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The Savant

The
Savant
An elf cleaned her glasses
with the corner of her cloak as
the dust settled. The emperor had
paid her a large sum to locate this
forgotten place, and after months of
pouring over ancient maps, she had
pieced together the one-lost location
of the primeval 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 to herself, she
could preserve the ancient knowledge
contained within. For a savant, knowledge
is more precious than any sum of gold.
An aging human warrior silently assessed the
soldiers under his command. They were exhausted
and almost out of supplies. It was the tenth night of a
brutal siege, and the graying commander 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 any hesitation, they might have a chance of
survival. He stood up, and for what could very well be his final
time, drew his weathered sword from its scabbard.
A young dwarf bent over his unconscious comrade in the Creating
midst of battle, his hands shook as he examined his brother's Your Savant
wounds. His clan had spent a small fortune sending him to When creating a Savant, consider their upbringing and the
study at the finest university in the land. All the hours spent in level of their formal education. Were they a star pupil at the
lectures and libraries, all for this moment. He thought back to finest university gold could buy? Or, were they a child of the
his lessons and began to dress his brother's wounds. streets, fighting for every scrap of knowledge that they could
The characters described above are just some examples of get their hands on? Maybe their mind was trained from birth
the adventuring intellectuals known as Savants. Armed with to be the perfect analytical tool for a noble house or family.
only their wit, they aid their allies and outwit their enemies. Also, consider why your Savant would rely on only their
Magnificent Minds intellect rather than use their gifts in pursuit of the arcane or
in the service of a higher power. Are they cursed to never be
There are many wonderfully intelligent people in the world, able to produce even the most mundane spell? Or, have they
but few are true Savants. Born with the innate desire to learn sworn never to rely on the magic that destroyed their family?
anything they can, and the potential for genius-level intellect, Finally, why did your Savant become an adventurer rather
Savants spend their lives learning anything that those around than live the life of an academic? Have they advanced beyond
them are willing to teach. Often recognizable at an early age, normal study and look forward to the endless discoveries of
a Savant's unquenchable hunger for knowledge draws them adventure? Or, have they always been a student of the world?
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 Multiclassing and the Savant
a Savant, no price is too steep for the promise of discovery.
If your group uses the optional multiclassing rule,
Intense Focus here is everything you need to know if you choose
to take at least one level in the Savant class.
Savants are hyper-focused on their chosen area of study and Ability Score Minimum. As a multiclass character,
often become obsessed with learning all they can about their you must have a minimum Intelligence score of 13
specialty. In their quest for discovery, Savants are willing to in order to take a level as a Savant, or to take a level
set aside any conviction, political, religious, or otherwise, to in another class if you are already a Savant.
acquire the information they seek. To them, their desire for Proficiencies Gained. If Savant is not your initial
knowledge is more important than loyalty to any ideology. class, here are the proficiencies you gain when you
Often at great personal cost, Savants will not stop their take your first Savant level: light armor, one skill of
your choice from the Savant skill list, and one set
research until they have made a revolutionary discovery in of artisan's tools of your choice.
their area of study. It is not unusual to encounter one such
scholar far from the safety of a university and its libraries.
Class Features
Hit Points
The Savant
Hit Dice: 1d8 per Savant level. Intellect
Hit Points at 1st Level: 8 + your Constitution modifier Level PB Features Die
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution Adroit Analysis, Scholarly Pursuits
modifier per Savant level after 1st 1st +2
Predictive Defense

Proficiencies 2nd +2 Genius Intellect, Sharp Mind d6
Armor: Light armor
Weapons: Simple weapons, rapiers, shortswords, whips 3rd +2 Academic Discipline d6
Tools: One set of artisan's tools of your choice 4th +2 Ability Score Improvement d6
Saving Throws: Intelligence, Wisdom Peerless Insights,
Skills: Choose two from Arcana, History, Insight, 5th +3
Swift Reflexes (2)
d8
Investigation, Medicine, Nature, Persuasion, or Religion 6th +3 Discipline feature d8
Starting Equipment 7th +3 Keen Awareness d8
As a Savant, you start with the following equipment:
8th +3 Ability Score Improvement d8
(a) a simple weapon of your choice or (b) a shortsword.
(a) a light crossbow and 20 bolts or (b) two daggers. 9th +4 Predictive Expert d8
a set of artisan's tools, leather armor, and scholar's pack. 10th +4 Discipline feature d8
Quick Build 11th +4 Unrivaled Genius d10
You can make a Savant quickly by using these suggestions. 12th +4 Ability Score Improvement d10
First, make Intelligence your highest ability score, followed
by your Dexterity. Second, choose the Noble background. 13th +5 Swift Reflexes (3) d10
14th +5 Unyielding Will d10
Adroit Analysis
15th +5 Discipline feature d10
You can focus your mind to analyze your foe. Beginning at 1st
level, you can use a bonus action to analyze one creature you 16th +5 Ability Score Improvement d10
can see within 60 feet, designating it as your Focus. While it 17th +6 Flawless Analysis d12
is your Focus, you gain the following benefits against it:
18th +6 Swift Reflexes (4) d12
When you hit it with an attack, or if you observe it for 1
minute, you learn one of the following characteristics of 19th +6 Ability Score Improvement d12
your choice: its highest ability score, lowest ability score, 20th +6 Incomparable Intellect d12
Armor Class, speed, creature type, or one special sense.
You can use your Intelligence, instead of your Strength or
Dexterity, for weapon attack and damage rolls against it.
The first time you hit it with an attack on your turn you
deal 1d6 bonus damage. This bonus increases to match Genius Intellect
the Intellect Die column of the Savant table above. Your mind is capable of wondrous bursts of insight, fortitude,
It remains your Focus until you choose to end this effect and inspiration. At 2nd level, you gain the following benefits:
(no action required), or it is hidden from you, if you designate Intellect Die
another creature as your Focus, or if you are incapacitated. These increased analytical abilities are represented by your
While you have a Focus, you cannot cast or concentrate on Intellect Die, which begins as a d6. You start knowing three
spells or use other features that require your concentration. such features that make use of this Intellect Die: Calculated
Predictive Defense Flourish, Potent Observation, and Wondrous Insight.
At certain levels, your Intellect Die increases in size, as
Your analytical style of fighting allows you to better anticipate shown in the Intellect Die column on the Savant table.
and dodge attacks. Beginning at 1st level, when you calculate If one of your Intellect Die features requires a creature to
your Armor Class in light or medium armor, or when you are make a saving throw, the save DC is calculated as follows:
unarmored, you can use Intelligence in place of Dexterity.
Intellect save DC = 8 + your proficiency bonus
Scholarly Pursuits + your Intelligence modifier
Never satisfied with your current state you are always looking Calculated Flourish
to expand your educational horizons. At 1st level, you master When a creature you can see targets you with a melee attack,
one Scholarly Pursuit from the list at the end of this class. If you can use a reaction to add one roll of your Intellect Die to
a Pursuit has prerequisites, you must meet them to learn it. your Armor Class against that attack. If the attacker was your
You master one additional Scholarly Pursuit of your choice Focus and its attack misses, you can make one melee weapon
when you reach 4th, 7th, 13th, and 18th level in this class. attack against your Focus as part of the same reaction.
Potent Observation Swift Reflexes
When another creature that can hear you hits your Focus The speed that you observe and react to your surroundings is
with an attack, you can use your reaction to grant it a bonus incredible. Beginning at 5th level, you have a second reaction
to its damage roll equal to one roll of your Intellect Die. you can take each round, but only one reaction per trigger.
Wondrous Insight At certain Savant levels you gain additional reactions, you
When another creature that can hear you makes an ability gain a third reaction at 13th level and a fourth at 18th level.
check using a skill or tool that you are proficient in, you can
use your reaction to grant it a bonus to its roll equal to one Keen Awareness
roll of your Intellect Die. You can do so after it rolls the d20. You are always prepared for danger. Beginning at 7th level, so
long as you aren't incapacitated you cannot be surprised and
Sharp Mind you add your Intelligence modifier to your initiative rolls.
Your ability to analyze your surroundings is unrivaled. Also at Also, when you roll initiative you can use Adroit Analysis to
2nd level, you can use a bonus action on your turn to take the designate a creature you can see within range as your Focus.
Help or Search actions, or make an Intelligence ability check
to recall information about a creature or object you can see. Predictive Expert
Moreover, you can use the Help action to aid a creature in Starting at 9th level, your Focus has disadvantage on all of its
attacking your Focus, so long as you are within 5 feet of the attack rolls against you, and you have advantage on all ability
attacker, even when you are not within 5 feet of the target. checks and saving throws your Focus forces you to make.
Academic Discipline Unrivaled Genius
At 3rd level, choose an Academic Discipline to best represent Your intellect has risen to near-supernatural heights. At 11th
your Savant's studies: Archaeologist, Investigator, Naturalist, level, your Genius Intellect features gain the benefits below:
Physician, or Tactician; all detailed at the end of this class.
Your Academic Discipline grants you features at 3rd level, Calculated Flourish
and again when you reach 6th, 10th, and finally 15th level. If your reaction causes the attack to miss, you have advantage
on the weapon attack roll you make as part of this reaction.
Ability Score Improvement
Potent Observation
When you reach 4th level, and again at 8th, 12th, 16th, and You can use this reaction whenever another creature that can
19th level, you can increase one ability score of your choice hear you attacks a creature that you can see. Moreover, if you
by 2, or two ability scores of your choice by 1. As normal, you use this reaction when another creature attacks your Focus,
can't increase an ability score above 20 using this feature. you can add two rolls of your Intellect Die to its damage roll.
Peerless Insights Wondrous Insight
Your mind and its capabilities are truly wondrous. Beginning When you use Wondrous Insight on another creature's ability
at 5th level, if another creature that can hear you is forced to check you roll your Intellect Die twice and use the higher roll.
make a saving throw, you can use your reaction to grant it a Unyielding Will
bonus to its roll equal to one roll of your Intellect Die.
Moreover, whenever you make an Intelligence, Wisdom, or At 14th level, you gain proficiency in Charisma saving throws,
Charisma saving throw you can add one roll of your Intellect and you have advantage on any saving throw you are forced
Die to your saving throw, so long as you are not incapacitated. to make to resist the charmed and frightened conditions.
Flawless Analysis
Beginning at 17th level, you can use your action to flawlessly
predict your Focus's next move and alert your allies. Until the
start of your next turn, your Focus has disadvantage on every
ability check, attack roll, and saving throw. Also, creatures of
your choice that can hear you have advantage on any saving
throw your Focus forces them to make until your next turn.
Once you use this feature you must finish a short or long
rest before you can use it again.
Incomparable Intellect
At 20th level, you realize your true potential. Your Intelligence
score increases by 4, up to a maximum of 24. Also, if you roll
an Intellect Die and roll lower than your Intelligence modifier,
you can replace the roll with your Intelligence modifier.
Academic Disciplines
Choose one of the following Academic Disciplines that best
represents the genius and skill of your Savant: Archaeologist,
Investigator, Naturalist, Physician, or Tactician.
Lore Master
Archaeologist 10th-level Archaeologist Discipline feature
You constantly study every myth, legend, and folk tale
Specializing in the study of forgotten civilizations, uncharted you come across. If you observe a person, place, or object
lands, and ancient places, Archaeologists bring the light of for at least 10 minutes, you mystically recall information
knowledge to the dark and deadly places of the world. Doing about it as if it were the target of a legend lore spell.
their best to uncover the wisdom of ages long past, they often The target of this feature does not need to be of legendary
tend to feel a sad kinship with the civilizations they study and importance in order for you to gain information. Though, if
go to great lengths not to destroy or offend their memory. there is no relevant lore about the target you learn nothing.
Student of History Finally, when you use a magic item, you use your Intellect
3rd-level Archaeologist Discipline feature save DC for its effects unless the item's save DC was higher.
You gain proficiency in History and Investigation. Whenever Master Archaeologist
you make a check with either of these proficiencies you gain 15th-level Archaeologist Discipline feature
a bonus to your roll equal to one roll of your Intellect Die. If Your familiarity with ancient magic has given you insight into
you are already proficient in either skill you gain proficiency its workings. You gain resistance to all damage from spells.
in another skill from the Savant skill list in its place. Also, when you finish a short rest, you can touch one magic
Also, if you spend 1 minute examining an object you are item that normally regains its charges at dawn, and it regains
touching, you can ascertain its value, origin, and age. If it has expended charges equal to your Intelligence modifier.
magic properties, you learn them as if you had cast identify.
Adventuring Academic Investigator
3rd-level Archaeologist Discipline feature Masters at unraveling mysteries, conspiracies, and secrets of
Your time in ancient places has given you insights into arcane all kinds, Investigators possess an uncanny ability to read the
items and honed your instincts. You gain the benefits below: intent of others. They often dedicate their lives thwarting any
You gain a climbing speed equal to your walking speed. who deceive the innocent and take advantage of the common
When you make a saving throw related to a trap, you gain trust. Their considerable intellect and eye for the truth stand
a bonus to your roll equal to one roll of your Intellect Die. in the way of thieves, shapeshifters, and corrupt politicians.
You ignore all class, race, and alignment requirements for Student of Truth
attunement and use of magic items, scrolls, and potions. 3rd-level Investigator Discipline feature
Intelligence is your spellcasting ability for magic items. You gain proficiency in Insight and Investigation. Whenever
You can cast and concentrate on spells from magic items, you make a check with either of these proficiencies you gain
scrolls, and potions while you are using Adroit Analysis. a bonus to your roll equal to one roll of your Intellect Die. If
Daring Determination you are already proficient in either skill you gain proficiency
6th-level Archaeologist Discipline feature in another skill from the Savant skill list in its place.
You are well acquainted with danger. Whenever you make a Your intuitive nature grants you the following benefits:
Dexterity saving throw, or an ability check related to a trap, Whenever you make an Insight or Perception check you
you add one roll of your Intellect Die to the result of your roll. can choose to use your Intelligence in place of Wisdom.
Also, if you use your action to use a magic item, potion, or When you take the Search action, you gain information as
scroll you can make one weapon attack as a bonus action. if you spent a full minute searching instead of one action.
Illicit Contacts
6th-level Investigator Discipline feature
You have become familiar with the criminal elements of
society. You have advantage on Charisma checks while you
are communicating with another creature in Thieves' Cant.
You also master the Secrets & Whispers Scholarly Pursuit,
If you have already mastered this Scholarly Pursuit you can
instead master your choice of Perfect Recall or Traditions.
Piercing Gaze
10th-level Investigator Discipline feature
Your gaze sees through the most intricate deceptions
and conspiracies. You instantly detect the presence
of illusions and shapeshifters, and you are instantly
aware if your Focus is lying to you.
Also, if your Focus fails its saving throw against
Rough & Tumble, you can cause it to be stunned
for the duration in place of the normal effects.
Master Investigator
15th-level Investigator Discipline feature
Your sense for truth has reached near-supernatural
levels. You gain Truesight out to a 30-foot radius.
Also, when you hit your Focus with an attack, or
use Potent Observation against your Focus, you can
cause the attack to become a critical hit. You can
only do so once between each short or long rest.
Naturalist
The Naturalist's classroom begins at the edge of
civilization. They are scholars of the wilderness,
and will go to great lengths to preserve nature as
it exists, free from the influence of civilization. A
true Naturalist is a conservationist of the wild and
an expert at predicting weather, identifying toxic
and medicinal plants, caring for animals, and
guiding others safely through the wilderness.
Rough & Tumble Student of Nature
3rd-level Investigator Discipline feature 3rd-level Naturalist Discipline feature
You have gained some unsavory skills while fighting shadows You gain proficiency in both Nature and Survival. Whenever
in the underbelly of civilization. You learn to speak, read, and you make a check with either of these proficiencies you gain
decode Thieves' Cant, the language of the criminal world. a bonus to your roll equal to one roll of your Intellect Die. If
Also, your unarmed strikes deal bludgeoning damage equal you are already proficient in either skill you gain proficiency
to a roll of your Intellect Die + your Strength modifier on hit. in another skill from the Savant skill list in its place.
When you hit your Focus with a melee attack on your turn, Also, whenever you make an Animal Handling or Survival
you can force it to make a Dexterity saving throw against your check you can use your Intelligence in place of Wisdom.
Intellect save DC. On a failure, it is either blinded, deafened,
or it cannot speak until the start of your next turn, or if the Naturalist's Journal
target is Large or smaller, you can choose to knock it prone. 3rd-level Naturalist Discipline feature
You compile your research on fantastical flora and fauna in a
Devious Flourish Naturalist's Journal. Over the course of 1 hour, which can be
6th-level Investigator Discipline feature during a short or long rest, you can take notes in your Journal,
Your intuition grants you a heightened sense for openings in detailing your current environment or a specific beast, plant,
your foe's defenses. When you use Calculated Flourish and or monstrosity (such as a bear or griffon) that was your Focus
the triggering attack misses, you can make an attack against within the last 24 hours. If your Journal is lost, you can spend
your attacker even if it is not designated as your Focus. 1 hour ading each old entry to a new Journal from memory.
Moreover, if you use Calculated Flourish and cause your You have advantage on all Intelligence checks related to all
Focus to miss you with an attack, you can force it to make a environments and creatures detailed in your Journal.
saving throw against Rough & Tumble in place of attacking. Finally, once per turn when you make an attack roll against
Finally, whenever you take the Attack action on your turn, a creature that is detailed in your Journal, you gain a bonus to
you can make one unarmed strike attack as a bonus action. your attack roll equal to one roll of your Intellect Die.
Survivalist Call of the Wild
6th-level Naturalist Discipline feature 10th-level Naturalist Discipline feature
You are a master tracker of wild creatures and any that would As an action on your turn, you can force one beast, plant, or
threaten them. You can designate a creature as the Focus of monstrosity within 30 feet to make a Wisdom saving throw
your Adroit Analysis by analyzing signs of its passing, such as against your Intellect save DC, so long as it can hear you. On
tracks or marks, even if you can't see the creature. Creatures a failure, it is charmed by you for 1 hour. Creatures that have
also remain your Focus even if they become hidden from you. an Intelligence score equal to half your Savant level or higher
You also master the Physical Fitness Scholarly Pursuit. If automatically succeed on this saving throw.
you have already mastered this Scholarly Pursuit, you instead While a creature is charmed, it is friendly to you and your
master your choice of either Falconry or Perfect Recall. allies. As a bonus action, you can issue a verbal command to
the creature, which it does its best to obey on its next turn.
Wilderness Guide Once it completes your command it defends itself to the best
6th-level Naturalist Discipline feature of its ability until you command it again with a bonus action.
Your knowledge allows you and your companions to thrive in If the creature takes damage, it repeats its Wisdom saving
the wild places of the world. If you are in an environment that throw at the beginning of its next turn, ending this charm on
is detailed in your Journal, you and up to ten other creatures a success. When it does so, you can use a reaction to shout at
that travel with you gain the following benefits: it and subtract one roll of your Intellect Die from its roll.
You can ignore the effects of nonmagical difficult terrain. Once a creature succeeds on its saving throw against this
You cannot become lost, except by magical means. feature it is immune to it for 24 hours. You can only have one
You can move stealthily while traveling at a normal pace. creature charmed in this way, and charming another creature
ends this effect for any other charmed creatures.
Advanced Studies Once you successfully charm a creature you must complete
10th-level Naturalist Discipline feature a short or long rest before you can use this feature again.
Your knowledge of the wild does not stop with the mundane.
You can add specific dragons, giants, oozes, and undead to Master Naturalist
your Naturalist's Journal. For example, you could add notes 15th-level Naturalist Discipline feature
on a young blue dragon, fire giant, or ghast to your Journal. Your knowledge of the natural world surpasses that of nearly
Your cutting-edge understanding of the natural world also all other scholars. You can add specific creatures of any type,
grants your Naturalist's Journal the following extra benefits: except for constructs and humanoids, to your Journal.
Creatures. You treat the specific creatures in your Journal Also, the duration of Call of the Wild increases to 8
as if they were your Focus, even if they are not currently hours, and creatures detailed in your
designated as the Focus of your Adroit Analysis. Journal have disadvantage on their
Environments. You, and up to ten other creatures initial save to resist Call of the Wild.
that are traveling with you can ignore the effects of Finally, you have advantage on
magical difficult terrain and have advantage on their attack rolls against any creatures
saving throws to resist the hostile effects of any of the detailed in your Journal.
environments you have detailed in your Journal.
Physician
Physicians use their considerable intellect to heal the
sick and tend to the wounded. They spend their lives
studying the anatomy and biology of mortals,
and use this knowledge to keep their
allies in top condition and cripple
foes. Using this medical training,
they offer aid to those that do not
have access to the luxury of divine
magic or other healing spells.
Student of Medicine
3rd-level Physician Discipline feature
You gain proficiency in Medicine and Sleight of
Hand. Whenever you make a check with either of
these proficiencies you gain a bonus to your roll
equal to one roll of your Intellect Die. If you are
already proficient in either skill you instead gain
proficiency in another skill from the Savant list.
Moreover, your medical training and insight
into anatomy grants you the benefits below:
Whenever you would make a Wisdom
(Medicine) check, you can make an
Intelligence (Medicine) check instead.
If you spend 1 minute examining your Focus, you
can identify any disease, poison, or curse affecting it.
Once per turn, if you hit your Focus with a weapon
attack, you can reduce its speed by a number of feet
equal to 5 times your Intelligence modifier (minimum
of 5 feet) until the beginning of your next turn.
Combat Medic
3rd-level Physician Discipline feature
You have trained to administer medical aid to others, even in
the midst of battle. When you finish a short or long rest, you Field Doctor
can touch one Healer's Kit and cause it to regain a number 6th-level Physician Discipline feature
of uses equal to your Intelligence modifier (minimum of 1). You have learned to move about the field of battle unscathed
Also, your knowledge of medicine grants you the Combat to better administer aid. You can take the Dash or Disengage
Medic abilities below, each of which takes an action to use. action as a bonus action on each of your turns.
Whenever you use one of these Combat Medic abilities, Also, whenever you use your action to use a Combat Medic
you can expend one use from a Healer's Kit you are holding ability, you can make one weapon attack as a bonus action.
to use the maximum Intellect Die result, instead of rolling. Medicinal Expertise
Adrenaline Jolt 10th-level Physician Discipline feature
You touch another creature that is either blinded, charmed, Your techniques push allies to their physical limit. When you
deafened, frightened, poisoned, or suffering from a disease, use a Combat Medic ability you can empower it as described
and it instantly repeats a saving throw to end that condition below. You can use an empowered ability on each individual
with a bonus to its roll equal to one roll of your Intellect Die. creature once with no negative effects for it. However, each
subsequent time you use an empowered ability on a creature
Dress Wounds before it finishes a long rest, it gains 1 level of exhaustion.
You touch another creature and it gains temporary hit points
equal to one roll of your Intellect Die. This has no effect on a Restorative Jolt
creature at its hit point maximum, and once a creature gains You can use Adrenaline Jolt to automatically end one of the
temporary hit points from this feature, you can't target it with following conditions: blinded, charmed, deafened, frightened,
this feature again until those temporary hit points are gone. paralyzed, petrified, poisoned, stunned, a reduction to one of
its ability scores, or a reduction to its hit point maximum.
Healing Surge
You touch another living creature and it can expend one of its Resuscitating Surge
Hit Dice to regain a number of hit points equal to its Hit Die You can use Healing Surge to return a creature that has died
roll + its Constitution modifier + one roll of your Intellect Die. within the past minute back to life, so long as it expends one
If you use this ability on a living creature at 0 hit points, it Hit Die as part of this ability. This has no effect on creatures
is instantly stabilized even if it does not expend a Hit Die. that die of old age, and it cannot restore missing body parts.
Suture Wounds Attack Order
If you use Dress Wounds on a living creature for 10 minutes When you take the Attack action, you can issue this Order in
without interruption, you can reattach any severed limbs or place of an attack, targeting another creature that can see or
digits, and it gains a number of temporary hit points equal to hear you within 30 feet. The next time that creature takes the
the difference between its current and maximum hit points. Attack action before the start of your next turn, it can make
However, the temporary hit points from this feature are one additional weapon attack as part of its Attack action.
instantly dispelled if the creature regains any hit points.
Defensive Order
Master Physician When you take the Attack action, you can issue this Order in
15th-level Physician Discipline feature place of an attack, targeting another creature that can see or
You can perform legendary feats of medicine. You can use hear you within 30 feet. That creature gains the benefits of
two empowered Combat Medic abilities on each individual the Dodge action until the beginning of its next turn.
creature between each a long rest with no negative effects.
Also, if you roll an Intellect Die as part of a Combat Medic Maneuvering Order
ability, you add your Intelligence modifier to your total roll. When you take the Attack action, you can issue this Order in
place of an attack, targeting another creature that can see or
Tactician hear you within 30 feet. That creature can use its reaction to
All successful monarchs, conquerors, and revolutions have a move up to its speed without provoking opportunity attacks.
master Tactician who is responsible for their success. These Support Order
leaders are always one step ahead of their foes and a plan for When you take the Attack action, you can issue this Order in
every eventuality. They know maneuvers that lead to victory, place of an attack, targeting another creature that can see or
and those that end in ruin. Alone, a Tactician is no threat, but hear you within 30 feet. That creature can immediately take
with powerful allies, they become a formidable fighting force. the Help, Hide, Search, Study, or Use an Object action.
Student of War Strategic Superiority
3rd-level Tactician Discipline feature 6th-level Tactician Discipline feature
You gain proficiency in History and Persuasion. Whenever You can attack twice, instead of once, whenever you take the
you make a check with either of these proficiencies you gain Attack action on your turn. Moreover, you can take the Dash,
a bonus to your roll equal to one roll of your Intellect Die. If Disengage, or Help action in place of one of these attacks.
you are already proficient in either skill you gain proficiency
in another skill from the Savant skill list in its place. Tactical Genius
Your study of warfare also grants you the benefits below: 10th-level Tactician Discipline feature
You gain proficiency in two gaming sets of your Your genius allows you to control the flow of each battle from
choice, and whenever you make an ability the outset. When you roll initiative, you can issue an Order to
check that uses any gaming set, you add one creature before any other creatures have a chance to act.
one roll of your Intellect Die to the roll. Also, when another creature that can hear you makes an
You gain proficiency in medium armor, attack against your Focus, you can use Potent Observation
shields, and with all martial weapons to add a roll of your Intellect Die to its attack roll. You can
that do not have the heavy property. do so after it rolls, but before you know if its attack hits.
Tactical Commander Master Tactician
3rd-level Tactician Discipline feature 15th-level Tactician Discipline feature
You can use your knowledge of tactics to direct Your words inspire heroism in your allies. Whenever you
your allies on the battlefield. You learn to use issue an Order to a creature you can grant it temporary hit
the following Orders detailed on this page: points equal to your Intelligence modifier (minimum of 1).
Scholarly Pursuits Linguistics
Listed below are the Scholarly Pursuits available to a Savant. Prerequisites: 4th-level Savant
If a Pursuit allows you to add one roll of your Intellect Die You are a student of language and the art of the spoken word.
to an ability check that already has this benefit, you roll your You gain proficiency in Persuasion, and whenever you make
Intellect Die twice and use the higher result instead. a Charisma (Persuasion) check, you gain a bonus to your roll
equal to one roll of your Intellect Die.
Instruction You also know how to speak, read, and write a number of
You have dedicated a significant amount of your studies to additional languages equal to your Intelligence modifier.
the art of education. Over the course of 1 hour, you can teach
one creature that can hear and understand you one skill, tool, Physical Fitness
or weapon proficiency, or one language you know. Prerequisites: 4th-level Savant
The creature gains proficiency in that tool, skill, or weapon, You know that the key to a healthy mind is a healthy body. You
or learns to speak that language until it completes a long rest. gain proficiency in either Athletics or Acrobatics. Whenever
you make an ability check with that skill, you gain a bonus to
Perfect Recall your roll equal to one roll of your Intellect Die.
You can recall picture-perfect details from things that you Also, you gain a climbing speed and a swimming speed
commit to memory. If you spend at least 1 minute observing equal to your walking speed, and when you make a running
an object or creature, you can perfectly recall any observable jump, you add your Intelligence modifier to the distance.
information about that creature or object point in the future.
For example, you could perfectly memorize a map, a page Riddles
from a tome, a work of art, or the appearance of a creature. Prerequisites: 4th-level Savant
You have spent a great deal of time learning to speak in both
Quick Study riddles and rhymes. You gain proficiency in Deception. When
You learn exceptionally fast. You gain proficiency in one skill you make a Charisma (Deception) check, you gain a bonus to
or tool, or learn to speak and read a language of your choice. your roll equal to one roll of your Intellect Die.
Over the course of 1 hour, which can be during a short or Also, when you speak, you can choose to speak in Riddles.
long rest, you can replace this proficiency or language with When you do so, you appear to be speaking normally, but you
another proficiency or language of your choice, so long as you include hidden messages laced in your rhyming words.
have an example to learn from. Examples include a teacher, a Over the course of 1 hour, which can be during a short or
book in another language, or a manual for a set of tools. long rest, you can teach a creature with an Intelligence of 11
Astrology or higher to understand your Riddles and respond in kind.
Prerequisites: 4th-level Savant Secrets & Whispers
You are a disciple of heavenly bodies and use this knowledge Prerequisites: 4th-level Savant
to twist fate. You gain proficiency in Arcana, and whenever You have a knack for knowing where to eavesdrop and the
you make an Intelligence (Arcana) check, you gain a bonus to right person to bribe. You gain proficiency in Stealth. When
your roll equal to one roll of your Intellect Die. you make a Dexterity (Stealth) check, you gain a bonus to
During each long rest that you can see the night sky, roll a your roll equal to one roll of your Intellect Die.
d20 and record that number. Once before the end of the next Whenever you spend a long rest in a settlement, you can
long rest, you can choose to use that roll in place of the d20 spend 1-hour gathering local rumors to learn of a significant,
for ability check, attack roll, or saving throw before you roll. even secret, event which occurred in there in the last week.
Falconry Theology
Prerequisites: 4th-level Savant Prerequisites: 4th-level Savant
You have spent many months learning to train birds of prey. You are a dedicated scholar of various holy texts and sacred
You gain proficiency in Perception, and whenever you make rituals. You gain proficiency in Religion, and whenever you
a Wisdom (Perception) check, you gain a bonus to your roll make an Intelligence (Religion) check, you gain a bonus to
equal to one roll of your Intellect Die. your roll equal to one roll of your Intellect Die.
You gain a trained Falcon which uses the Hawk statblock You also learn to speak, read, and write Celestial. Finally,
from the Player's Handbook, but it has an Intelligence score you learn the ceremony spell, but you can only cast it as a
of 8. You and your Falcon can communicate simple ideas with ritual. For you, the ritual only takes 10 minutes, and you can
each other using simple gestures and sounds. Your Falcon is cast it without the material components once per long rest.
unwaveringly loyal to you and obeys your commands.
In combat, your Falcon shares your initiative and acts on Traditions
your turn. It can move and use its reaction on its own, but it Prerequisites: 4th-level Savant
only takes the Dodge action unless you use a bonus action to You are a student of local cultures, politics, and traditions.
command it to take an action from its stat block, or another You gain proficiency in History, and whenever you make an
action. If you are incapacitated, your Falcon acts on its own. Intelligence (History) check, you gain a bonus to your roll
If your Falcon falls to 0 hit points it makes death saving equal to one roll of your Intellect Die.
throws as a player character would. Should your Falcon die, Whenever you make a Charisma check to interact with a
your special skills allow you to track and train another Falcon local ruler or otherwise important figure and you incorporate
over the course of an 8-hour period using 5 gp worth of bait. a local custom or tradition, you have advantage on your roll.
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 5.1.0
Created by /u/laserllama

Artist Credits:
Cover - Sara Winters - Compulsive Research
Page 1 - Eelis Kyttanen - Weatherlight Stalwart
Page 3 - Mitchell Malloy - Frantic Search
Page 4 - Anna Steinbauer - Seek the Wilds
Page 5 - Lucas Graciano - Marchesa's Infiltrator
Page 6 - Lucas Graciano - Borderland Explorer
Page 7 - Bram Sels - Valiant Rescuer
Page 8 - Howard Lyon - Star Pupil
Back - Adam Paquette - Jace's Sanctum

Additional laserllama Homebrew content


can be found for free on GM Binder.

Support me on Patreon for access to four


exclusive Academic Disciplines:
Engineer - Occultist - Tinker - Voyager

Check out the Savant: Expanded for a multitude


of additional Feats, Magic Items, Scholarly
Pursuits, and four Academic Disciplines!

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