The slender elf cleaned her glasses with the
corner of her cloak as the dust settled around her.
Her benefactor had paid her a large sum to locate
this forgotten place, and after weeks of pouring over
ancient maps, she had pieced together the location of
the temple. Now, she had a decision to make. If she
reported the location of the temple to her benefactor,
it would be ruthlessly stripped of valuables. But, if she
kept the location hidden, she could preserve the long forgotten knowledge contained within. For to a savant, knowledge is more precious than any sum of gold.
The aging human warrior silently assessed the soldiers under his command. They were exhausted and almost out
of supplies. It was the tenth day of the siege, and the graying warrior knew that no reinforcements were coming to their rescue. He was too old to be of much use in battle, but if his soldiers followed his orders without hesitation, they might have a chance of survival. He stood up, and for what could be the last time, he tightened his belt and drew his sword.
A young dwarf bent over his unconscious comrade in the midst of battle, his hands shook as he examined his brother's wounds. His clan had spent a small fortune sending him to study at the finest university in the land. All the hours spent in lectures and libraries, all for this moment. He thought back to his lessons and began to dress his brother's wounds.
There are many wonderfully intelligent people in the world, but few are true savants. Born with the innate desire to learn anything they can, and the potential for genius-level intellect, savants spend their lives learning anything that those around them are willing to teach. Often recognizable at an early age, a savant's unquenchable hunger for knowledge draws them to the great libraries, universities, and other places of higher learning. They are willing to go to any lengths to unlock the secrets of the world, often turning to lives of adventure. For
a savant, no price is too steep for the promise of discovery.
Savants are hyper-focused on their chosen area of study and often become obsessed with learning all they can about their specialty. In their quest for discovery, savants are willing to set aside any conviction, political, religious, or otherwise, to acquire the information they seek. To them, their desire for knowledge is more important than loyalty to any ideology. Often at great cost, savants will continue researching until they have made an indelible mark on their area of study.
Creating a Savant
When creating a savant, consider their upbringing and level of formal education. Were they the star pupil of the finest university in the land, or did they come from poverty, fighting for any scrap of knowledge they could get their hands on? Also, consider why your savant relies only on their intellect, rather than the arcane or the patronage of a higher power.
Finally, why did they become an adventurer rather than an academic? Have they advanced beyond study and now look forward to the endless discoveries of a life of adventure?
Often, despite their intellect, savants develop attachments to mundane charms, objects, or clothing that they perceive as lucky. They will go to great lengths to preserve their trinkets.
|1||You refuse to place your faith in a single deity
so you carry a multitude of holy symbols.
|2||Your father was a farmer who paid for your
education. You wear his hat in his memory.
|3||Despite its ineffectiveness, you carry a
whip to impress and intimidate others.
|4||You carry a scroll of insane ramblings. One
day you will figure out its meaning.
|5||You wear a pair of crystal spectacles
even though you have perfect vision.
|6||You never leave home without a copy of
your mentor's thesis on owlbear anatomy.
In their desire to answer every question, savants can develop obsessions. These inexplicable questions and phenomena gnaw at savants until they find the answers that they seek.
|1||You discovered a strange script in the margin
of a book. The best scholars cannot identify it.
|2||As a child you saw a majestic golden bird fly
across the sky that left a rainbow in its wake.
|3||Your father charged you to find the legendary,
and most likely fictional, chalice of Bahamut.
|4||You use the word "inconceivable" all the time
even though you aren't exactly sure what it means
As a savant, you gain the following class features.
- Hit Dice: 1d8 per savant level.
- Hit Points at 1st Level: 8 + your Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
modifier per savant level after 1st
- Armor: Light armor
- Weapons: Simple weapons, hand crossbows, shortswords
- Tools: One set of tools of your choice
- Saving Throws: Intelligence, Wisdom
- Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, Nature, Persuasion, or Religion
As a savant, you start with the following equipment, in addition to the equipment granted by your background:
- (a) two simple weapons of your choice or (b) a shortsword.
- (a) a light crossbow and 20 bolts or (b) two daggers.
- one set of artisan's tools of your choice.
- leather armor and a scholar's pack.
You can make a savant quickly by using these suggestions.
First, make Intelligence your highest ability score, followed by Dexterity or Wisdom. Second, take the sage background.
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: its Armor Class, movement speed, one ability score, its maximum hit points, or its creature type.
- You have advantage on any Intelligence or Wisdom
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.
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.
Examples of this may include books that you have read, a path that you have traveled, or a map that you have studied.
Your observant way 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.
|1st||+2||Adroit Analysis, Perfect Recall,
Unyielding Mind (1d6)
|4th||+2||Ability Score Improvement|
|5th||+3||Accelerated Reflexes (2),
Potent Observation (1d10)
|6th||+3||Academic Discipline feature|
|8th||+3||Ability Score Improvement|
|10th||+4||Unyielding Mind (1d8)|
Potent Observation (2d10)
|12th||+4||Ability Score Improvement|
|13th||+5||Academic Discipline feature|
|15th||+5||Unyielding Mind (1d10)|
|16th||+5||Ability Score Improvement|
|17th||+6||Academic Discipline feature,
Accelerated Reflexes (3)
|19th||+6||Ability Score Improvement|
Unyielding Mind (1d12)
Your ability to learn and retain new skills and languages is beyond compare. Starting at 2nd level, each time you finish
a long rest, you can choose to learn one additional language, or gain proficiency with 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 gain one proficiency or language from this feature per long rest.
You can learn a total number of additional languages and proficiencies through this feature equal to your Intelligence modifier (minimum of 1 language or proficiency). When you choose to learn another language or proficiency while you are at your maximum, you must choose a language or proficiency you learned through this feature to forget, at which point you immediately lose any skill or knowledge of it.
When you reach 7th level in this class, you can learn a new language or proficiency at the end of each short or long rest.
You can overexert your mind when in need of useful insights or mental fortitude. Beginning at 2nd level, when you make an Intelligence, Wisdom, or Charisma ability check or saving throw, you can add 1d6 to your roll. You can add this bonus after you roll, but before you learn if you succeed or fail.
You can use the feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a short or long rest.
This bonus increases as you gain levels in this class; at 10th level (1d8), 15th level (1d10), and 20th level (1d12).
At 3rd level, choose an Academic Discipline: Archaeologist, Investigator, Naturalist, Physician, or Tactician, each of which is detailed at the end of this class description. Your Academic Discipline grants you features at 3rd level, and again at 6th, 13th, and 17th level in this class.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
The speed at which you can react to stimuli is incredible. At 5th level, you gain one additional reaction you can take each round. A single effect can only trigger one of your reactions.
Upon reaching 17th level, your reflexes increase again, allowing you another reaction per round (for a total of 3).
Also, when you roll initiative, you can take the Ready action before anyone acts, so long as you are not surprised.
Also at 5th level, you can highlight your foe's weak points for yourself and your allies. When you, or a creature you can see, hits the target of your Adroit Analysis with an attack, you can use your reaction to increase their attack's damage by 1d10.
Starting at 11th level, the bonus damage becomes 2d10.
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 expend a use of Unyielding Mind and add it result to the result of your roll.
Your ability to educate others is peerless. Beginning at 9th level, when you finish a long rest, choose a number of willing creatures equal to your Intelligence modifier (minimum of 1), and one tool, skill, or weapon proficiency, or one language you know. The creatures gain the proficiency or can speak and understand the language until the end of your next long rest.
The proficiency or language you choose to teach with this feature can be one that you've acquired from Expert Student.
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.
It is incredibly hard for your foes to mentally dominate you. Starting at 14th level, when you fail a saving throw to resist being charmed, frightened, or stunned, you can expend a use of Unyielding Mind to automatically succeed instead.
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.
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.
At 3rd level, the following Academic Disciplines are available to a savant: Archaeologist, Investigator, Naturalist, Physician, and Tactician. Your Academic Discipline grants you features at 3rd level, and again at, 6th, 13th, and 17th level.
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 pick 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.
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 a climbing speed equal to your movement speed.
- You can expend a use of Unyielding Mind when you make a Dexterity ability check or saving throw.
- You can expend a use of Expert Student to attune to a magic item that you don't meet the requirements for.
- You can use a bonus action on your turn to use a magic item that normally takes an action to use.
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 their 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.
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.
Your frequent exposure to the various magical effects
present in ancient places has caused you to develop an
innate arcane ward. At 17th level, you gain resistance to damage from spells, magic traps, and other magical effects.
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 pick 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.
Also, you have advantage on ability checks to detect illusions and shapeshifters, or if a creature is lying to you.
Rough & Tumble
You have learned to fight dirty in the underbelly of civilization. Starting at 3rd level, when you hit the target of your Adroit Analysis with a weapon attack, you can expend a use of Unyielding Mind and force the target to make a Constitution saving throw against your Investigator save DC:
Investigator save DC = 8 + your proficiency bonus
+ your Intelligence modifier
On a failed save, the target is blinded, deafened, or silenced (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.
Also, when you make a weapon attack against the target of your Adroit Analysis, you can expend a use of Unyielding Mind, and add the bonus to your attack roll. You can use this feature after you roll, but before you know if you hit or miss.
Left to Right: Investigator, Physician, and Naturalist
You have a heightened sense for danger. 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, you can immediately make one weapon attack against the creature that attacked you as part of the same reaction.
Ear to the Ground
Your line of work has granted you an unfortunate familiarity with the dangerous underbelly of civilization. Beginning at 6th level, 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.
You notice even the most well-hidden details and flaws. Starting 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 gain a bonus to any Wisdom (Perception) check you make equal to your Intelligence modifier (minimum of +1).
- You automatically detect and see through illusions cast
at a level equal to your Intelligence modifier or lower.
- Once per turn, you can choose to re-roll the bonus damage from Potent Observation, but you must use the new roll.
- If you roll initiative with no uses of Unyielding Mind remaining, you immediately regain one expended use.
Your insight into the weak points of your foes allows you and your allies to exploit them with ruthless efficiency. Beginning at 17th level, when you, or a creature that you can see, hits the target of your Adroit Analysis with a weapon attack, you can use to your reaction to turn the attack into a critical hit.
Once you use this reaction, you must complete a short or long rest before you can use it again.
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 good Naturalist is a protector of wild plants and animals, however, they will not hesitate to put down a creature that is dangerous. Experts at predicting the weather, identifying toxic and medicinal plants, and tracking animals, Naturalists make for excellent guides.
Student of Nature
When you adopt 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, at the end of each short or long rest, you can attune yourself to the surrounding environment. While attuned, you have advantage on any Intelligence or Wisdom check related to the environment's native animals, plants, or ecosystem.
Your knowledge of wild flora and fauna allows you to exploit their weak points when necessary. Starting at 3rd level, your weapon attacks against beasts, plants, and monstrosities score a critical hit on a roll of 19 or 20 on the d20.
You have also learned to set traps and snares. As an action, you can expend a use of Unyielding Mind to set a hidden trap made out of natural materials in an adjacent 5-foot space. The first creature that moves into the space must succeed on a Dexterity saving throw against your Naturalist save DC:
Naturalist save DC = 8 + your proficiency bonus
+ your Intelligence modifier
On a failed save, the creature is restrained. They can repeat the saving throw at the start of each turn, ending the effect on a success. A creature can detect your traps by succeeding on an Investigation check against your Naturalist save DC.
Starting at 6th level, you can train others
to survive in the wild. At the end of each long rest, choose a number of creatures equal to your Intelligence modifier (minimum of 1 creature). You and the creatures gain one of the following features until the end of your next 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 movement 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 movement 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
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 your 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.
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.
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:
- When you make an ability check related to your attuned environment you can treat a roll of 9 or lower as a 10.
- 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.
Physicians bring their considerable intellect to bear healing the sick and tending to the wounded. They spend their lives studying the anatomy and inner workings of mortal beings and use their 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 adopt this Academic Discipline at 3rd level, you gain proficiency in Medicine and herbalism kits, and your proficiency bonus is doubled for any check you make with these skills. You can also use your Intelligence, in place of Wisdom, for any Medicine checks you make. If you are already proficient in either skill you gain proficiency with another skill of your choice from the savant skill list.
In addition, if you spend at least 1 minute examining a creature, you can identify any magical or mundane disease, poison, or curse that is currently affecting that creature.
You can administer aid to your allies in the midst of combat. Beginning at 3rd level, you can use an Action on your turn to use one of the following Combat Medic abilities below:
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 a use of Unyielding Mind, granting them temporary hit points equal to your Unyielding Mind die roll + your Intelligence modifier.
Healing Surge. A creature you touch can expend one of their Hit Dice to regain hit points equal to their Hit Die roll
+ their Constitution modifier + your Intelligence modifier.
Rending Strike. Make a weapon attack. On hit, the target takes the normal damage of your attack and its movement speed is reduced by a number of feet equal to 5 times your Intelligence modifier until the start of your next turn.
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.
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
Starting at 13th level, you can perform wondrous medicinal feats. As an action, you can touch a creature and use one of the Advanced Combat Medic abilities below. You can use these abilities 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. The creature regains hit points equal to four rolls of your Unyielding Mind die. If the creature has a severed body part, you can reattach it as part of this action.
Restoration. You end one of the following conditions currently affecting it: blinded, charmed, deafened, frightened, paralyzed, poisoned, a reduction to an ability score or its hit point maximum, or you reduce its level of exhaustion by 1.
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.
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.
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 adopt this Academic Discipline at 3rd level, you gain proficiency in History, and your proficiency bonus is doubled for any History check you make. If you are already proficient in History you instead gain proficiency in another skill of your choice 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.
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.
Attack Order. The next time the target of this Order takes the Attack action before the start of your next turn, they 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 their 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)
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.
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.
Your presence on the field of battle inspires heroic action in those who fight beside you. Beginning at 17th level, when you issue an Order, the target creature gains temporary hit points equal to your Intelligence modifier (minimum of 1 hit point).
Also, when you use your action to issue an Order, you can target up to three creatures in range with the same Order.
Optional Rules: Savant
Detailed below are optional rules for the savant in line with official 5e classes; feats, multiclassing, and starting wealth.
Optional Rule: Feats
If your group uses the optional rule for feats, the following feats are available in addition to those in the base game:
You have always been quick on the uptake and pick up new skills and talents with ease. You gain the following benefits:
- Increase your Intelligence score by 1, to a maximum of 20.
- At the end of a long rest, you can learn one new language, or gain proficiency with one tool, skill, or weapon of your choice, so long as there is an example for you to learn from (such as a willing teacher or a manual). You can only gain one additional language or proficiency with this feature. If you learn a new language or proficiency, you immediately forget the previous language or proficiency.
- If you have the Expert Student feature, this additional language or proficiency is added to your total.
Your mind is a wonderful thing, capable of bursts of insight and mental fortitude. You gain the following benefits:
- Increase your Intelligence score by 1, to a maximum of 20.
- You gain one Unyielding Mind die, which is a d6. When you make an Intelligence, Wisdom, or Charisma ability check or saving throw you can expend this die, adding it to your roll. You can add this bonus after you roll, but before you know if you succeed or fail. You regain your expended Unyielding Mind dice when you finish a short or long rest.
- The die is added to any Unyielding Mind dice you have from another source, and scales in size with them.
You are trained in the art of public speaking, and use reason and logic to win debates. You gain the following benefits:
- Increase your Intelligence score by 1, to a maximum of 20.
- You gain proficiency in both Deception and Persuasion.
- You can use your Intelligence, in place of Charisma, for any Deception or Persuasion checks you make.
Scholar of Lore
You have spent time learning everything there is to know about a specific area of study. You gain the following benefits:
- Increase your Intelligence score by 1, to a maximum of 20.
- You gain proficiency in your choice of Arcana, History, Investigation, Medicine, Nature, or Religion.
- Once per day when you make an ability check using that proficiency, you can treat a roll of 9 or lower on the d20
as a 10. You can use this feature after you roll, but before you know if you succeed or fail.
Optional Rule: Multiclassing
If your group uses the rule on multiclassing, here's what you need to know if you choose the savant as one of your classes:
Ability Score Minimum. As a multiclass character, you must have a minimum Intelligence score of 13 in order to take your first level in this class, or to take a level in another class if you are already a savant.
Proficiencies Gained. If savant isn't your initial class, here are the proficiencies you gain when you take your first savant level: light armor, one skill of your choice from the savant skill list, and one set of artisan's tools of your choice.
Optional Rule: Starting Wealth
If your group uses the optional rule on starting wealth to purchase your equipment, a savant starts with 5d4 x 10 gp.
OPEN GAME License Version 1.0a The following text is the property of Wizards of the Coast, LLC. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, License, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, Spells, enchantments, personalities, teams, personas, likenesses and Special abilities; places, locations, environments, creatures, Equipment, magical or supernatural Abilities or Effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the OPEN Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to Identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.
The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or Conditions may be applied to any Open Game Content distributed using this License.
Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, nonexclusive License with the exact terms of this License to Use, the Open Game Content.
Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original Creation and/or You have sufficient rights to grant the rights conveyed by this License.
Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a Challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.
Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.
Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.
Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC.
System Reference Document 5.1 Copyright 2016, Wizards of the Coast, LLC.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson.
END OF LICENSE
A brilliant new class for the world's greatest roleplaying game. Outwit your foes and aid your allies with five different Academic Disciplines based on your particular genius: Archaeologist, Investigator, Naturalist, Physician, or Tactician!
Created by /u/laserllama
Cover - Sara Winters - Compulsive Research
Page 1, Back - Adam Paquette - Jace's Sanctum
Page 3 - Mitchell Malloy - Frantic Search
Page 4 - Anna Steinbauer - Seek the Wilds
Page 5 - Lucas Graciano - Marchesa's Infiltrator
Page 5 - Lucas Graciano - Borderland Explorer
Page 5 - Bram Sels - Valiant Rescuer
Page 6 - Lindsay Look - Strixhaven Promotional
Page 7 - Howard Lyon - Star Pupil
Page 8 - Titus Lunter - Silverquill Campus
Additional laserllama Homebrew content can be found for free on GM Binder.
Support me on Patreon for access to four exclusive Academic Disciplines:
Destabilize your foes with the Combat Engineer
Delve into dark knowledge with the Occultist
Step into the mechanical mind of the Polymath
Overcome impossible odds with the Voyager