 at 6th, 13th, and 17th 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.
Accelerated Reflexes (2) (Level 5)
The speed at which you react to stimuli is incredible. Starting at 5th level, so long as you are not surprised, you add your Intelligence modifier (minimum of +1) to your initiative rolls.
You also gain one additional reaction you can take each round. A single effect can only trigger one of your reactions.
When you reach 17th level, your reflexes increase again, allowing you another reaction per round (for a total of 3).
Expert Student (Level 5)
Your ability to learn and retain new abilities and languages is beyond compare. Beginning at 5th level, each time you finish a long rest, you can choose to learn one additional language, or gain proficiency in one tool, skill, or weapon of your choice, as long as there is an example for you to learn from (such as a willing teacher with that proficiency, a manual, or a book in a different language). You can only learn one new proficiency or language from this feature per long rest.
You can use this feature to learn a total number of extra proficiencies and languages equal to your proficiency bonus. If you learn another language or proficiency while you are at your maximum, you must choose one language or proficiency you gained through this feature forget, as your mind can only remember so many hastily learned skills and abilities at once. When you replace a language or proficiency you immediately lose any skill or knowledge of it.
When you reach 10th level in this class, you can learn a language or proficiency at the end of each short or long rest.
Academic Discipline Feature (Level 6)
At 6th level you gain a feature granted by your Academic Discipline.
Keen Awareness (Level 7)
You can react to danger at a moment's notice. Starting at 7th level, you cannot be surprised unless you are incapacitated.
In addition, when you roll initiative, you can use Adroit Analysis to Mark a creature you can see within 60 feet.
Ability Score Improvement (Level 8)
When you reach 8th 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.
If your DM allows the use of feats, you may instead take a feat.
Expert Educator (Level 9)
Starting at 9th level, your ability to educate others is peerless. During a long rest, you choose a number of creatures that can hear you equal to your Intelligence modifier, and one tool, skill, or weapon proficiency, or one language you know. The creatures gain that proficiency or learn to understand and speak that language until the end of your next long rest.
Flawless Observation (Level 11)
Starting at 11th level, you can use Potent Observation when a creature hits another creature you can see with a weapon attack, even if the target is not marked by Adroit Analysis.
Also, if you use Potent Observation to increase the damage against the creature marked by your Adroit Analysis you add your Intelligence modifier (minimum of +1) to the damage.
Ability Score Improvement (Level 12)
When you reach 12th 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.
If your DM allows the use of feats, you may instead take a feat.
Academic Discipline Feature (Level 13)
At 13th level you gain a feature granted by your Academic Discipline.
Unyielding Will (Level 14)
Starting at 14th level, when you fail a saving throw to resist being charmed, frightened, or stunned, you can expend an Intellect Die to automatically succeed instead.
Additionally, when you roll initiative with no Intellect Dice remaining, you instantly regain one expended Intellect Die.
Ability Score Improvement (Level 16)
When you reach 16th 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.
If your DM allows the use of feats, you may instead take a feat.
Academic Discipline Feature (Level 17)
At 17th level you gain a feature granted by your Academic Discipline.
Accelerated Reflexes (3) (Level 17)
Upon reaching 17th level, your reflexes increase again, allowing you another reaction per round (for a total of 3).
Profound Insight (Level 18)
You can predict attacks before they come to pass. Starting at 18th level, any creature marked by your Adroit Analysis has disadvantage on attack rolls they make against you, and you have advantage on any saving throw they force you to make.
Ability Score Improvement (Level 19)
When you reach 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.
If your DM allows the use of feats, you may instead take a feat.
Undisputed Genius (Level 20)
Upon reaching 20th level, you realize the true genius-level potential of your mind. Your Intelligence and Wisdom scores increase by 4. Your maximum for those scores is now 24.
Multiklassing
Multiklassekrav
{"int":13}
Oppnådde Kyndigheter
Underklasser
Underklasse-egenskaper
Archaeologist
Archaeologist (Level 3)
Specializing in the study of forgotten civilizations, ancient places, and uncharted lands, 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 forgotten, they tend to feel a sad kinship with the civilizations they study and go to great lengths not to destroy or offend their memory. For an Archaeologist, the best way to improve the present is to learn from both the mistakes and innovations of the past.
Student of History
When you join this Academic Discipline at 3rd level, you gain proficiency in History and Investigation, and your proficiency bonus is doubled for any check you make with these skills. If you are already proficient in either skill you gain proficiency in another skill of your choice from the savant skill list.
Also, if you spend 1 minute examining an object you are holding, you can ascertain its value, its civilization of origin, and its approximate age. If it has any magical properties, you learn of them as if you had cast identify targeting the object.
Adventuring Academic
The places you explore have honed your survival instincts and given you special insight into the workings of ancient magic items. At 3rd level, you gain the following benefits:
You gain proficiency with whips and improvised weapons.
You gain a climbing speed equal to your walking speed.
When you make an ability check or saving throw that uses your Dexterity, you can add an Intellect Die to your roll.
You can expend a use of Expert Student to ignore a class, race, or alignment restriction to attune to a magic item.
You can use a bonus action on your turn to use a magic item that normally takes an action to use.
Daring Determination (Level 6)
You are well acquainted with dangerous situations. Starting at 6th level, the target of your Adroit Analysis cannot target you with opportunity attacks. Also, when a creature targets you with an opportunity attack, you can use your reaction to impose disadvantage on its attack roll.
In addition, when you are forced to make a saving throw to resist the effects of a trap, you gain a bonus to your roll equal to your Intelligence modifier (minimum of +1). If a trap allows you to take only half damage on a success, you instead take no damage if you succeed, and only half damage if you fail.
Lore Master (Level 13)
You study every myth, legend, and folk tale you find, knowing that each story is based on a grain of truth. Starting at 13th level, if you observe a person, place, or object for at least 1 hour, you can mystically recall information about the target as if you had cast legend lore on it. The target does not need to be of legendary importance for you to gain information.
Starting at 17th level, you only need to observe a person, place, or object for 1 minute in order to use this feature.
Master Archaeologist (Level 17)
Your exposure to the magical effects has caused you to develop an innate arcane ward. At 17th level, you gain resistance to damage from spells and magical effects.
Also, once per day when you finish a short rest, you can cause one magic item to regain all of its expended charges.
Culinarian
Culinarian (Level 3)
The savants known as Culinarians put their great intellects to work in the science of food and drink. Ever the adventurers, 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
When you adopt this Academic Discipline at 3rd level, you gain proficiency in Nature and with cook's utensils, and you add double your proficiency bonus to any checks you make with either proficiency. If you're already proficient in Nature, you gain proficiency in another skill from the savant skill list.
In addition, if you have access to your cook's utensils and ingredients to cook with, any creature that spends at least 1 Hit Die to regain their hit points during a short rest with you regains additional hit points equal to your Intellect Die.
Adventurer's Cook Book
At 3rd level, you begin to compile a Cook Book of the Recipes you have learned during the course of your adventures.
Adding a Recipe
As an action, you can harvest a sample from a creature that died within the last minute and preserve it to create a Recipe. Over the course of 1 hour, which can be during a short or long rest, you can use cook's utensils and a sample to create a new Recipe based on the creature type of the sample from the list at the end of this Discipline.
Preparing a Morsel
At the end of a short or long rest, you can expend any number of Intellect Dice, preparing a Morsel for each Intellect Die you expend. Each Morsel you prepare has the properties of one of the Recipes you currently have in your Cook Book. You do not need to have ingredients from a Recipe's creature type to prepare a Morsel from that Recipe.
Any Morsels you prepare lose their potency at the end of your next short or long rest and become inedible.
Serving Morsels
As an action, a creature can eat a Morsel you have prepared, or feed it to a conscious willing creature within its reach. A creature that eats a Morsel gains the benefits of the Morsel as detailed in its Recipe. A creature can only benefit from one Morsel at a time. Eating a Morsel instantly ends any previous Morsel benefits a creature has.
Replacing Your Cook Book
Should your Cook Book be lost or destroyed, you must reacquire fresh samples of each creature type in order to recreate any Recipes you knew.
You can create a copy of your Cook Book by spending an hour copying each Recipe contained within the Cook Book.
Creating Your Own Recipes
Part of the genius of a Culinarian is the creation of custom signature Recipes. If you have an idea for a Recipe based on a creature type that isn't included here, work with your DM to design a suitable effect based on the abilities of a creature of that type.
Whatever Recipe you design, its effects should last for 1 hour and should be equal in power to the other Recipes a Culinarian can learn at that level.
A Cut Above (Level 6)
Beginning at 6th level, you can expend an Intellect Die as an action to create a Morsel from your Cook Book. Morsels you prepare this way have their duration reduced to 10 minutes.
In addition, when you use your action to eat a Morsel, feed a Morsel to another creature, harvest a sample, or prepare a Morsel, you can make a weapon attack as a bonus action.
Improved Recipes (Level 13)
Your Recipes invigorate your allies along with their normal benefits. Starting at 13th level, creatures that eat one of your Morsels gain temporary hit points equal to your savant level.
Master Culinarian (Level 17)
You are a master monster chef and can cook with anything, anywhere. Starting at 17th level, during the course of a long rest, you can use your cook's utensils to prepare a monstrous feast for a number of creatures equal to your savant level.
Any creature that eats a portion of this meal gains the benefits listed below until the end of their next long rest:
They are instantly cured of any poisons or disease and are immune to the poisoned and frightened conditions.
Their hit point maximum increases by an amount equal to your Intellect Die + your Intelligence modifier.
They gain a bonus to their Wisdom saving throws equal to your Intelligence modifier (minimum of +1).
Engineer
Engineer (Level 3)
Engineers combine their brains and brawn to lay waste to their foes. Using their knowledge of architecture and military science they design fortifications and undermine the weak points in enemy defenses. Given enough time and access to resources, a determined Combat Engineer can wreak havoc on all but the most formidable defensive structures.
Student of Military Science
When you pick this Academic Discipline at 3rd level, you gain proficiency with carpenter's tools and mason's tools, and your proficiency bonus is doubled for any check you make with them. If you are already proficient with either tool you gain proficiency in another skill from the savant skill list.
You also gain proficiency with medium armor, shields, and all martial weapons. Moreover, when you wear light or medium armor, you can use your Intelligence modifier, in place of your Dexterity, to calculate your Armor Class.
Sapping Strike
You have a keen insight into structural weak points. Starting at 3rd level, you can mark objects and structures with Adroit Analysis. When you hit a marked object or structure with a melee weapon attack it becomes an automatic critical hit.
In addition, when you hit a creature that is the target of your Adroit Analysis with a weapon attack, you can expend an Intellect Die and force the creature to make a Constitution saving throw against your Engineer save DC:
Engineer
On a failure, it suffers the effect below that corresponds to your weapon's damage for 1 minute. It can repeat its saving throw at the start of each turn, ending the effect on a success
Bludgeoning
It cannot take reactions, and on its turn it can only use either its action or its bonus action, not both. Regardless of any abilities or features the creature may have, it can only make one melee or ranged attack on its turn.
Piercing
Its Armor Class is reduced by an amount equal to your Intelligence modifier (minimum of -1). This feature cannot reduce a creature's Armor Class below 10.
Slashing
Its speed is reduced by a number of feet equal to five times your Intelligence modifier (minimum of 5 feet).
Structural Reinforcement (Level 6)
Beginning at 6th level, you can employ your understanding of design to reinforce structures, armor, and shields. As part of a long rest, you can modify a suit of armor, shield, or a Large or smaller object you touch. Until the end of your next long rest, the object you reinforced gains resistance to all bludgeoning, piercing, and slashing damage from nonmagical attacks.
When you reach 13th level in this class you can reinforce two items during each long rest, and three at 17th level.
Destabilizing Strike (Level 13)
You can highlight critical weak points for your allies. Starting at 13th level, when you use Potent Observation to enhance an attack that deals bludgeoning, piercing, or slashing damage, you can expend an Intellect Die to force the target to make a Constitution saving throw in place of the bonus damage. On a failed save, it suffers the corresponding Sapping Strike effect until the beginning of your next turn.
Master Engineer (Level 17)
You have discovered a combination of chemicals capable of producing massive explosions. Beginning at 17th level, you can produce mundane explosives. At the end of each long rest, you produce a satchel of explosives with a number of charges equal to your Intelligence modifier (minimum of 1).
As an action on your turn, you can expend one or more charges, and throw an explosive at a point within 60 feet. Each creature within 15 feet must a Dexterity saving throw. They take 3d12 thunder damage per charge on a failed save, and half as much on a successful one. The area within 15 feet becomes difficult terrain until cleared away. Explosives from this feature deal maximum damage to nonmagical structures.
Explorer
Explorer (Level 3)
Some savants are compelled by fate to venture into the world. Known as Explorers, these auspicious voyagers have a desire to experience everything they can. Often throwing caution to the wind, these intrepid geniuses are never truly satisfied with what they have, always wanting something more. Often chosen by fate, Explorers find success where others fail, and can overcome obstacles that can seem insurmountable.
Student of the Journey
When you join this Academic Discipline at 3rd level, you gain proficiency in Athletics, navigator's tools, and water vehicles and your proficiency bonus is doubled for any ability check that uses any of these proficiencies. If you are already have any of these skill or tool proficiencies, you gain proficiency in another skill of your choice from the savant skill list.
Your desire to explore has landed you in many a difficult situation. You gain the following additional benefits:
You gain proficiency with improvised weapons and nets
You have advantage on saving throws to resist exhaustion caused by exposure or extreme conditions.
You gain a swimming speed equal to your walking speed.
Fate-Touched
Whether blessed at birth or favored by the fates, you have an uncanny ability to succeed at pivotal moments. Beginning at 3rd level, whenever you make an attack roll, ability check, or saving throw, you can expend an Intellect Die to re-roll the d20, though you must use your new roll. You can do so after you roll, but before you know if you succeed or fail.
Navigator's Luck (Level 6)
You have a way of finding what you are looking for when all hope seems lost. Beginning at 6th level, you can expend an Intellect Die while using your navigator's tools to gain the effects of either the find traps, locate animals or plants, or locate object spell (your choice) for up to 1 hour.
When you reach 13th level in this class you can use this feature to gain the effects of the find the path spell.
Fortuitous Observation (Level 13)
Your determination to grasp success from the jaws of defeat allows you to bend the fates of those around you. Beginning at 13th level, when a creature within 60 feet that you can see makes an attack roll, ability check, or saving throw, you can use your reaction to grant them advantage on their roll.
If you use this reaction on an attack roll and the attack hits, you can use Potent Observation as part of the same reaction.
You can use this special reaction a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Master Explorer (Level 17)
You can will success when the outcome seems impossible. Starting at 17th level, when you, or a creature you can see within 60 feet, makes an ability check or saving throw, you can choose to use your Intelligence score in place of the d20 roll. You must choose to use this feature before you, or the target, rolls the d20 for the ability check or saving throw.
You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
Investigator
Investigator (Level 3)
Excelling at unraveling mysteries and uncovering secrets, Investigators possess an uncanny ability to read the intent of others. They often spend their lives working against those 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
When you join this Academic Discipline at 3rd level, you gain proficiency in Insight and Investigation, and your proficiency bonus is doubled for any check you make with these skills. If you are already proficient in either skill you gain proficiency in another skill of your choice from the savant skill list.
You also have advantage on any ability check you make to detect illusions, shapeshifters, or if a creature is lying to you.
Rough & Tumble
You have learned to fight dirty in the underbelly of the world. Beginning at 3rd level, your weapon attacks against the target of Adroit Analysis score a critical hit on a roll of 19 or 20.
When you hit the target of Adroit Analysis with an attack, you can spend an Intellect Die and force the target to make a Constitution saving throw against your Investigator save DC:
Investigator
On a failed save, it is blinded, deafened, or cannot speak (your choice) for 1 minute. It can repeat the saving throw at the start of each of its turns, ending the effect on a success.
When you score a critical hit, you use this feature without expending an Intellect Die, and the target has disadvantage on its initial Constitution saving throw.
Astute Defense (Level 6)
You have a heightened sense of danger and can use your reflexes to dodge incoming blows. Starting at 6th level, when a creature you can see targets you with an attack, you can impose disadvantage on their attack roll as a reaction.
If the triggering attack misses, you can make one weapon attack against the attacker as part of the same reaction.
Ear to the Ground (Level 6)
Your line of work has granted you a unique familiarity with the underbelly of the civilized world. At 6th level, you learn to speak, read, decode, decipher, and write in Thieves' Cant.
Also, once you spend a long rest in a settlement, you have advantage on any checks you make to gather information on that settlement, its culture, factions, or important figures.
Peerless Focus (Level 13)
Your gaze uncovers even the most well-hidden secrets and conspiracies. At 13th level, you gain the following benefits:
When you make an Intelligence (Investigation) or Wisdom (Insight) check you can treat a roll of 9 or lower as a 10.
You automatically detect and see through illusion spells cast at a level equal to your Intelligence modifier or lower.
Your weapon attacks against the target of Adroit Analysis score a critical hit on a roll of 18 through 20 on the d20.
Once per turn, you can choose to re-roll the damage from Potent Observation, but you must use the new roll.
Master Investigator (Level 17)
Your eye for the truth has reached near-supernatural levels. At 18th level, you gain Truesight in a 60-foot radius. Though, you cannot see into the Ethereal Plane within this range.
Also, when you, or a creature you can see, hits the target of your Adroit Analysis with a weapon attack, you can use your reaction to turn that attack into an automatic critical hit.
Once you use this reaction, you must complete a short or long rest before you can use it again.
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
When you join this Academic Discipline at 3rd level, you gain proficiency in Nature and Survival, and your proficiency bonus is doubled for any check you make with these skills. If you are already proficient in either skill you gain proficiency in another skill of your choice from the savant skill list.
Also, during a long rest, you can spend 1 hour studying and taking notes on your environment. So long as you have these notes, you have advantage on Intelligence or Wisdom checks related to its native animals, plants, weather, and ecosystems.
Survivalist
You have the knowledge and skills to survive and thrive in the wild. Starting at 3rd level, as part of a short or long rest, you can spend 1 hour gathering materials from the surrounding environment to create one of the following items: 10 feet of rope, a club, a javelin, 1d4 darts, or a net. To use this ability, you need a blade, dagger, or the appropriate artisan's tools.
You have also learned to set snares. As an action, you can spend an Intellect Die to set a snare in an adjacent unoccupied 5-foot space. The first creature that moves into the space must succeed on a Dexterity saving throw against your Naturalist save DC or be restrained by your snare.
Naturalist
As an action, the restrained creature can repeat the saving throw, ending the effect on a success. A creature can detect a snare by making a successful Intelligence (Investigation) or Wisdom (Perception) check against your Naturalist save DC.
Adapt & Overcome (Level 6)
Starting at 6th level, you can train others to survive in the wild. At the end of each short or long rest, you, and a number of creatures equal to your Intelligence modifier (minimum of 1 creature), gain one of the following features until the end of your next short or long rest.
Concealment Training
While in natural environments, creatures can move stealthily at a normal pace and have advantage on Dexterity (Stealth) checks they make to hide.
Diver Training
Creatures gain a swimming speed equal to their walking speed and can hold their breath underwater for a number of minutes equal to their Constitution modifier + your Intelligence modifier (minimum of 1 minute).
Endurance Training
Creatures can ignore the effects of difficult terrain imposed by natural environments and have advantage on saving throws to avoid exhaustion.
Mountaineer Training
Creatures gain a climbing speed equal to their walking speed and they reduce any falling damage they take by an amount equal to your savant level.
Resilience Training
Creatures have advantage on saving throws to resist the effects of extreme environments and gain resistance to either cold, fire, poison, or thunder damage.
Call of the Wild (Level 13)
Starting at 13th level, you can tame almost any wild creature. As an action, you can force a beast, plant, or monstrosity that can hear you within 30 feet to make a Wisdom saving throw against your Naturalist save DC or be charmed for 1 hour.
While charmed, the creature is friendly to you and your allies and shares your turn in combat. As a bonus action, you can issue a simple command to the creature, which it does its best to obey. Once it completes a command it will defend itself to the best of its ability until you command it again.
Each time the creature takes damage, it can repeat the Wisdom saving throw, ending the charm on a success. If you are within 30 feet of the creature and it can hear you, you can use your reaction to impose disadvantage on its saving throw.
You can only have one creature charmed in this way at a time. Attempting to charm a second creature ends the effect for the first. You may use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Master Naturalist (Level 17)
You have become a leading authority on the natural world and can maneuver with comfort in any environment. Upon reaching 17th level, you gain the following benefits:
Whenever you make an Intelligence check related to an environment you studied as part of Student of Nature, you can substitute your d20 roll with your savant level.
You gain the benefits of all Adapt & Overcome features.
Creatures with an Intelligence score of 10 or lower have disadvantage on saving throws to resist Call of the Wild.
The duration of Call of the Wild increases to 24 hours.
Occultist
Occultist (Level 3)
While most savants are welcomed as honored guests at great places of learning, those who devote themselves to the study of forbidden knowledge are often persecuted for their studies. Known as Occultists, these reclusive intellectuals spend their lives collecting bits of obscure and forgotten lore. The more strange and sinister, the greater their desire to understand it.
Student of the Forgotten
When you join this Academic Discipline at 3rd level, you gain proficiency in Arcana and Religion, and your proficiency bonus is doubled for any check you make with these skills. If you are already proficient in either skill, you gain proficiency with another skill from the Savant skill list. You also learn to speak, read, and write two exotic languages of your choice.
You can also use Adroit Analysis to learn the following characteristics about a creature: its alignment, its plane of origin, or its spellcasting ability (if it has one).
Occult Tome
At 3rd level, you compile an Occult Tome that allows you to produce ritual spells and other magical effects. While in your hand, your Occult Tome counts a spellcasting focus for you
Ritual Spells Known
Your Tome contains three ritual spells of your choice of 2nd-level or lower from any spell list.
You can add ritual spells to your Occult Tome by copying them from a spellbook or spell scroll. For each level of the spell you wish to add, copying it requires 2 hours and costs 50 gold for the rare inks you need to inscribe it. To add a new ritual spell to your Occult Tome, its spell level must be equal to, or lower than, half your savant level (rounded up).
Channel Divinity
Your Occult Tome contains one Channel Divinity from any Divine Domain, chosen from the Channel Divinities learned by clerics at 2nd level. As an action, you can produce the effect of that Channel Divinity using your Occult Tome. Once you do so, you must finish a short or long rest before you can produce that Channel Divinity effect again.
When you gain a level in this class you can replace this Channel Divinity with another that meets the prerequisites.
Spellcasting Ability
Intelligence is your spellcasting ability for any effects you produce from your Occult Tome as you have compiled it through years of research. You use your Intelligence whenever a ritual spell or Channel Divinity refers to your spellcasting ability. You also use Intelligence modifier when setting the saving throw DC for an spell or effect.
Occultist
Hidden Knowledge (Level 6)
In your research you have unearthed fragments of forbidden knowledge that imbue you with strange abilities. At 6th level, you learn two Eldritch Invocations from the warlock class. If an Invocation has a level prerequisite, you can learn it if your savant level is equal to the prerequisite warlock level. If the Invocation has a cantrip or Pact Boon as a prerequisite, you can select it only if you meet the prerequisite.
Each time you gain a level in this class, you can replace an Invocation you know with another Invocation of your choice.
You also learn another Channel Divinity of your choice, chosen from any cleric Divine Domain. You can cast each Channel Divinity you know once per short or long rest.
Words of Malice (Level 13)
Your words are laced with dark occult power. Starting at 13th level, the bonus damage from Potent Observation becomes necrotic, and when you deal necrotic damage in this way you gain temporary hit points equal to the necrotic damage dealt.
In addition, you learn one additional Eldritch Invocation of your choice from the warlock class (for a total of three).
Master Occultist (Level 17)
At 17th level, you unearth the forbidden magic of the evil eye. You add the eyebite spell to your Occult Tome. As an action while holding your Tome, you can cast eyebite without having to expend a spell slot. You can cast eyebite this way a number of times equal to your Intelligence modifier (minimum of 1), and you regain all expended uses when you finish a long rest.
When you cast eyebite you can expend one of your Intellect Dice to impose disadvantage on the target's saving throw.
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, Orators embolden their allies and win over their foes with well-reasoned logic.
Student of Logic
When you adopt this Academic Discipline at 3rd level, you gain proficiency in both Deception and Persuasion, and your proficiency bonus is doubled for any check you make with these skills. If you are already proficient in either skill you gain proficiency in another skill from the savant skill list.
You studies also gain for you the following benefits:
You can use your Intelligence, in place of your Charisma, whenever you make a Deception or Persuasion check.
You learn to speak, read, and write a number of extra languages equal to your Intelligence modifier.
When you speak to a creature in its native tongue (other than common), you gain a bonus to any Deception or Persuasion check you make equal to your Intellect Die.
Rhetorical Prowess
Your mastery over the spoken word allows you to dominate, inspire, and cajole other creatures who can understand and hear you. At 3rd level, you gain the rhetorical abilities listed below. If one of these abilities requires a creature to make a saving throw, the saving throw DC is calculated as follows:
Orator
Convincing Dialog
If you spend at least 1 minute talking to a creature that is not hostile toward you, you can expend an Intellect Die to charm it for up to 1 hour. This effect ends early if you or your allies do anything harmful to the creature.
Distracting Retort
When a creature within 30 feet of you attacks a creature, you can use your reaction to force the attacker to make a Wisdom saving throw. On a failed save, the creature subtracts your Intellect Die from its attack roll.
Inspiring Word
As an action, you can expend an Intellect Die and grant a willing creature you can see within 30 feet temporary hit points equal to your Intellect Die roll.
Soothing Speech
As an action, you can spend an Intellect Die and force a creature within 30 feet to make a Charisma saving throw. On a failed save, it becomes indifferent toward creatures of your choice that it was hostile toward for up to 1 minute. The effect ends if you or an ally harm the creature.
Uplifting Remark
When a creature within 30 feet makes an Intelligence, Wisdom, or Charisma saving throw, you can expend an Intellect Die as a reaction, adding it to their roll.
Logical Mind (Level 6)
Your masterful grasp of logic and rhetoric allows you to better resist mind-altering effects. Starting at 6th level, you have advantage on any saving throws to resist enchantment spells, and you are immune to the charmed condition.
Additionally, when you use your action to use a rhetorical ability, you can make one weapon attack as a bonus action.
Peerless Rhetoric (Level 13)
You are able to bend the masses to your will with nothing more than your words. At 13th level, you gain the rhetorical abilities listed below. You can use each ability once, and you cannot use it again until you finish a short or long rest.
Motivational Address
Over the course of 1 minute, you speak to a number of creatures equal to your savant level who can hear and understand you. They gain temporary hit points equal to your savant level. While the temporary hit points remain, they have advantage on saving throws to resist enchantment spells and they are immune to being frightened.
Definitive Argument
As an action, you speak to a number of creatures who can hear and understand you equal to your savant level. They must succeed on a Wisdom saving throw or be charmed by you for the next 24 hours as if by the mass suggestion spell. The effect ends if you harm the creature.
If you were speaking to any of the creatures for at least 1 minute before using this action, and they were not hostile towards you, they have disadvantage on their saving throw.
Master Orator (Level 17)
Your absolute mastery over the spoken word allows you to bend all but the strongest creatures to your will. Beginning at 17th level, when you force a creature to make a saving throw to resist the effects of one of your rhetorical abilities, 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 their study of the multiverse, a Philosopher looks to perfect their knowledge of the cosmos and their place in it.
Student of Thought
When you join this Academic Discipline at 3rd level, you gain proficiency in both Arcana and Religion, and your proficiency bonus is doubled for any check you make with these skills. If you are already proficient in either skill you gain proficiency in another skill of your choice from the Savant skill list.
Your understanding of the higher levels of reality and the planes of the multiverse grants you the following benefits:
When you make an ability check to communicate with or recall information about, a creature from another plane, you gain a bonus to the roll equal to your Intellect Die.
You can use your Adroit Analysis to learn the following additional characteristics about a creature: its alignment, its spellcasting ability (if it has one), the highest level spell it can cast, or if it is native to your current plane.
Words of Power
Through years of study, you have uncovered Words of Power that were used in the shaping of the multiverse. Starting at 3rd level, you can expend an Intellect Die as an action and speak aloud one of the Words of Power below, focusing on a creature that can hear you within 30 feet, forcing it to make a saving throw, against your Philosopher save DC:
Philosopher
Confound
You force the target to make an Intelligence saving throw. On a failed save, it subtracts your Intelligence modifier from the first attack roll it makes on each turn for 1 minute. It can repeat this saving throw at the start of each of its turns, ending the effect on a success.
Disorient
You force the target to make a Wisdom saving throw. On a failed save, it must subtract your Intelligence modifier from the next saving throw it is forced to make.
Fear
You force the target to make a Wisdom saving throw. On a failed save, it is frightened of a creature of your choice that it can see for 1 minute. It can repeat this saving throw at the start of each turn, ending the effect on a success.
Halt
You force the target to make a Strength saving throw. On a failed save, its speed is reduced to 0 for 1 minute. The target can repeat this saving throw at the beginning of each of its turns, ending the effect on a success.
Shift
You force two creatures of your choice to make a Charisma saving throw. If both targets fail their save, they instantly switch places. A creature can willingly fail this save.
Unwavering Will (Level 6)
Your sense of purpose and willpower are unyielding. Starting at 6th level, when you make an Intelligence or Wisdom saving throw to take only half damage from a spell, you can spend an Intellect Die to take no damage if you succeed on your saving throw, and only half damage if you fail your saving throw.
You also gain proficiency in Charisma saving throws.
Supreme Understanding (Level 13)
You have learned to manipulate the world with more potent Words of Power. At 13th level, you learn the greater Words of Power below. You must concentrate on the effects of these Words of Power as if you were concentrating on a spell:
Banish
You force a target to make a Charisma saving throw. On a failed save, it is banished for up to 1 minute. If it is native to your current plane, it is banished to a harmless demiplane. If it is native to another plane, it is banished to its native plane. The target can repeat its saving throw at the end of each turn. On a success, it returns to an unoccupied space nearest to the place it was originally banished from.
Enfeeble
You force a target to make an Intelligence saving throw. On a failed save, it is stunned for 1 minute. The target can repeat this saving throw at the start of each turn, and each time it takes damage, ending the effect on a success.
Master Philosopher (Level 17)
Your willpower rivals that of the most powerful extraplanar beings. Starting at 17th level, you are under the effects of protection from evil and good while you are conscious.
Moreover, when an aberration, celestial, elemental, fey, fiend, or undead creature forces you to make a saving throw, you gain a bonus to your roll equal to your Intellect Die.
Physician
Physician (Level 3)
Physicians bring their considerable intellect to bear healing the sick and tending to the wounded. They spend their lives studying anatomy and the inner workings of mortals, and they use this knowledge to keep their allies in top condition. 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
When you join this Academic Discipline at 3rd level, you gain proficiency in Medicine and with herbalism kits, and your proficiency bonus is doubled for any check you make with either skill. If you are already proficient in either, you gain proficiency with another skill from the savant skill list.
Moreover, your studies grant you the following benefits:
You can make Intelligence (Medicine) checks in place of any Wisdom (Medicine) checks you would make.
If you spend at least 1 minute examining a creature, you can identify any disease, poison, or curse affecting it.
Once per turn, when you hit the target of Adroit Analysis 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 can administer aid in the midst of combat. Beginning at 3rd level, you can use an Action to use the following abilities:
Adrenaline Jolt
A creature you touch can immediately repeat a saving throw to end one of the following conditions: blinded, charmed, deafened, frightened, or poisoned, adding your Intelligence modifier (minimum of +1) to their roll.
Dress Wounds
You touch a creature and expend an Intellect Die, immediately granting it temporary hit points equal to your Intellect Die roll + your Intelligence modifier.
Healing Surge
A creature you touch can instantly expend one of its Hit Dice to regain hit points equal to its Hit Die roll + its Constitution modifier + your Intelligence modifier.
Stabilize
You touch a living creature that has 0 hit points, automatically stabilizing them. The target can then choose to expend one of their Hit Dice to regain hit points equal to the maximum value of that Hit Die + their Constitution modifier.
Field Doctor (Level 6)
You can move across the battlefield unscathed. Starting at 6th level, when you use your action to stabilize a creature, restore hit points, or grant temporary hit points, you gain the benefits of the Dodge action until the start of your next turn.
Additionally, when you use a Combat Medic action on your turn, you can make one weapon attack as a bonus action.
Advanced Combat Medic (Level 13)
Starting at 13th level, you use your knowledge of medicine to perform wondrous feats. As an action, you can touch a willing creature and use one of the abilities listed below. You can use the abilities below a combined number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Regeneration
You force a target to make a Charisma saving throw. On a failed save, it is banished for up to 1 minute. If it is native to your current plane, it is banished to a harmless demiplane. If it is native to another plane, it is banished to its native plane. The target can repeat its saving throw at the end of each turn. On a success, it returns to an unoccupied space nearest to the place it was originally banished from.
Resuscitation
If the creature has died within the last minute, you return it to life with 1 hit point. You cannot bring back a creature that died of old age, nor can you restore any body parts the creature is missing.
Master Physician (Level 17)
Your medical knowledge is without peer. Beginning at 17th level, whenever you restore hit points or grant temporary hit points to a creature, it gains the maximum possible amount of hit points, in place of rolling.
Also, any creature that expends a Hit Die while within 30 feet of you treats their Hit Dice as its maximum possible 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 Ancient Lore
When you join this Academic Discipline at 3rd level, you gain proficiency in History and with calligrapher's supplies, and your proficiency bonus is doubled for any check you make with these proficiencies. If you're already proficient in History you gain proficiency in another skill from the savant skill list.
You can also 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
At 3rd level, you learn the artful and ancient magic of Runes.
Runes Known
You know two Runes of your choice from the list at the end of this Discipline. Some Runes have a level prerequisite, which you can learn when you meet that level.
You learn an additional Rune of your choice when you reach 6th, 10th, 13th, and 17th level in this class.
When you gain a level in this class, you can replace one of the Runes you know with another Rune of your choice.
Inscribing Runes
During the course of a long rest, you can spend 1-hour using calligrapher's supplies to inscribe a Rune you know onto a non-magical object, inscribing it in a Runic Languages you know. A creature that bears an object inscribed with a Rune gains the passive benefit of that Rune for as long as they wear or wield the inscribed object.
A Rune you know can only be inscribed in one object at a time, and inscribing it into another object causes the magic of any previous inscriptions of that Rune to instantly dispel.
Invoking Runes
A creature that bears an object inscribed with one of your Runes can use an action to invoke the Rune. A creature must be able to speak the Runic Language of the Rune's inscription in order to invoke the Rune's effect.
Once a Rune has been invoked, it cannot be invoked again until the Rune Scribe that inscribed it finishes a long rest.
Runic Casting Modifier
Intelligence is your Runic casting ability for your Runes, as you unlocked their power through years of research. You use Intelligence when a Rune refers to your Runic casting ability, when you set the saving throw DC, or when you make an attack roll with one of your Runes.
Rune
Runic
Ancient Magics (Level 6)
The innate power of your Runes has grown. Beginning at 6th level, any object inscribed with one of your Runes counts as magical for as long as the magic of the inscribed Rune lasts.
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, allowing it to be invoked one additional time before the end of your next long rest.
Runic Ward (Level 13)
Your Runes offer a measure of protection to those that bear them. Beginning at 13th level, creatures that bear an object inscribed with one of your Runes gain a bonus to their saving throws equal to your Intelligence modifier (minimum of +1).
Master Rune Scribe (Level 17)
You can draw on the magic of your Runes to protect yourself when in need. Starting at 17th level, when you are reduced to 0 hit points but not killed outright, you can draw on the latent power of one of your inscribed Runes, instantly dispelling the Rune and any of its effects, to fall to 1 hit point instead.
Tactician
Tactician (Level 3)
Most successful monarchs, conquerors, and revolutions have a master strategist that is responsible for their success on the battlefield. Known as Tacticians, these intelligent leaders are always one step ahead of their enemies and strive to have a plan for every eventuality. They know the strategies that lead to glorious victory, and those that end in utter ruin. Alone, a Tactician is no threat, but with powerful allies to command, they become a formidable force, capable of toppling empires.
Student of War
When you join this Academic Discipline at 3rd level, you gain proficiency in History, and add double your proficiency bonus to History checks. If you are already proficient in History you gain proficiency in another skill from the savant skill list.
You also gain proficiency with all medium armor, shields, and all martial weapons without the heavy property. When you wear light or medium armor, you can use Intelligence, in place of Dexterity, when calculating your Armor Class.
Tactical Commander
You can use your knowledge of warfare to direct your allies on the battlefield. Staring at 3rd level, you can use an action to issue one of the Orders below, targeting a creature within 60 feet, other than yourself, that can see or hear you. A single creature can only benefit from one Order at a time.
When you issue an Order, you can spend an Intellect Die to grant the target temporary hit points equal to your Die roll.
Attack Order
The next time the target of this Order takes the Attack action before the start of your next turn, it can make one additional weapon attack as part of that action.
Defensive Order
Until the beginning of your next turn, the target of this Order gains a bonus to its Armor Class equal to your Intelligence modifier (minimum of +1 Armor Class).
Maneuvering Order
The target of this Order can use its reaction to immediately move up to its full movement speed without provoking opportunity attacks.
Steadfast Order
Until the beginning of your next turn, the target of this Order gains a bonus to any Strength, Dexterity, or Constitution ability checks and saving throws they make equal to your Intelligence modifier (minimum of +1)
Unwavering Resolve (Level 6)
Your position as a leader doesn't allow you to succumb to your base instincts. Starting at 6th level, you have advantage on saving throws to resist the effects of enchantment spells, and you are immune to the frightened condition.
In addition, when you use your action to issue an Order, you can make one weapon attack as a bonus action.
Strategic Genius (Level 13)
Your genius allows you to coordinate multiple allies. Starting at 13th level, when you use your action to issue an Order, you can issue the same Order to another creature within range.
Master Tactician (Level 17)
Your Orders inspire heroic action in your allies. Beginning at 17th level, when you spend an Intellect Die to grant the target of an Order temporary hit points, you add your Intelligence modifier (minimum of 1) to the temporary hit points.
Also, when you use your action to issue an Order, you can target up to three creatures in range with the same Order.
Tinker
Tinker (Level 3)
Masters of the tactile sciences, Tinkers put their minds to work creating mechanical creations. They are constantly on the lookout for a new tool to master, an old process they can improve, or inspiration for an innovative new invention. The mind of a Tinker is especially elastic, even compared to other savants. These masters of learning move through life assured they are always on the cusp of a new breakthrough.
Student of Innovation
When you join this Academic Discipline at 3rd level, you gain proficiency in Investigation and with tinker's tools, and your proficiency bonus is doubled for any check you make with either skill. If you are already proficient in Investigation, you gain proficiency in another skill from the savant skill list.
Also, your Intellect Dice become d6s. As you gain levels in this class their die size increases again: at 5th level (d8), 10th level (1d10), 15th level (1d12), and 20th level (1d20).
Spark of Invention
You can craft wondrous objects. Beginning at 3rd level, you gain a number of Inventive Sparks equal to your proficiency bonus + your Intelligence modifier. As an action, you can use your tinker's tools to craft a Wondrous Item, expending a number of Inventive Sparks depending on the item's rarity:
| Item Rarity | Sparks | Item Rarity | Sparks |
|---|---|---|---|
Common | 2 | Very Rare | 11 |
Uncommon | 5 | Legendary | 13 |
Rare | 9 | Artifact | 15 |
Wondrous Items you craft with this feature are mundane mechanical creations which last until the end of your next long rest. If the Wondrous Item requires attunement, you can choose to attune to it as part of the crafting the item.
Spark of Invention: Artifacts
Creating an Artifact Wondrous Item with Spark of Invention is technically impossible using only the features from this subclass. Talk to your GM about finding temporary or expendable Inventive Sparks!
Flexible Expertise (Level 6)
You are able to master anything that you put your mind to. Beginning at 6th level, if you use Expert Student to gain proficiency in a skill or tool that you are already proficient with you gain Expertise with that skill or tool, which means you add double your proficiency to any checks you make with that skill or tool. You must learn each skill or tool proficiency from a separate example in order to gain Expertise.
Mechanical Servant (Level 6)
Starting at 6th level, you construct a mechanical servant to assist you. As an action you can use your tinker's tools and expend 2 Inventive Sparks and 10 gold worth of mechanical parts to create a Mechanical Servant which functions as if you had cast find familiar with the following changes:
It is non-magical, and its creature type is construct.
It has additional hit points equal to your savant level.
It is proficient with a set of artisan's tools of your choice.
Improved Mechanics (Level 13)
Your inventive skills have greatly improved. Starting at 13th level, over the course of 1 hour, you can destroy one of your Spark of Invention items, regaining any Inventive Sparks used in its creation, and immediately use those Sparks to create another Wondrous Item of your choice. You can use this feature during the course of a short rest.
You cannot use this feature to destroy a Wondrous Item if you have expended any of that Wondrous Item's charges.
Master Tinker (Level 17)
Beginning at 17th level, you construct a fleet of mechanical guardians to protect you. As an action, you can grasp your tinker's tools and expend 2 Inventive Sparks to cast animate objects at 5th-level without expending a spell slot.
For each additional Inventive Spark you expend, you upcast animate objects by one level, to a maximum of 9th-level.
Wheelwright
Wheelwright (Level 3)
Wheelwrights are a curious subset of savants obsessed with mechanical transportation. Excellent allies to have on a long journey, these mechanical minds are know for their signature Clockwork Cycles that are used for transport and combat.
Student of Mechanics
When you join this Academic Discipline at 3rd level, you gain proficiency with land vehicles, and tinker's tools, and you add double your proficiency bonus to any check you make with these tools. If you are already proficient in any of these tools you gain proficiency in another skill from the savant skill list.
Moreover, when you make land vehicles check to maneuver a vehicle, cart, or wagon of any kind, you gain a bonus to your roll equal to your Intelligence modifier (minimum of +1).
Clockwork Cycle
Your peculiar obsession with mechanical machinery has finally borne fruit in the construction of a Clockwork Cycle. Your Cycle is a Medium vehicle with an appearance of your choosing. It can be used as a mount by you, and while you are mounted on it, the Cycle shares your initiative, you can use its speed in place of your own, and you can use an action on your turn to use one of the actions from the Cycle's stat block.
Your Clockwork Cycle uses the Clockwork Cycle block . The stat block uses your proficiency bonus (PB) and Intelligence modifier (INT) in several places
During the course of a short rest, you can use your tinker's tools to repair any damage to your Clockwork Cycle. For each minute you spend repairing it, you can spend an Intellect Die to restore the Cycle's hit points by an amount equal to the Die roll + your Intelligence modifier (minimum of +1). Your Cycle automatically regains its maximum hit points at the end of a long rest so long as you spend an hour maintaining it.
Should your Clockwork Cycle be destroyed, you can create another during the course of a long rest, so long as you have access to your tinker's tools and enough scrap materials. You can only have one operational Clockwork Cycle at a time, and constructing a second causes any previous Cycles to fall into disrepair and be rendered unusable pieces of scrap material.
Wheelwright
Mechanical Mount (Level 6)
You have become accustomed to fighting and journeying on board your Clockwork Cycle. You gain the following benefits:
When a creature attacks your Clockwork Cycle, you can use your reaction to redirect the attack at yourself.
Your Clockwork Cycle's creature capacity increases. It can bear up to two Medium creatures or three Small creatures, and its cargo capacity increases to 100 lb.
Riders can complete a short rest while mounted on your Clockwork Cycle so long as they take no damage, make no saving throws, and travel at a normal pace.
Expert Rider (Level 13)
You can maneuver your Clockwork Cycle in any environment. While mounted on your Cycle, you can ignore difficult terrain imposed by magical and mundane effects, and opportunity attacks that target you, your Cycle, or any other creature mounted your Cycle are made at disadvantage.
Also, when you move within 5 feet of a friendly creature while mounted on your Cycle, they can use their reaction to mount your Cycle behind you so long as there is room.
Master Wheelwright (Level 17)
You have improved your Clockwork Cycle to the point where it can briefly take flight. When you move at least 20 feet in a straight line on your Cycle, it gains a temporary flying speed equal to its remaining speed for that turn. This flying speed can only be used to move in a straight line, and it can't hover
When your Cycle lands on the ground after flying with this flying speed, you can force any creature within 5 feet of the point you land to make a Dexterity saving throw. They take bludgeoning damage equal to three rolls of your Intellect Die + your Intelligence modifier on a failed save, and half as much bludgeoning damage on a success.