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# The Savant Ignoring the peal of thunder as rain pelts the ground just outside, a half-orc kneels under the shelter of a broken archway. He presses his fingers to the ritual circle drawn in blood and ash around him, and the crashing storm fades away as an otherwordly presence coalesces before him. One hand on his axe in case negotiations go south, he boldly asks the genie his first question. A halfling warrior spins her scimitar as she parries a blow from a goblin raider, tumbling out of the way of a second attack. A third greenskin charges towards her, but in a silver flash all three goblins have been rent by her blade. Panicking as its minions fall, the bugbear shaman releases a torrent of fire at his foe. The halfling grins in defiance as the flames are absorbed harmlessly by her aura. Standing on a short rise beside a beleaguered army captain, a human dressed in fine clothes watches as his companion's soldiers struggle to move their siege engine, trapped in a pit of magically animated mud. Nodding to himself as he recalls a conversation with a caravan master he once traveled with, the man steps forward and confidently announces he knows what to do. The soldiers look to their leader, but the captain rolls his eyes and gestures for them to listen. He knows better than to question his advisor's strange ideas anymore. ### Dilettante Explorers The savant is born with innate magical potential, but unlike a sorcerer they take a holistic approach to figuring out how their magic works. Tempering instinct with logic, study with experimentation, they hone mind and body to draw out their ultimate potential. Though academia is a part of their approach, a savant doesn't spend their career holed up in dusty libraries, arcane colleges, or silent monasteries. Rather, the savant goes out into the world and learns from experience, embarking on a journey of self-discovery. Savants are natural polymaths, able to find worthwhile lessons in the simple work of a commoner as easily as they might plumbing a ruin for a mythical tome or surviving an encounter with a mighty beast. Consummate dabblers, savants pursue unique experiences and are willing to try almost anything at least once. Every pursuit the savant explores, from the mundane to the fantastic, contributes to the epiphanies that bring them closer to their goals. ### Colleagues and Rivals While they are drawn to like-minded individuals, a savant sees the value in looking at things from other points of view. They surround themselves with people they hope to learn something from - and, perhaps, pass on a few lessons of their own. For this reason they connect to people with contrary mindsets as willingly as those with whom they share much in common. The savant loves few things more than a heated debate with someone they consider an equal. Losing such a match of wits is just as educational as coming out on top. \columnbreak
### Creating a Savant While building your savant character, consider how you first discovered your natural magic. Was there a visible display of power, causing an accident or attracting attention? Or was it a slowly growing awareness of the power within and surrounding you as new senses bloomed? Did you immediately seek out a more experienced mentor to guide you on your first steps, or experiment on your own? How did friends and family react to your awakening? What kind of relationship do you have with your power? Do you fear its untamed potential, and hope to master yourself so it does not spiral out of control? Are you ambitious and hungry for more, eager for shortcuts? Or is it just a part of yourself, as much as any of your limbs? Many savants don't know the origins of their power, as such things aren't often as obvious as a sorcerer's bloodline. Are you curious about where your magic came from, looking for answers in your journey? All savants pursue a greater understanding of themselves, but rarely is that all they want. What drives you on your journey? If you had a teacher, what made you end your instruction and leave them behind? Why did you decide to join an adventuring party instead of taking to the road alone? #### Quick Build You can create a savant quickly by following these suggestions. First, make Strength or Dexterity your highest ability score, depending on what style of weaponry you wish to focus on. Your next highest score should be Intelligence. Second, choose the sage background.
The Savant
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##### The Savant | Level | Proficiency Bonus | Features | Spells Known | 1st | 2nd | 3rd | 4th | 5th | |:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Sixth Sense, Worldly Knowledge | — | — | — | — | — | — | | 2nd | +2 | Spellcasting, Fighting Style, Arcane Ingenuity (one use) | 2 | 2 | — | — | — | — | | 3rd | +2 | Savant Philosophy, Attuned Combat | 2 | 3 | — | — | — | — | | 4th | +2 | Ability Score Improvement | 3 | 3 | — | — | — | — | | 5th | +3 | Savant Philosophy Feature, Arcane Ingenuity (two uses) | 3 | 4 | 2 | — | — | — | | 6th | +3 | Worldly Advice | 4 | 4 | 2 | — | — | — | | 7th | +3 | Shifting Stance | 4 | 4 | 3 | — | — | — | | 8th | +3 | Ability Score Improvement | 5 | 4 | 3 | — | — | — | | 9th | +4 | Arcane Ingenuity (three uses) | 5 | 4 | 3 | 2 | — | — | | 10th | +4 | Savant Philosophy Feature, Worldly Knowledge improvement | 6 | 4 | 3 | 2 | — | — | | 11th | +4 | Tactical Awareness, Attuned Combat improvement | 6 | 4 | 3 | 3 | — | — | | 12th | +4 | Ability Score Improvement | 7 | 4 | 3 | 3 | — | — | | 13th | +5 | Arcane Ingenuity (four uses) | 7 | 4 | 3 | 3 | 1 | — | | 14th | +5 | School Style, Worldly Advice improvement | 8 | 4 | 3 | 3 | 1 | — | | 15th | +5 | Savant Philosophy Feature | 8 | 4 | 3 | 3 | 2 | — | | 16th | +5 | Ability Score Improvement | 9 | 4 | 3 | 3 | 2 | — | | 17th | +6 | Arcane Ingenuity (five uses) | 9 | 4 | 3 | 3 | 3 | 1 | | 18th | +6 | Mystic Deduction | 10 | 4 | 3 | 3 | 3 | 1 | | 19th | +6 | Ability Score Improvement | 10 | 4 | 3 | 3 | 3 | 2 | | 20th | +6 | Supreme Epiphany | 10 | 4 | 3 | 3 | 3 | 2 |
___ ## Class Features As a savant, you gain the following class features. #### Hit Points ___ - **Hit Dice:** 1d10 per savant level - **Hit Points at 1st Level:** 10 + your Constitution modifier - **Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution modifier per savant level after 1st #### Proficiencies ___ - **Armor:** Light armor, medium armor - **Weapons:** Simple weapons, martial weapons - **Tools:** Two artisan's tools or musical instruments of your choice, or one of each ___ - **Saving Throws:** Constitution, Intelligence - **Skills:** Choose two from Arcana, Athletics, History, Insight, Investigation, Medicine, Nature, and Religion \columnbreak #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* scale mail or *(b)* leather armor and any simple weapon - *(a)* a shortsword, a shortbow, and a quiver of 20 arrows or *(b)* any martial weapon - *(a)* an explorer's pack or *(b)* a scholar's pack - *(a)* a flute and cook's utensils or *(b)* any artisan's tool or musical instrument ### Sixth Sense You have an instinctive sense for the supernatural. You can detect the presence of magic within 10 feet of you with passive Intelligence (Arcana) checks. As an action, you may see the auras of magical creatures and objects as the *detect magic* spell for one minute. In addition, you may use Intelligence (Arcana) to track creatures that you know have a magical aura instead of Wisdom (Survival).
The Savant
\pagebreak ### Worldly Knowledge In a pinch, you call on the broad range of experience your travels have afforded you. When you make an ability check, you may use your reaction to be considered proficient in any skill or tool used for that check. You may use this ability once, and regain use of it after a short or long rest. At 11th level, your journeys have given you a deeper well of experiences to draw from. When you use your Worldly Knowledge to make an ability check, you may add double your proficiency bonus. ### Fighting Style At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. #### Archery You gain a +2 bonus to attack rolls you make with ranged weapons. #### Defense While you are wearing armor, you gain a +1 bonus to AC. #### Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. #### Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. ### Spellcasting By 2nd level, you have learned to wield the arcane magic that suffuses you through study and experimentation, much like a wizard does. See chapter 10 of the Player’s Handbook for the general rules of spellcasting and this document’s appendix for the savant spell list. #### Spell Slots The savant table shows how many spell slots you have to cast your spells. To cast one of your savant spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, when you are 5th level, you have four 1st-level spell slots and two 2nd-level spell slots. You may cast a 1st-level spell in any of those slots, or a 2nd-level spell in either of the two 2nd-level slots. \columnbreak #### Spells Known of 1st Level and Higher You know two 1st-level spells of your choice from the savant spell list. You learn an additional savant spell of your choice at each even level, aside from 20th level. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 6th level in this class, you can learn one new spell of 1st or 2nd level. #### Spellcasting Ability Intelligence is your spellcasting ability for your savant spells, since you have reached an academic understanding of your innate magic rather than an instinctive one. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a savant spell you cast and when making an attack roll with one. ###### **Spell save DC** = 8 + your proficiency bonus + your Intelligence modifier ###### **Spell attack modifier** = your proficiency bonus + your Intelligence modifier #### Spellcasting Focus You can use an arcane focus as a a spellcasting focus for your savant spells. ### Arcane Ingenuity Also at 2nd level, you have learned to partition your magical potential within your mind, acting as a living spellbook. As an action, you may exchange one of your spells known for another spell from the savant spell list. This spell must be of a level you can cast. You may use this ability once, and regain its use after a long rest. You gain an additional use of this ability at the same time that you learn to cast a new level of spells, at 5th, 9th, 13th, and 17th levels. ### Savant Philosophy By the time you reach 3rd level, you have developed an understanding that fundamentally defines your worldview. This philosophy will guide your path forward. You choose the Factotum Philosophy, the Harmonic Philosophy, or the Occult Philosophy, all detailed at the end of the class description. Your philosophy grants you features at 3rd level and again at 5th, 10th, and 15th levels. These features include philosophy spells, which are added to the savant spell list and count as savant spells for you. #### Philosophy Spells Each philosophy has an expanded list of associated spells that you may choose from when you learn a savant spell or replace one with Arcane Ingenuity. These spells are added to the savant spell list for you.
The Savant
\pagebreak ### Attuned Combat At 3rd level, you have discovered a technique to wreath your attacks in the lingering arcane energy of your spells. When you cast a spell of 1st level or higher using a spell slot, you gain a number of arcane charges equal to the level of the spell slot after the spell is cast. You lose any charges after one minute; gaining more charges resets this time limit for all your charges. When you hit with a weapon or spell attack, you may expend any number of charges up to your savant level to deal bonus force damage to one target of the attack equal to twice the number of charges spent. Starting at 11th level, you add your Intelligence modifier to the bonus force damage from Attuned Combat. ### Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. ### Worldly Advice At 6th level, you have learned to apply your own broad experience to assist your companions in the challenges you face together. When you use your Worldly Knowledge, one ally that can hear you may also use it on an ability check with the same ability as you did once within the next minute. At 14th level, you may provide this benefit to a number of allies equal to your Intelligence modifier. In addition, you may use the Help action to assist an ally within 60 feet, instead of 5 feet, as long as they can see or hear you. ### Shifting Stance At 7th level, your analytical approach to combat allows you to quickly adapt to the situation at hand. As a bonus action, you may change the Fighting Style option you chose for that feature. If you have a Fighting Style from another source, you still can't take the same Fighting Style option more than once. You may use this ability once, and regain use of it after a short or long rest. ### Tactical Awareness At 11th level, you have honed a heightened sense for the flow of battle. You may use the Help, Search, and Use an Object actions as a bonus action, and may use your action to take two of these actions at once. ### School Style By 14th level, your arcane instincts have improved. When you see a spell being cast or are aware you have been targeted by a spell, you automatically know that spell's school of magic. In addition, after a short rest you may choose a school of magic. Until the next time you use this feature, you have advantage on saving throws against spells of that school, and gain an additional arcane charge with your Attuned Combat feature whenever you cast a spell of that school. \columnbreak ### Mystic Deduction Starting at 18th level, your sixth sense has been refined, giving you supernatural insights into objects, people, and places. You spend at least 1 minute in focused examination and thought, then receive ethereal, glowing glimpses of pertinent events. You can focus in this way for a number of minutes equal to your Intelligence score and must maintain concentration during that time, as if you were casting a spell. Once you use this feature, you can’t use it again until you finish a short or long rest. ***Object Reading.*** When examining an object, you can see visions of the object’s previous owner. After examining the object for 1 minute, you learn how the owner acquired and lost the object, as well as the most recent significant event involving the object and that owner. If the object was owned by another creature in the recent past (within a number of days equal to your Intelligence score), you can spend 1 additional minute for each owner to learn the same information about that creature. ***Mind Reading.*** When examining a willing or helpless living creature, you can tap into its recent memories. After examining the creature for 1 minute, you witness the most significant event it experienced each day up to a number of days equal to your Intelligence modifier, and can retrace its steps during that time. You are not aware of the exact content of any conversations it has or text it reads. ***Area Reading.*** When examining an area, you see visions of recent events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50-foot cube), going back a number of days equal to your Intelligence score. For each minute you focus, you learn about one significant event, beginning with the most recent. ___ Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation. If you expend a spell slot when you use Mystic Deduction, your temporal reach extends further. With a 1st- or 2nd-level spell slot, you may look years into the past instead of days. With a 3rd- or 4th-level spell slot, you may look back decades. With a 5th-level or higher spell slot, you may look back centuries. As your sense of scale increases, the importance of events narrows to only the most significant within each block of time. ### Supreme Epiphany At 20th level, as a bonus action you are able to trigger a fleeting moment of sublime revelation, drawing on the memories of everything you have ever experienced in a burst of arcane incandescence. Your Intelligence score increases by 2, to a maximum of 22. While this effect persists, you may use your Intelligence modifier in place of any other ability modifier for ability checks, attack rolls, damage rolls, and saving throws. You may also make an additional reaction each round. This transformation lasts a number of rounds equal to your adjusted Intelligence modifier. You may use this ability once, and may not use it again until after a long rest.
The Savant
\pagebreakNum ## Savant Philosophies While savants sometimes seek out places of learning to expand their knowledge or confer with other students of the arcane, there are no broad savant organizations or schools. Each savant must find their own, personal understanding of the world, but there are several common approaches to this conundrum. ### Factotum Philosophy He who follows a factotum philosophy knows that his apotheosis cannot be achieved in a vacuum - the savant needs friends, allies, and advisors. He seeks out experts in every field to learn exotic martial, liberal, and traditional arts alike. A factotum's magic naturally gravitates to making people more agreeable and willing to accommodate his needs, and his broad range of trivial knowledge and skill sets can prove applicable in surprising situations. #### Factotum Philosophy Spells | Savant Level | Spells | |:---:|:---:| | 3rd | *charm person, suggestion* | | 5th | *calm emotions, enthrall* | | 9th | *enemies abound, fear* | | 13th | *compulsion, confusion* | | 17th | *mislead, modify memory* | #### Worldwise Wanderer At 3rd level, you dabble and experiment in every pursuit you come across. You gain proficiency in any combination of three skills, tools, or languages. You also gain an additional use of Worldly Knowledge. #### Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. #### Versatile Tactics Beginning at 10th level, your adaptability is your greatest asset. You may choose a second option for your Fighting Style class feature, and may also choose from Fighting Styles available to other classes with that feature. When you use Shifting Stance, you may only change one style. #### Battle Insight At 15th level, you've become adept at finding ways your mundane knowledge can prove an asset in battle. You may also use Worldly Knowledge to add double your proficiency bonus to an attack roll, saving throw, or the save DC of a spell you cast instead of your normal proficiency bonus. \columnbreak ### Harmonic Philosophy While all savants seek martial mastery as a part of their journey, those who follow a harmonic philosophy attain a true blending of the physical and the esoteric. Melding techniques from dozens of combat and magical schools, the harmonic savant invents her own arcane martial art. Her eldritch aura becomes an extension of her form as she moves with supernatural grace in a dance of elemental power. #### Harmonic Philosophy Spells | Savant Level | Spells | |:---:|:---:| | 3rd | *absorb elements, chaos bolt* | | 5th | *dragon's breath, shadow blade* | | 9th | *elemental weapon, thunder step* | | 13th | *elemental bane, fire shield* | | 17th | *conjure elemental, steel wind strike* | #### Attuned Aegis At 3rd level, you have created a technique to use your arcane attunement as both weapon and shield. When you cast a spell of 1st level or higher using a spell slot, you also gain temporary hit points equal to the level of the spell slot plus your Intelligence modifier after the spell is cast. #### Martial Casting Also at 3rd level, you may use a weapon as an arcane focus. #### Harmonic Strike By 5th level, you have learned how to extend the effects of your attuned aura. When you use Attuned Combat, the bonus damage is added to all attacks you make until the end of the next round. This bonus damage cannot stack with itself. #### Improved Aegis At 10th level, your aegis can shield you from the elemental magics you wield. As long as you have any temporary hit points, you have resistance to acid, cold, fire, lightning, and thunder damage. #### Harmonic Assault By 15th level, you have attained a true balance of might and magic. Once per round when you cast a spell, you may use the Attack action immediately after. ### Occult Philosophy Savants who develop an occult philosophy understand that true knowledge of magic comes from without as much as within. They search for ancient and forbidden lore in their journeys, and consult with sages, witches, and outsiders to bargain for their secrets. Better than most, they also understand the danger in such dark wisdom and prepare defenses and countermeasures accordingly. No knowledge is taboo to the occult savant.
The Savant
\pagebreak #### Occult Philosophy Spells | Savant Level | Spells | |:---:|:---:| | 3rd | *ceremony, detect evil and good* | | 5th | *lesser restoration, zone of truth* | | 9th | *remove curse, speak with dead* | | 13th | *divination, summon greater demon* | | 17th | *dispel evil and good, greater restoration* | #### Occult Ritualist At 3rd level, careful study has allowed you to draw out deeper secrets of your magic potential. After you finish a long rest, you may choose a spell from any class with a casting time of 1 minute or more for each level of spell you can cast. You gain access to these spells until the next time you use this feature. They count as savant spells for you but don’t count against the number of savant spells you know. These spells cannot be exchanged with your Arcane Ingenuity feature. In addition, you may cast any savant spell you know as a ritual if that spell has the ritual tag. #### Breadth of Study. At 5th level, research into the ways other spellcasters work their magic allows you to imitate their most basic spells easily. After you take a short or long rest, you may choose four cantrips - a bard cantrip, a cleric cantrip, a druid cantrip, and a wizard cantrip. These cantrips are savant cantrips for you until the next time you use this feature. #### Occult Ingenuity By 10th level, you have opened your mind to a vast conduit of primal spellforce that flows through the leylines of the universe. You may now use Arcane Ingenuity to exchange spells chosen with your Occult Ritualist ability. The new spell chosen must meet the same criteria. In addition, you may use Arcane Ingenuity as a bonus action. #### Ritual Master At 15th level, you can perform occult rituals with practiced ease and efficiency. You may cast a spell with a casting time of ten minutes or less as an action once. You may use this ability again after you take a long rest. Additionally, you reduce the time it takes to cast a spell with a casting time greater than one minute by half. # Savant Spell List
##### 1st Level - *alarm* - *comprehend languages* - *disguise self* - *echoing strike* * - *expeditious retreat* - *false life* - *feather fall* - *floating disk* - *grease* - *instant expert* * - *longstrider* - *mage armor* - *mercurial strike* * - *protection from evil and good* - *quicksilver weapon* * - *shield* - *silent image* - *unseen servant* \columnbreak ##### 2nd Level - *alter self* - *arcane lock* - *blur* - *darkness* - *darkvision* - *detect thoughts* - *enhance ability* - *enlarge/reduce* - *ether strike* * - *identify* - *invisibility* - *knock* - *levitate* - *locate object* - *magic aura* - *magic mouth* - *magic weapon* - *mirror image* - *misty step* - *quantum certainty* * - *rope trick* - *see invisibility* - *silence* - *skywrite* - *spider climb* - *thesis defense* * \columnbreak ##### 3rd Level - *blink* - *catnap* - *clairvoyance* - *counterspell* - *dispel magic* - *fly* - *gaseous form* - *glyph of warding* - *haste* - *lesser contingency* * - *magic circle* - *major image* - *nondetection* - *phantom steed* - *precision strike* * - *protection from energy* - *sending* - *shifting paradigm* * - *tiny hut* - *tongues* - *water breathing* - *water walk* \columnbreak ##### 4th Level - *arcane eye* - *arcane strike* * - *dimension door* - *fabricate* - *faithful hound* - *freedom of movement* - *greater invisibility* - *hallucinatory terrain* - *locate creature* - *mage armaments* * - *private sanctum* - *resilient sphere* - *secret chest* - *stone shape* ##### 5th Level - *creation* - *far step* - *legend lore* - *passwall* - *planar weapon* * - *scrying* - *seeming* - *skill empowerment* - *telepathic bond* - *telekinesis* - *temporal strike* *
The Savant
\pagebreak ## New Spells #### Arcane Strike *4th-level conjuration* ___ - **Casting Time:** 1 reaction when you make a weapon attack - **Range:** Self - **Components:** V - **Duration:** Instantaneous You summon an arsenal of elemental weapons as you attack. The target of your attack must make a Dexterity save. On a failure, it takes 1d6 each of acid, cold, fire, lightning, necrotic, psychic, radiant, and thunder damage. On a success, it takes half damage. ***At higher levels.*** If you cast this spell using a spell slot of 5th level or higher, it also effects each creature within a 10-foot cube that contains your target. #### Echoing Strike *1st-level illusion* ___ - **Casting Time:** 1 reaction when you make a weapon attack - **Range:** 150 ft - **Components:** V - **Duration:** Instantaneous A ghostly afterimage of yourself follows in your footsteps, mirroring the actions you just took. Each enemy in range that was hit with a weapon attack by you this round takes 1d6 psychic damage. ***At higher levels.*** If you cast this spell using a spell slot of 2nd level or higher, the psychic damage increases by 1d6 for each slot level above 1st. #### Ether Strike *2nd-level conjuration* ___ - **Casting Time:** 1 reaction when a creature in range triggers an opportunity attack or makes an attack - **Range:** 30 feet - **Components:** V - **Duration:** Instantaneous You leap across the planar boundary to surprise a distracted enemy. You teleport to within 5 feet of the triggering creature and may make a weapon attack against it. Until the end of its next turn, that creature's speed is reduced to 0 and it has disadvantage on attack rolls. ***At higher levels.*** If you cast this spell using a spell slot of 3rd level or higher, the range is increased by 30 feet and your attack deals 1d6 bonus force damage for each slot level above 2nd. #### Instant Expert *1st-level divination* ___ - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V, S - **Duration:** 1 round \columnbreak Your subconscious draws on countless memories from seemingly unrelated experiences to grant temporary mastery. Choose a skill, tool, or weapon. For the duration, you may use your spellcasting ability instead of the usual ability when making ability checks with that skill or tool, or for attack and damage rolls instead of Dexterity or Strength, and you have advantage on ability checks or attacks made with it. #### Lesser Contingency *3rd-level evocation* ___ - **Casting Time:** 10 minutes - **Range:** Self - **Components:** V, S, M (500gp wood or bronze statuette of yourself) - **Duration:** One week Choose a spell of 2nd level or lower that you can cast, has a casting time of 1 action, and can target you. You cast it as part of casting this spell, expending spell slots for both, but the contingent spell doesn’t come into effect. Instead, it takes effect when a certain circumstance that you describe occurs. The contingent spell takes effect immediately after the circumstance is met for the first time, and it affects only you, even if it can normally target others. This spell then ends. You can only have one casting of this spell active at a time. If you cast it again, the effect of the previous casting ends. This spell also ends if you are ever separated from its material component. #### Mage Armaments *4th-level transmutation* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V - **Duration:** One hour You summon weapons and armor formed of pure arcane power. You create a suit of armor of your choice which appears on your body. You may create one or two weapons of your choice that appear in your hands. You are proficient with this equipment. The armor is magical, and has a +1 bonus to its armor class. The weapons are magical, deal force damage instead of their normal damage type, and have a +1 bonus to attack and damage rolls. If one of the weapons requires ammunition, it is magically generated whenever you attack with that weapon. If you drop this equipment or it is otherwise removed from your person, it vanishes. For the duration, you may use a bonus action to dismiss the summoned equipment or summon it back onto you. Once the spell ends, the summoned equipment fades into mist and light. #### Mercurial Strike *1st-level transmutation* ___ - **Casting Time:** 1 reaction when you make a weapon attack - **Range:** Self - **Components:** V - **Duration:** Instantaneous
The Savant
\pagebreak Arcane speed infuses your body, and you attack so quickly that your weapon appears to be in two places at once. You may make another attack against a different target within weapon range. Before that attack, you may sheathe one weapon and draw another. ***At higher levels.*** If you cast this spell using a spell slot of 2nd level or higher, you may make an additional attack for each slot level above 1st. You must choose a different target for each attack. #### Planar Weapon *5th-level transmutation* ___ - **Casting Time:** 1 action - **Range:** touch - **Components:** V, S - **Duration:** Concentration, up to 1 minute You open a connection to forces beyond the material world, infusing your weapon with magic from another plane. A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: acid, cold, fire, lightning, necrotic, psychic, radiant, or thunder. For the duration, the weapon has a +2 bonus to attack rolls and deals an extra 1d12 damage of the chosen type when it hits. As a bonus action on each of your turns until the spell ends, you may change the damage type to another type from the list. #### Precision Strike *3rd-level divination* ___ - **Casting Time:** 1 reaction when you miss a creature with a weapon attack - **Range:** Self - **Components:** V - **Duration:** Instantaneous Your eldritch focus allows you to analyze an enemy in an instant to find a hole in their defenses. Your attack becomes a hit instead of a miss and ignores any resistance or immunity to its damage. ***At higher levels.*** If you cast this spell using a spell slot of 4th level or higher, your attack is automatically a critical hit. #### Quantum Certainty *2nd-level transmutation* ___ - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V, S, M (A short length of string) - **Duration:** Concentration, up to 1 minute You manipulate time and space, allowing you to constantly harry an enemy regardless of your current position. For the duration and while the target is in range, it always considers you to be within 5 feet of it no matter your actual distance, and you may make melee or touch attacks against it as if it were in that range. You are always aware of its location, and your attacks never have disadvantage against it. When the target moves, it is considered to be moving out of your reach even if it teleports, and you may make opportunity attacks against it without using your reaction. ***At higher levels.*** If you cast this spell using a spell slot of 3rd level or higher, you may target an additional enemy for each slot level beyond 2nd. \columnbreak #### Quicksilver Weapon *1st-level transmutation* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S - **Duration:** Concentration, up to 1 hour Your weapon shimmers and twists as if made of liquid steel, reshaping itself to your will. You touch a weapon. Until the spell ends, that weapon loses the heavy and two-handed properties, and gains the light, finesse, and reach properties. Its wielder is proficient with the weapon, and may change its damage type to bludgeoning, piercing, or slashing whenever they attack with it. ***At higher levels.*** If you cast this spell using a spell slot of 2nd level or higher, the targeted weapon also becomes a magic weapon, and deals an additional 1d6 damage of its damage type for each slot level above 1st. #### Shifting Paradigm *3rd-level illusion* ___ - **Casting Time:** 1 bonus action - **Range:** self - **Components:** S - **Duration:** Concentration, up to 1 minute You project a phantom of yourself through the minds of others on the battlefield, allowing you to act through them. For the duration, whenever you would make an attack, cast a spell, or use some other ability that requires a target, you may choose any creature you can see. You can see through that creature's eyes and choose targets as if you were standing in that creature's place. #### Temporal Strike *5th-level transmutation* ___ - **Casting Time:** 1 reaction when you damage a creature with a weapon attack - **Range:** Self - **Components:** V, M (A small hand mirror) - **Duration:** Concentration, up to 1 minute Myriad possibilities manifest across the battlefield as arcane apparitions of yourself. When you cast this spell, and then as a reaction whenever you damage an enemy with a weapon attack until the spell ends, any number of other creatures within 100 feet of you must make a Charisma save. On a failure, those creatures take an equal amount of psychic damage. #### Thesis Defense *2nd-level transmutation* ___ - **Casting Time:** 1 bonus action - **Range:** self - **Components:** V, S - **Duration:** Concentration, up to ten minutes This spell sharpens your ability to swiftly sense and respond to threats. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dodge action.
The Savant
\pagebreak # Notes ### Design Goals For those interested, I've laid out my thought processes and observations in designing the savant. * An arcane half-caster needs its own identity, in both concept and mechanics. Much like the Paladin and Ranger are not just Cleric/Druid + Fighter, the Savant can't just be Wizard + Fighter. In addition, it shouldn't just be a warrior who dabbles in magic or vice-versa, as the Eldritch Knight and Bladesinger already accomplish that. It needs unique ways to mesh magic and martial elements and synergy between the two. * It should not just be a Magus/Spellsword/Swordmage. Such an archetype makes a good subclass, but the class itself should be broader and able to envelop a wider range of concepts. I don't want to retroactively make EK a "Savant-lite." * Half-casters do not have cantrips as a core class feature. However, since arcane classes are the most "magic" magic-users, maybe it makes sense to give limited access to cantrips through ribbons or archetypes? * A half-caster needs its own spell list, and should have a handful of exclusive thematic spells that help define and support the Savant's roles. Most of its directly offensive spells should come from this category, rather than pulling existing spells from the Wizard list. Many of them should be bonus action spells to encourage in-combat casting. (Higher level spells probably need to be balanced against Lore Bards being able to grab them earlier than the Savant can?) The spell list will otherwise lean more towards utility. Its archetypes should grant thematic bonus spells known that it does not normally have access to. * I feel it's appropriate for the savant to have a more comprehensive spell list than the other half-casters, given that's the wizard's whole advantage and versatility is the savant's major schtick. I purposely avoided all attack spells for the main list and almost anything that would require a save. I also left out most of the battlefield control arcane casters bring to the table. * I want to draw thematic inspiration from all arcane full casters, not just Wizard. ### Art Sources *
Arcane Savant
* by Chris Rallis \columnbreak ### Credits *Savant design by **technoRomancer.*** *Many thanks to everyone who contributed suggestions, advice, and critique. The Savant would not be where it is now without you.* *Thank you for reading! I hope you found the Savant interesting. If you take time to playtest it, I would appreciate it if you let me know how it goes!* ## Change Log ### V.1.2 - Breadth of Knowledge * It was pointed out that many of the Savant's levels were just improvements of existing features. Deeper Worldly Knowledge and Enhanced Attunement have been rolled into the base features to make room and allow later levels to feel more distinct. * Added back in an old feature from the first draft, Tactical Mind (now **Tactical Awareness**). To avoid balance issues, the Factotum's Adaptable Tactics no longer interacts with action economy and instead deals with Fighting Styles. * Testing out a new feature at 14th level: **School Style** is basically an arcane "stance." * Added more functionality to Arcane Deduction. Compared to the Knowledge Cleric's Visions of the Past, the Savant gets this feature a level later and lacks the Cleric's 6th-9th level spells, so I felt a buff would not break things. * As a once per day ability, Supreme Epiphany felt a little lackluster with a one-round duration compared to similar capstone features, but the more common "one minute" seemed too long. Rounds = Int mod is maybe a good compromise? Given that Worldly Knowledge and many of the Savant's signature spells use your reaction, I'm also trying out gaining an extra reaction each round while Epiphany is active. ### V.1.1 - Spell Adjustment * Trying out a new mechanic for the Strike spells - they use your reaction to trigger off an attack, instead of a bonus action and concentration like the Paladin's proactive Smite spells. * New spells *arcane strike*, *ether strike*, and *qauntum certainty* added. * *Arcane echo* changed to *echoing strike*, mechanics altered to fit pattern of the Strike spells. * *Quantum strike* changed to *temporal strike*. Now turns your your weapon attacks into AOEs while concentrating. Used to count all damage one enemy took for a round and then inflict that amount to them. * General wording changes on several spells for increased readability and accuracy to PHB spell formatting.
The Savant