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Savant Class v4.5.0

The document describes a savant, an intelligent person obsessed with learning. It provides details on their backgrounds, skills, and class features in a roleplaying game. Savants are focused on acquiring knowledge above all else. They gain abilities like analyzing situations quickly and recalling information perfectly as they level up.

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0% found this document useful (1 vote)
578 views9 pages

Savant Class v4.5.0

The document describes a savant, an intelligent person obsessed with learning. It provides details on their backgrounds, skills, and class features in a roleplaying game. Savants are focused on acquiring knowledge above all else. They gain abilities like analyzing situations quickly and recalling information perfectly as they level up.

Uploaded by

Nameless
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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The Savant

The Savant
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 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 Good

wounds. His clan had spent a small fortune sending him to Luck Charms
study at the finest university in the land. All the hours spent in
lectures and libraries, all for this moment. He thought back to Often, despite their intellect, savants develop attachments to
his lessons and began to dress his brother's wounds. mundane charms, objects, or clothing that they perceive as
lucky. They will go to great lengths to preserve their trinkets.
Magnificent Minds You can either choose a Lucky Trinket from the list below, roll
There are many wonderfully intelligent people in the world, a d6, or come up with a unique Lucky Trinket of your own!
but few are true savants. Born with the innate desire to learn d6 Lucky Trinket
anything they can, and the potential for genius-level intellect,
savants spend their lives learning anything that those around 1
You refuse to place your faith in a single deity

them are willing to teach. Often recognizable at an early age, so you carry a multitude of holy symbols.
a savant's unquenchable hunger for knowledge draws them Your father was a farmer who paid for your

to the great libraries, universities, and other places of higher 2


education. You wear his hat in his memory.
learning. They are willing to go to any lengths to unlock the
secrets of the world, often turning to lives of adventure. For
3
Despite its ineffectiveness, you carry a

whip to impress and intimidate others.


a savant, no price is too steep for the promise of discovery.
You carry a scroll of insane ramblings. One

4
Intense Focus day you will figure out its meaning.
Savants are hyper-focused on their chosen area of study and 5
You wear a pair of crystal spectacles

often become obsessed with learning all they can about their even though you have perfect vision.
specialty. In their quest for discovery, savants are willing to You never leave home without a copy of

set aside any conviction, political, religious, or otherwise, to 6


your mentor's thesis on owlbear anatomy.
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. Multiclassing and the Savant
If your group uses the optional multiclassing rule,
Creating a Savant here's what you need to know if you choose to
take your first level in the savant class.
When creating a savant, consider their upbringing and level Ability Score Minimum. As a multiclass character,
of formal education. Were they the star pupil of the finest you must have a minimum Intelligence score of 13
university in the land, or did they come from poverty, fighting in order to take your first level savant, or to take a
for any scrap of knowledge they could get their hands on? level in another class if you are already a savant.
Also, consider why your savant relies only on their intellect, Proficiencies Gained. If savant isn't your initial
rather than the arcane or the patronage of a higher power. class, here are the proficiencies you gain when you
Finally, why did they become an adventurer rather than an take your first savant level: light armor, one skill of
academic? Have they advanced beyond study and now look your choice from the savant skill list, and one set of
forward to the endless discoveries of a life of adventure? artisan's tools of your choice.
Class Features
As a savant, you gain the following class features. The Savant
Intellect

Hit Points Level    PB   Class Features Die


Hit Dice: 1d8 per savant level. Adroit Analysis, Quick Wit,

Hit Points at 1st Level: 8 + your Constitution modifier 1st +2


Unarmored Defense

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution

modifier per savant level after 1st 2nd +2


Expert Student,

d4
Intellect Dice
Proficiencies
Armor: Light armor 3rd +2 Academic Discipline d4
Weapons: Simple weapons, hand crossbows, scimitars, 4th +2 Ability Score Improvement d4
shortswords, rapiers, and whips
Tools: One set of tools of your choice 5th +3
Accelerated Reflexes (2),

Potent Observation (1d8)


d6
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, History, Insight, 6th +3 Academic Discipline feature d6
Investigation, Medicine, Nature, Persuasion, or Religion 7th +3 Keen Awareness d6
Starting Equipment 8th +3 Ability Score Improvement d6
As a savant, you start with the following equipment, in
addition to the equipment granted by your background: 9th +4 Expert Educator d6
10th +4 ─ d8
(a) two simple weapons of your choice or (b) a rapier.
(a) a light crossbow and 20 bolts or (b) two daggers. 11th +4
Flawless Observation,

d8
one set of artisan's tools of your choice. Potent Observation (2d8)
leather armor and a scholar's pack. 12th +4 Ability Score Improvement d8
Alternately if your group uses the starting wealth rule to 13th +5 Academic Discipline feature d8
purchase your equipment, a savant starts with 5d4 x 10 gp. 14th +5 Unyielding Will d8
Quick Build 15th +5 ─ d10
You can make a savant quickly by using these suggestions.

First, make Intelligence your highest ability score, followed 16th +5 Ability Score Improvement d10
by Dexterity or Wisdom. Second, take the sage background. 17th +6
Academic Discipline feature,

d10
Accelerated Reflexes (3)
Adroit Analysis 18th +6 Profound Insight d10
Starting at 1st level, you can quickly analyze a foe's strengths
and weaknesses. As a bonus action, you can Mark a creature 19th +6 Ability Score Improvement d10
you can see within 60 feet, gaining the following benefits for 20th +6 Undisputed Genius d12
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 Expert Student
minute, you learn one of the following characteristics of
your choice: Armor Class, speed, one ability score, one of Your ability to learn and retain new abilities and languages is
its senses, its maximum hit points, or its creature type. beyond compare. Beginning at 2nd level, each time you finish

You have advantage on any Intelligence or Wisdom-based a long rest, you can choose to learn one additional language,
ability checks you make to analyze the creature. 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
Quick Wit a willing teacher with that proficiency, a manual, or a book in
a different language). You can only gain one proficiency or
You can use your keen intellect to analyze your surroundings language from this feature per long rest.
at a moment's notice, even in the midst of battle. Starting at You can learn a total number of additional languages and
1st level, you can use a bonus action on your turn to take the proficiencies through this feature equal to your Intelligence
Search action, or to make an ability check using any modifier (minimum of 1). Should you choose to learn another
Intelligence or Wisdom-based skill proficiency you have. language or proficiency while you are at your maximum, you
must choose a language or proficiency you learned through
Unarmored Defense this feature to forget, as you can only remember so many
Your observant style of fighting allows you to anticipate and hastily learned skills at once. Upon replacing a language or
dodge attacks. Starting at 1st level, when you are not wearing proficiency you immediately lose any skill or knowledge of it.
any armor or wielding a shield, your Armor Class is equal to When you reach 7th level in this class, you can learn a new
10 + your Dexterity modifier + your Intelligence modifier. language or proficiency at the end of each short or long rest.
Intellect Dice Keen Awareness
At 2nd level, you gain a pool of Intellect Dice which represent You can react to danger at a moment's notice. Starting at 7th
your mental stamina. Whenever you make an ability check or level, you cannot be surprised unless you are incapacitated.
saving throw that uses Intelligence, Wisdom, or Charisma, In addition, when you roll initiative, you can use Adroit
you can expend one of these Dice and add it to your roll. You Analysis to Mark a creature you can see within 60 feet.
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 Expert Educator
Intelligence modifier + your Wisdom modifier, and you regain Your ability to educate others is peerless. Starting at 9th level,
all expended Dice when you finish a short or long rest. as part of a long rest, you choose a number of creatures equal
Your Intellect Dice begin as d4s, and increase in size as to your Intelligence modifier (minimum of 1), and one tool,
you gain levels in this class, as indicated in the Savant table. skill, or weapon proficiency, or one language you know. The
Academic Discipline creatures gain that proficiency or learn to understand and
speak that language until the end of your next long rest.
At 3rd level, choose your Academic Discipline: Archaeologist,
Investigator, Naturalist, Physician, or Tactician, each of which Flawless Observation
is detailed at the end of this class. Your Discipline grants you Starting at 11th level, you can use Potent Observation when

features at 3rd level, and again at 6th, 13th, and 17th level. a creature hits another creature you can see with a weapon
Ability Score Improvement attack, even if the target is not marked by Adroit Analysis.
Also, if you use Potent Observation to increase the damage
When you reach 4th level, and again at 8th, 12th, 16th, and against the creature marked by your Adroit Analysis you add
19th level, you can increase one ability score of your choice your Intelligence modifier (minimum of +1) to the damage.
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. Unyielding Will
Accelerated Reflexes Starting at 14th level, when you fail a saving throw to resist
being charmed, frightened, or stunned, you can expend an
The speed at which you can react to stimuli is incredible. At Intellect Die to automatically succeed instead.
5th level, you gain one additional reaction you can take each Additionally, when you roll initiative with no Intellect Dice
round. A single effect can only trigger one of your reactions. remaining, you instantly regain one expended Intellect Die.
Moreover, when you roll initiative, you can take the Ready
action before anyone acts, so long as you are not surprised. Profound Insight
Upon reaching 17th level, your reflexes increase again, You can predict attacks before they come to pass. Starting at
allowing you another reaction per round (for a total of 3). 18th level, any creature marked by your Adroit Analysis has
Potent Observation disadvantage on attack rolls they make against you, and you
have advantage on any saving throw they force you to make.
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, Undisputed Genius
hits the target of your Adroit Analysis with an attack, you can Upon reaching 20th level, you realize the true genius-level
use your reaction to increase their attack's damage by 1d8. potential of your mind. Your Intelligence and Wisdom scores
Starting at 11th level, the bonus damage becomes 2d8. increase by 4. Your maximum for those scores is now 24.
Academic Disciplines
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. Savant

Archaeologist
Archaeologist
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 Master

in another skill of your choice from the savant skill list. Archaeologist
Also, if you spend 1 minute examining an object you are Your exposure to the magical effects has caused you

holding, you can ascertain its value, its civilization of origin, to develop an innate arcane ward. At 17th level, you gain
and its approximate age. If it has any magical properties, you resistance to damage from spells and magical effects.
learn of them as if you had cast identify targeting the object. Also, once per day when you finish a short rest, you can
cause one magic item to regain all of its expended charges.
Adventuring Academic
The places you explore have honed your survival instincts Investigator
and given you special insight into the workings of ancient Excelling at unraveling mysteries and uncovering secrets,
magic items. At 3rd level, you gain the following benefits: Investigators possess an uncanny ability to read the intent of
You gain proficiency with whips and improvised weapons. others. They often spend their lives working against those
You gain a climbing speed equal to your walking speed. who deceive the innocent and take advantage of the common
When you make an ability check or saving throw that uses trust. Their considerable intellect and eye for the truth stand
your Dexterity, you can add an Intellect Die to your roll. in the way of thieves, shapeshifters, and corrupt politicians.
You can expend a use of Expert Student to ignore a class,
race, or alignment restriction to attune to a magic item. Student of Truth
You can use a bonus action on your turn to use a magic When you join this Academic Discipline at 3rd level, you gain
item that normally takes an action to use. proficiency in Insight and Investigation, and your proficiency
bonus is doubled for any check you make with these skills. If
Daring Determination you are already proficient in either skill you gain proficiency
You are well acquainted with dangerous situations. Starting in another skill of your choice from the savant skill list.
at 6th level, the target of your Adroit Analysis cannot target You also have advantage on any ability check you make to
you with opportunity attacks. Also, when a creature targets detect illusions, shapeshifters, or if a creature is lying to you.
you with an opportunity attack, you can use your reaction to
impose disadvantage on its attack roll. Rough & Tumble
In addition, when you are forced to make a saving throw to You have learned to fight dirty in the underbelly of the world.
resist the effects of a trap, you gain a bonus to your roll equal Beginning at 3rd level, your weapon attacks against the target
to your Intelligence modifier (minimum of +1). If a trap allows of Adroit Analysis score a critical hit on a roll of 19 or 20.
you to take only half damage on a success, you instead take When you hit the target of Adroit Analysis with an attack,
no damage if you succeed, and only half damage if you fail. you can spend an Intellect Die and force the target to make a
Constitution saving throw against your Investigator save DC:
Lore Master
You study every myth, legend, and folk tale you find, knowing Investigator save DC = 8 + your proficiency bonus

that each story is based on a grain of truth. Starting at 13th + your Intelligence modifier
level, if you observe a person, place, or object for at least 1     On a failed save, it is blinded, deafened, or cannot speak
hour, you can mystically recall information about the target as (your choice) for 1 minute. It can repeat the saving throw at
if you had cast legend lore on it. The target does not need to the start of each of its turns, ending the effect on a success.
be of legendary importance for you to gain information. When you score a critical hit, you use this feature without
Starting at 17th level, you only need to observe a person, expending an Intellect Die, and the target has disadvantage
place, or object for 1 minute in order to use this feature. on its initial Constitution saving throw.
Left to Right: Investigator, Physician, and Naturalist

Astute Defense Naturalist


You have a heightened sense of danger and can use your The Naturalist's classroom begins at the edges of civilization.
reflexes to dodge incoming blows. Starting at 6th level, when They study the natural balance of ecosystems and will go to
a creature you can see targets you with an attack, you can any lengths to maintain that balance. A true Naturalist is a
impose disadvantage on their attack roll as a reaction. protector of the wild and an expert at predicting the weather,
If the triggering attack misses, you can make one weapon identifying toxic and medicinal plants, and tracking animals.
attack against the attacker as part of the same reaction.
Ear to the Ground Student of Nature
Your line of work has granted you a unique familiarity with When you join this Academic Discipline at 3rd level, you gain
the underbelly of the civilized world. At 6th level, you learn to proficiency in Nature and Survival, and your proficiency
speak, read, decode, decipher, and write in Thieves' Cant. bonus is doubled for any check you make with these skills. If
Also, once you spend a long rest in a settlement, you have you are already proficient in either skill you gain proficiency
advantage on any checks you make to gather information on in another skill of your choice from the savant skill list.
that settlement, its culture, factions, or important figures. Also, during a long rest, you can spend 1 hour studying and
taking notes on your environment. So long as you have these
Peerless Focus notes, you have advantage on Intelligence or Wisdom checks
Your gaze uncovers even the most well-hidden secrets and related to its native animals, plants, weather, and ecosystems.
conspiracies. At 13th level, you gain the following benefits: Survivalist
When you make an Intelligence (Investigation) or Wisdom You have the knowledge and skills to survive and thrive in the
(Insight) check you can treat a roll of 9 or lower as a 10. wild. Starting at 3rd level, as part of a short or long rest, you
You automatically detect and see through illusion spells can spend 1 hour gathering materials from the surrounding
cast at a level equal to your Intelligence modifier or lower. environment to create one of the following items: 10 feet of
Your weapon attacks against the target of Adroit Analysis rope, a club, a javelin, 1d4 darts, or a net. To use this ability,
score a critical hit on a roll of 18 through 20 on the d20. you need a blade, dagger, or the appropriate artisan's tools.
Once per turn, you can choose to re-roll the damage from You have also learned to set snares. As an action, you can
Potent Observation, but you must use the new roll. spend an Intellect Die to set a snare in an adjacent
unoccupied 5-foot space. The first creature that moves into
Master Investigator the space must succeed on a Dexterity saving throw against
Your eye for the truth has reached near-supernatural levels. your Naturalist save DC or be restrained by your snare.
At 18th level, you gain Truesight in a 60-foot radius. Though, Naturalist save DC = 8 + your proficiency bonus

you cannot see into the Ethereal Plane within this range. + your Intelligence modifier
Also, when you, or a creature you can see, hits the target of
your Adroit Analysis with a weapon attack, you can use your     As an action, the restrained creature can repeat the saving
reaction to turn that attack into an automatic critical hit. throw, ending the effect on a success. A creature can detect a
Once you use this reaction, you must complete a short or snare by making a successful Intelligence (Investigation) or
long rest before you can use it again. Wisdom (Perception) check against your Naturalist save DC.
Master Naturalist
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.
Physician
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
Adapt
have access to the luxury of divine or arcane healing magic.
& Overcome
Starting at 6th level, you can train others
Student of Medicine
to survive in the wild. At the end of each short or long rest, When you join this Academic Discipline at 3rd level, you gain
you, and a number of creatures equal to your Intelligence proficiency in Medicine and with herbalism kits, and your
modifier (minimum of 1 creature), gain one of the following proficiency bonus is doubled for any check you make with
features until the end of your next short or long rest. either skill. If you are already proficient in either, you gain
Concealment Training. While in natural environments, proficiency with another skill from the savant skill list.
creatures can move stealthily at a normal pace and have Moreover, your studies grant you the following benefits:
advantage on Dexterity (Stealth) checks they make to hide. You can make Intelligence (Medicine) checks in place

Diver Training. Creatures gain a swimming speed equal to of any Wisdom (Medicine) checks you would make.
their walking speed and can hold their breath underwater for If you spend at least 1 minute examining a creature, you
a number of minutes equal to their Constitution modifier + can identify any disease, poison, or curse affecting it.
your Intelligence modifier (minimum of 1 minute). Once per turn, when you hit the target of Adroit Analysis
Endurance Training. Creatures can ignore the effects of with a weapon attack, you can reduce its speed by a
difficult terrain imposed by natural environments and have number of feet equal to 5 times your Intelligence modifier
advantage on saving throws to avoid exhaustion. (minimum of 5 feet) until the beginning of your next turn.
Mountaineer Training. Creatures gain a climbing speed
equal to their walking speed and they reduce any falling Combat Medic
damage they take by an amount equal to your savant level. You can administer aid in the midst of combat. Beginning at
Resilience Training. Creatures have advantage on saving 3rd level, you can use an Action to use the following abilities:
throws to resist the effects of extreme environments and gain Adrenaline Jolt. A creature you touch can immediately
resistance to either cold, fire, poison, or thunder damage. repeat a saving throw to end one of the following conditions:
blinded, charmed, deafened, frightened, or poisoned, adding
Call of the Wild your Intelligence modifier (minimum of +1) to their roll.
Starting at 13th level, you can tame almost any wild creature. Dress Wounds. You touch a creature and expend an
As an action, you can force a beast, plant, or monstrosity that Intellect Die, immediately granting it temporary hit points
can hear you within 30 feet to make a Wisdom saving throw equal to your Intellect Die roll + your Intelligence modifier.
against your Naturalist save DC or be charmed for 1 hour. Healing Surge. A creature you touch can instantly expend
While charmed, the creature is friendly to you and your one of its Hit Dice to regain hit points equal to its Hit Die roll
allies and shares your turn in combat. As a bonus action, you + its Constitution modifier + your Intelligence modifier.
can issue a simple command to the creature, which it does its Stabilize. You touch a living creature that has 0 hit points,
best to obey. Once it completes a command it will defend automatically stabilizing them. The target can then choose to
itself to the best of its ability until you command it again. expend one of their Hit Dice to regain hit points equal to the
Each time the creature takes damage, it can repeat the maximum value of that Hit Die + their Constitution modifier.
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 Field Doctor
use your reaction to impose disadvantage on its saving throw. You can move across the battlefield unscathed. Starting at 6th
You can only have one creature charmed in this way at a level, when you use your action to stabilize a creature, restore
time. Attempting to charm a second creature ends the effect hit points, or grant temporary hit points, you gain the benefits
for the first. You may use this feature a number of times equal of the Dodge action until the start of your next turn.
to your Intelligence modifier (minimum of once), and you Additionally, when you use a Combat Medic action on your
regain all expended uses when you finish a long rest. turn, you can make one weapon attack as a bonus action.
Advanced Combat Medic Tactician
Starting at 13th level, you use your knowledge of medicine to
perform wondrous feats. As an action, you can touch a willing Most successful monarchs, conquerors, and revolutions have
creature and use one of the abilities listed below. You can use a master strategist that is responsible for their success on the
the abilities below a combined number of times equal to your battlefield. Known as Tacticians, these intelligent leaders are
Intelligence modifier (minimum of once), and you regain all always one step ahead of their enemies and strive to have a
expended uses when you finish a long rest. plan for every eventuality. They know the strategies that lead
Regeneration. The creature regains hit points equal to to glorious victory, and those that end in utter ruin. Alone, a
four rolls of your Intellect Die. If the creature has a severed Tactician is no threat, but with powerful allies to command,
body part, you can reattach it as part of this action. they become a formidable force, capable of toppling empires.
Restoration. You end one of the following conditions Student of War
currently affecting it: blinded, charmed, deafened, frightened, When you join this Academic Discipline at 3rd level, you gain
paralyzed, poisoned, a reduction to an ability score or its hit proficiency in History, and add double your proficiency bonus
point maximum, or you reduce its level of exhaustion by 1. to History checks. If you are already proficient in History you
Resuscitation. If the creature has died within the last gain proficiency in another skill from the savant skill list.
minute, you return it to life with 1 hit point. You cannot bring You also gain proficiency with all medium armor, shields,
back a creature that died of old age, nor can you restore any and all martial weapons without the heavy property. When
body parts the creature is missing. you wear light or medium armor, you can use Intelligence,

Master Physician in place of Dexterity, when calculating your Armor Class.


Your medical knowledge is without peer. Beginning at 17th Tactical Commander
level, whenever you restore hit points or grant temporary hit You can use your knowledge of warfare to direct your allies
points to a creature, it gains the maximum possible amount on the battlefield. Staring at 3rd level, you can use an action
of hit points, in place of rolling. to issue one of the Orders below, targeting a creature within
Also, any creature that expends a Hit Die while within 30 60 feet, other than yourself, that can see or hear you. A single
feet of you treats their Hit Dice as its maximum possible roll. 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
Savant                              
the Attack action before the start of your next turn, it can
Tactician                            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
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
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
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.
The Savant
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!

Version 4.5.0

Created by /u/laserllama

Artist Credits:

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

Additional laserllama Homebrew content

can be found for free on GM Binder.

Support me on Patreon for access to five


exclusive Academic

Disciplines:
Engineer - Explorer - Occultist

Tinker - Wheelwright

Check out the Savant Expanded for Feats, Magic


Items, and four Academic

Disciplines:
Culinarian - Orator - Philosopher - Rune Scribe

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