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The Savant
The Savant
The slender elf cleaned her glasses with the corner of
her cloak, as the dust began to settle around her. Her
benefactor had paid her a handsome sum to locate
this forgotten place, and after months of pouring over
ancient tomes, she finally pieced together it's long-lost
location. Now, she had a difficult choice to make. If she
reported her findings to her benefactor, the temple would
be stripped of its valuables. If she kept the location of her
discovery hidden, then she could preserve the priceless
knowledge contained within. For to a savant, knowledge
is more precious than gold coins.
The elderly human warrior assessed the state of
the soldiers under his command. They were exhausted
and almost out of supplies. It was the tenth day of the
siege, and the old warrior knew in his heart that no
reinforcements would be coming to save them. He was
too old to be of much use in battle, but if his soldiers
followed his orders to the letter, and without hesitation,
they just might have a fighting chance. He stood up, and
for what could be the last time, donned his shield and
drew his sword from its scabbard.
A young dwarf bent over his unconscious comrade
in the midst of battle, his hands were shaking as he
examined the unconscious soldier's wounds. The elders
of his clan had spent a great deal of their fortune to send
him to the best university gold could buy. All those hours
spent in lectures, libraries, and observation, all for this
moment. He thought back to all he had learned about
field medicine and began to dress his comrade's wounds.
Magnificent Minds
There are many intelligent people in the world, but few are
true savants. Born with an innate desire to learn all they can, Creating
and the potential for a genius level intellect, savants spend
their lives studying anything that those around them are Your Savant
willing to teach. Often recognized at an early age, their When creating your savant, consider their upbringing and
ravenous hunger for knowledge, draws them to great level of formal education. Were they the star pupil of the
libraries, universities, and other places of higher learning. kingdom's university, or did they come from squalor, fighting
Willing to go to any lengths to access the hidden knowledge for any scrap of knowledge they could get their hands on?
of the world, savants often turn to a life of adventuring. For a Consider why they became an adventurer rather than an
savant, no price is too steep to pay for a new discovery. academic. Have they advanced beyond study and look to the
Despite their aptitude for learning, most savants seek to endless discoveries of a life of adventure?
better themselves without having to depend on other forces.
Rejecting the patronage of powerful beings, and considering Quick Build
wizardry a shortcut to power, savants rely on their intellect You can make a savant quickly by following these
alone, as they strive for perfection. suggestions. First, make Intelligence your highest ability
score, followed by Dexterity. Second, choose the noble or
Intensely Focused sage background from the Player's Handbook.
Savants hyper-focus on their area of academic study. They Optional Rule: Multiclassing
obsess and learn all they can about their area of expertise.
This drive fuels every savant, and they are willing to put aside If your group uses the optional rule for multiclassing in the
political, religious, or cultural divisions in order to learn. Player's Handbook, here's what you need to know if you
Once they have learned all academia can teach them, savants choose the savant as one of your classes.
strike out into the world to advance their field of study . Ability Score Minimum. As a multiclass character, you
Often at great cost to themselves, a savant will not stop must have at least a 13 in Intelligence to take a level in this
researching, experimenting, and theorizing until they have class, or to take a level in another class if you are a savant.
made an indelible mark on their academic discipline. Proficiencies Gained. If savant isn't your initial class, here
Whether they realize it or not, the ultimate goal burning are the proficiencies you gain when you take your first level
within the heart of every savant is to uncover some lost or as a savant: one skill from the savant skill list and one set of
   previously unknown truth about the universe. artisan's tools of your choice.
Class Features
As a savant, you gain the following class features. The Savant
Hit Points
Hit Dice: 1d8 per savant level. Level Proficiency Bonus Features
Hit Points at 1st Level: 8 + your Constitution modifier 1st +2
Adroit Analysis,
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution Unarmored Defense
modifier per savant level after 1st Perfect Recall,
2nd +2
Proficiencies Unyielding Mind (1d4)
Armor: Light armor 3rd +2 Academic Discipline
Weapons: Simple weapons, hand crossbows, rapiers,
shortswords 4th +2 Ability Score Improvement
Tools: One set of artisan's tools of your choice 5th +3
Accelerated Reflexes (2),
Saving Throws: Intelligence, Wisdom Potent Observation (1d10)
Skills: Choose two from Arcana, History, Insight, 6th +3 Expert Student
Investigation, Medicine, Nature, Perception, Persuasion,
Religion, and Sleight of Hand 7th +3 Academic Discipline feature
Starting Equipment 8th +3 Ability Score Improvement
You start with the following equipment, in addition to the 9th +4 Expert Educator
equipment granted by your background:
10th +4 Unyielding Mind (1d6)
(a) two simple weapons of your choice or (b) a rapier.
(a) a light crossbow and 20 bolts or (b) a shortsword. 11th +4
Flawless Observation,
one set of artisan's tools of your choice. Potent Observation (2d10)
leather armor and a scholar's pack. 12th +4 Ability Score Improvement
Adroit Analysis 13th +5 Academic Discipline feature
You can analyze the movement patterns and fighting style of 14th +5 Iron Will
your foe to discern information and land precise strikes. 15th +5 Unyielding Mind (1d8)
Starting at 1st-level, you can use a bonus action to mark a
creature within 60 feet that you can see, as the target of your 16th +5 Ability Score Improvement
Adroit Analysis. Whenever you make a weapon attack against Academic Discipline feature,
the marked creature, you can use your Intelligence, in place 17th +6
Accelerated Reflexes (3)
of Strength or Dexterity, for the attack and damage rolls. 18th +6 Profound Insight
This mark lasts for 1 minute. It ends early if you choose to
end it as a bonus action, you are incapacitated, or you mark 19th +6 Ability Score Improvement
another creature as the target. If you mark another creature Undisputed Genius,
any effects immediately end for the previous target. 20th +6
Unyielding Mind (1d10)
In addition, you can make use of your finely honed skills,
even in the midst of battle. As a bonus action on your turn,
you can make an ability check using any Intelligence or
Wisdom-based skill with which you have proficiency.
Unarmored Defense Unyielding Mind
Your hyper-observant way of fighting allows you to predict By 2nd level, your mind has been honed into both a potent
enemy attacks and quickly react to avoid being hit when analytical weapon and a stalwart shield against mental
unencumbered. Beginning at 1st level, when you are wearing assaults. When you make an Intelligence, Wisdom, or
no armor and not wielding a shield, your Armor Class is equal Charisma check or saving throw, you can use your reaction to
to 10 + your Dexterity modifier + your Intelligence modifier. roll a d4 and add the number rolled to the result of the ability
check or saving throw. You use this feature after you roll, but
Perfect Recall before you know whether you succeed or fail.
The size of the unyielding mind die you roll for this feature
Starting at 2nd level, your photographic memory allows you increases when you reach certain levels in this class; to 1d6
to remember even the most minute details from things that at 10th-level, 1d8 at 15th-level, and 1d10 at 20th-level.
you've studied. If you spend at least 1 minute observing and
committing something to memory, you can automatically Academic Discipline
recall any information about your observations at any point in
the future without requiring an ability check. At 3rd level, you choose your Academic Discipline. Choose
For example, you can perfectly recall the details of a book between Archaeologist, Naturalist, Philosopher, Physician,
you've read, a map you've examined, a person's appearance, Seeker, or Tactician, each of which is detailed at the end of
the contents of a speech, or paths you've traveled. the class description. Your Academic Discipline grants you
features at 3rd level, and again at 7th, 13th, and 17th level.
Ability Score Improvement Expert Educator
When you reach 4th level, and again at 8th, 12th, 16th, and Beginning at 9th level, your ability to pass knowledge to
19th level, you can increase one ability score of your choice others is peerless. At the end of a long rest, choose one skill,
by 2, or you can increase two ability scores of your choice by tool, or weapon proficiency or language you know. A number
1. As normal, you can't increase an ability score above 20 of creatures that can hear you, equal to your Intelligence
using this feature. modifier (minimum of 1), gain that proficiency or language.
This benefit lasts until the end of your next long rest.
Accelerated Reflexes The proficiency or language you choose to teach with this
Your ability to process, and react to, the world around you is feature can be one that you've acquired from expert student.
notably faster then most mortal creatures. Upon reaching 5th
level, you can take one additional reaction per round. A single Flawless Observation
effect can only trigger one of your reactions. You can identify the weak points of a creature without prior
Starting at 17th level, your ability to process stimuli grows, analysis. Starting at 11th level, you can use your Potent
allowing you another reaction per round (for a total of 3). Observation reaction when a creature you can see hits
another creature with a weapon attack, even if the target of
Potent Observation the attack is not the target of your Adroit Analysis. You must
Starting at 5th level, you can use your acute observational be able to see both creatures to use this reaction.
skills to highlight the weak points of your foes for your allies. In addition, if you use your Potent Observation reaction
When you, or a creature that you can see, hits the target of when a creature hits the target of your Adroit Analysis with
your Adroit Analysis with an attack, you can use your reaction an attack they gain an additional bonus to their damage roll
to increase the damage dealt by the attack by 1d10. If the equal to your Intelligence modifier (minimum of 1).
attack deals more than one type of damage, the attacking
creature chooses which type of damage to increase. Iron Will
Beginning at 11th level, you offer keener observations and Starting at 14th level, you can steel your mind against effects
the bonus damage from this feature increases to 2d10. that remove your mental agency. If you fail a saving throw to
resist being charmed, frightened, or stunned, you can choose
Expert Student to automatically succeed on the saving throw instead.
Upon reaching 6th level, your ability to master new skills is Once you use this feature, you must finish a short or long
unrivaled. At the end of a short or long rest, you can choose to rest before you can use it again.
learn one additional language, or gain one tool, skill, or
weapon proficiency of your choice, as long as there is an Profound Insight
example on hand for you to learn from (such as a teacher, a Beginning at 18th level, your unequaled ability to process the
manual, a book in a different language, or a party member world around you allows you to predict your enemy's attacks
with the proficiency). You can gain only one bonus proficiency as they happen. The target of your Adroit Analysis has
or language from this feature per each short or long rest. disadvantage on any attack targeting you, and you have
You can have a total number of bonus proficiencies and advantage on any saving throws it forces you to make.
languages from this feature equal to your Intelligence
modifier (minimum of 1). If you learn another proficiency or Undisputed Genius
language while at your maximum you must choose one
proficiency or language you gained from this feature to forget. Upon reaching 20th level, you realize the wondrous potential
You immediately lose any knowledge and benefits from it. of your intellect. Your Intelligence and Wisdom scores
increase by 4. Your maximum for those scores is now 24.
Academic Disciplines
At 3rd level, a Savant gains the Academic Discipline feature.
The following Academic Disciplines are available to a savant:
Archaeologist, Naturalist, Orator, Philosopher, Physician,
Polymath Seeker, or Tactician. Your Academic Discipline
grants you features at 3rd, 7th, 13th, and 17th level.
Archaeologist
Specializing in the study of forgotten civilizations, ancient
places, and uncharted lands, Archaeologists boldly walk into
the dark and deadly places of the world that they may be
illuminated by the light of knowledge. Archaeologists do their
best to piece together the lost knowledge of past ages. They
tend to feel a sad kinship with the lost civilizations that they
study, and will go to great lengths not to destroy or offend
their memory. For an Archaeologist, learning from the
innovations, and mistakes, of the past is the best way to
improve the present and move toward a better future.
Student of History
Starting at 3rd level, your study of bygone eras allows you
unique insight into ancient and forgotten things. When you
adopt this Academic Discipline you learn two languages of
your choice and you gain proficiency in the History and
Investigation skills. Your proficiency bonus is doubled for
any ability check you make that uses either History or
Investigation. If you are already proficient in either of these
two skills you gain proficiency with another skill of your
choice from the savant skill list.
Additionally, your familiarity with civilizations, both ancient
and modern, allows you to learn additional information
through observation. When you mark a creature as the target
of your Adroit Analysis, you learn of either one language
spoken by the creature, or of one of its special senses.
Daring Determination
Ancient temples and forgotten dungeons are deadly to most,
but your time in such places has honed your survival instincts
in comparison to other savants and academics. Starting at
3rd level, you gain the following benefits:
When prone, standing up only takes 5 feet of movement.
You can use your Unyielding Mind reaction when you
make a Dexterity ability check or saving throw. Lore Master
If you spend one minute examining an object, you can By 13th level, your research into lost civilizations, ancient
ascertain its approximate monetary worth, its civilization artifacts, and forgotten rituals, has given you knowledge of
of origin, and its approximate age. If the item has any the most obscure and esoteric lore. If you observe a place or
innate magical properties, you learn of them as if you had object for at least one minute, you can recall information
cast the identify spell on the object. Like identify, this about it as if you had cast the legend lore spell.
feature doesn't allow you to discover curses. Once you use this feature you must finish a short or long
rest before you can use it again.
Dungeoneer In addition, you can use an instance of your Expert Student
You have learned to defend yourself from the dangers that lie feature to attune to a magic item that you don't normally meet
within the ancient places that you venture into. Starting at the alignment, class, or race requirements for. You cannot use
7th level, you can use your reaction to impose disadvantage this feature to exceed your attunement limits.
on opportunity attacks made against you, as long as you can
see the attacker. The target of your Adroit Analysis always Master Archaeologist
has disadvantage on opportunity attacks targeting you. Upon reaching 17th level, your frequent exposure to the
In addition, when you are forced to make a saving throw to magical effects present in ancient places has caused your
avoid the effects of a trap, you take no damage if you succeed body to develop an innate arcane ward. You are resistant to
on the saving throw, and only half damage if you fail. all damage from spells and other magical effects.
Naturalist
The Naturalist's classroom begins at the very edges of
civilization. They study the plants, animals, and environments
that exist beyond the influence of civilization. Naturalists are
experts at anticipating the weather, knowing the difference
between an edible plant and a toxic one, and understanding
the behaviors of wild animals. Highly sought after as guides
for adventuring parties, Naturalists can safely navigate arid
deserts, frigid mountain ranges, and treacherous jungles.
Student of Nature
Beginning at 3rd level, your time studying the natural world
has granted you insight into the ways of the wild. When you
adopt this Academic Discipline you gain proficiency in the
Animal Handling and Nature skills, and your proficiency
bonus is doubled for any ability check you make that uses
either of these proficiencies. If you are already proficient in
Animal Handling or Nature you gain proficiency with
another skill of your choice from the savant skill list.
Additionally, your familiarity with creature types allows
you to glean additional information through observation.
When you mark a creature as the target of your Adroit
Analysis you learn either its creature type, its highest ability
score, or its lowest ability score.
Adapt and Overcome
Starting at 3rd level, your study of flora and fauna has given
you insight into their weak points. If the target of your Adroit
Analysis is a beast, monstrosity, or plant, your weapon
attacks against it score a critical hit on a roll of 19 or 20.
Additionally, at the end of a long rest, you can attune Wild
yourself to the natural environment you are currently in Insights
(examples include, but are not limited to, arctic, coast, desert, You've come to understand the
forest, grassland, jungle, mountain, swamp, or underground). plants and animals of the natural world in a way that few
While in that environment, you have advantage on any people do. Starting at 13th level, you can use your action to
Intelligence or Wisdom checks you make related to its native touch a beast or plant and attempt to charm it as if casting
animals, plants, ecosystem, or weather. the dominate beast spell. The save DC is equal to 8 + your
Survivalist proficiency bonus + your Intelligence modifier. Unlike the
Upon reaching 7th level, you can use your knowledge of the spell, this feature can affect plants as well as beasts.
wilderness to better prepare friendly creatures for upcoming You may use this feature a number of times equal to your
dangers. At the end of a long rest, you can choose a number Intelligence modifier (minimum of once), and you regain all
of friendly creatures equal to your Intelligence modifier expended uses when you finish a long rest.
(minimum of 1), you and these creatures all gain a benefit of Master Naturalist
your choice from the list below. This benefit lasts until the You have become a leading authority on the natural world,
end of your next long rest. and can maneuver with comfort in any environment. Upon
Amphibious Training. Creatures gain a swimming speed reaching 17th level, you automatically attune to your current
equal to their movement speed and can hold their breath for environment for the purposes of your Adapt and Overcome
a number of minutes equal to 1 + their Constitution modifier feature, and you gain the benefits of all Survivalist features.
+ your Intelligence modifier (minimum of 1 minute).
Concealment Training. Creatures can move stealthily at a
normal pace and can take the Hide action as a bonus action. Be Prepared!
Endurance Training. Creatures ignore the effects of
difficult terrain imposed by natural environments and their Naturalists thrive when they know the challenges
movement speed increases by 10 feet. that lie ahead. Make sure to use your considerable
knowledge to anticipate any dangers that you and
Harsh Environment Training. Creatures have advantage your companions may face on your journeys.
on saving throws to resist the effects of harsh environments, However, if things don't go as planned, never
and they gain resistance to one of the following damage types fear. A good Naturalist is always prepared for the
of your choice: cold, fire, poison, lightning, or thunder. worst case scenario, and their unwavering
Mountaineer Training. Creatures gain a climbing speed confidence can be a beacon of hope for their allies.
equal to their movement speed and they reduce any falling
damage they take by an amount equal to your savant level.
    Confound. You speak a word of power that sows confusion
in the mind of your enemy. The target must make an
Intelligence saving throw. On a failed save, the target must
subtract your Intelligence modifier (minimum of 1) from all
attack rolls it makes before the end of your next turn.
Debilitate. You speak a word of power that assaults your
foe's senses. The target must make a Constitution saving
throw. On a failed save, the target is blinded, deafened, or is
unable to speak (your choice) until the end of your next turn.
Disorient. You speak a word of power that weakens the
place of a creature in reality. The target must make a Wisdom
saving throw. On a failed save, the target must subtract your
Intelligence modifier (minimum of 1) from all saving throws it
makes before the start of your next turn.
Exhaust. You speak a word of power that drains the vitality
of a foe. The target must make a Constitution saving throw.
On a failed save, the target gains one level of exhaustion. If a
creature has at least one level of exhaustion from this feature
it can make a Constitution saving throw at the end of each of
its turns. On a successful save, any levels of exhaustion the
creature has from this feature are reduced by one.
Unwavering Will
Beginning at 7th level, your force of will is resolute. When
Philosopher you are subjected to an effect that allows you to make an
Intelligence or Wisdom saving throw to take only half
Philosophy is the purest Academic Discipline a savant can damage, you instead take no damage if you succeed on the
pursue. Philosophers spend their lives pondering the deep saving throw, and only half damage if you fail.
questions of existence; the purpose of life, the nature of the In addition, your mastery over your words of power has
planes, and the relationship between mortals, the gods, and increased. When you use your Potent Observation reaction
everything in between. Through the study of natural sciences, you can choose to expend one use of your Words of Power,
public speaking, and philosophy they seek to perfect their imposing its effects on the target of the attack in addition to
knowledge of the cosmos and their place in reality. the bonus damage.
Student of Thought Supreme Understanding
When you adopt this Academic Discipline at 3rd level you Your knowledge of reality increases the influence of your
gain proficiency in the Arcana and Religion skills, and your speech. Starting at 13th level, you can speak the following
proficiency bonus is doubled for any ability check you make words, once each, without expending a use of your Words of
that uses either of these proficiencies. If you are already Power feature. Once spoken, you must finish a short or long
proficient in Arcana or Religion you gain proficiency with rest before you can speak that Word of Power again.
another skill of your choice from the savant skill list. Banish. You speak a word of power that shunts a creature
Additionally, your time thinking on the nature of existence from your current plane of existence. The target must
allows you to glean additional information by observation. succeed on a Charisma saving throw or be banished for 1
When you mark a creature as the target of your Adroit minute. If the target is native to the plane of existence you're
Analysis you learn either its plane of origin, its alignment, or currently on, it is banished to a harmless Demiplane. If the
its spellcasting ability (if it has one) and the level of the target is native to a different plane of existence then the one
highest spell the creature is capable of casting. you're on, the target is banished to its home plane. The target
can make a Charisma saving throw at the end of each of its
Words of Power turns, returning to your plane of existence on a success.
Your mastery over the spoken word and your understanding Enfeeble. You speak a word of power that paralyzes the
of the multiverse allows you to exert your will to influence mind of a creature. The target must make an Intelligence
reality in minor ways. Starting at 3rd level, when you hit a saving throw. On a failed save, the target is stunned for 1
creature that is the target of your Adroit Analysis with an minute. The target can make an Intelligence saving throw
attack, you can speak one of the words of power below, each time it takes damage, ending the effect on a success.
enhancing your attack. You can speak a word of power a
number of times equal to your Intelligence modifier Master Philosopher
(minimum of once), and you regain all expended uses when Even the most powerful extraplanar creatures struggle to
you finish a short or long rest. contend with your will and sense of purpose. Upon reaching
Saving Throws. The words of power you speak require 17th level, you are always under the effects of the protection
the target to make a saving throw to resist their effects. The from evil and good spell, and when an aberration, celestial,
save DC for your words of power is equal to 8 + your fey, fiend, or undead creature forces you to make a saving
proficiency bonus + your Intelligence modifier. throw, you have advantage on the roll.
Physician
Physicians are those that bring their considerable intellect to
bear to heal the sick and wounded. They spend their time
studying the inner workings of mortal beings, their anatomies
and physiologies, so they may keep their companions in top
fighting condition. They use their extensive knowledge of
medicine to tend and minister to those in need who don't
have access to the luxury of arcane or divine healing magic.
Student of Medicine
When you adopt this Academic Discipline at 3rd level, your
studies allow you to use Medicine as an Intelligence-based
skill. You gain proficiency in the Medicine skill and with the
herbalism kit, and your proficiency bonus is doubled for any
ability check you make that uses either of these proficiencies.
If you are already proficient in Medicine or with the
herbalism kit you gain proficiency with another skill of your
choice from the savant skill list.
In addition, your time studying anatomy allows you to glean
additional information through observation. When you mark
a creature as the target of your Adroit Analysis you learn the
creature's current amount of hit points.
Combat Medic
Your study of medicine allows you to tend to your allies even
in the midst of battle. Starting at 3rd level, you can use an
action on your turn to do one of the following: The Knowledge of Medicine
Adrenaline Boost. A humanoid creature you touch can
use its reaction to repeat a saving throw to end one of the As a Physician, you have spent a significant amount
following conditions affecting it: blinded, charmed, deafened, of time studying the practice and application of
frightened, or poisoned. It gains a bonus to its roll equal to medical techniques. You can make Intelligence
(Medicine) checks in addition to Wisdom
your Intelligence modifier (minimum of 1). (Medicine) checks to diagnose illnesses, recall
Crippling Strike. You target an anatomical weak point of information on diseases, and other uses of the
your foe. Make a weapon attack against a creature. On hit, in Medicine skill relevant to your game setting.
addition to the normal effects of the attack, you reduce the
movement speed of the target by an amount equal to 5 times
your Intelligence modifier (minimum of 5 feet). This speed Advanced Medicine
reduction lasts until the start of your next turn.
Dress Wounds. You soothe the aches and pains of your When you reach 13th level, your knowledge of medicine
allies. At the end of a short rest you can touch a number of allows you to perform greater feats of healing, both on and off
creatures, including yourself, equal to your Intelligence the battlefield. You gain access to the following additional
modifier (minimum of 1). They immediately gain temporary options for your Combat Medic feature:
hit points equal to 1d6 + your proficiency bonus. Restorative Boost. You touch a humanoid creature and
Healing Surge. You use medicinal techniques to stimulate alleviate a debilitating effect. You end any reduction to one of
healing. A humanoid creature you touch can use its reaction the target's ability scores, end an effect reducing the target's
to expend 1 of their Hit Die. The target immediately regains hit point maximum, reduce its exhaustion level by one, or end
hit points equal to their Hit Die roll + their Constitution one of the following conditions on it: blinded, charmed,
modifier + your Intelligence modifier (minimum of 1). deafened, frightened, paralyzed, or poisoned.
Stabilize. You use your knowledge to stabilize a creature. Resuscitate. You touch a humanoid creature that has died
You touch a living humanoid creature that has 0 hit points within the last minute. It is returned to life with 1 hit point as
and it becomes stable. The creature can then choose to if you had cast the revivify spell on the creature.
expend 1 of their Hit Die to regain hit points equal to the Once you use one of these Combat Medic options, you can't
maximum value of the Hit Die + their Constitution modifier. use either again until you complete a short or long rest.
Field Doctor Master Physician
Beginning at 7th level, you have mastered moving about the Your knowledge of medicine and the inner workings of the
battlefield unscathed in order to administer aid to your allies. mortal bodies is peerless. Starting at 17th level, whenever
If you restore hit points, grant temporary hit points, or you restore hit points or grant temporary hit points to a
stabilize another creature, you gain the effects of the Dodge creature, it gains the maximum amount, in place of rolling.
action until the start of your next turn. In addition, any creature within 30 feet of you that expends
In addition, when you use your Combat Medic feature, you Hit Dice to regain hit points at the end of a short rest can
can make one weapon attack as a bonus action on that turn. treat the expended Hit Dice as their maximum roll.
Seeker
In every society there are those that look to deceive, swindle,
and take advantage of common trust — thieves' guilds that
run racketeering schemes, monsters that can shift their form
to trick the innocent, and those who abuse their legitimate
authority for personal gain. Standing in their way is the
archetypal Seeker, those who use their considerable intellect
to outwit any who obfuscate the truth.
As a Seeker, you excel at uncovering secrets and unraveling
mysteries. You rely on your sharp eye for detail, but also on
your finely honed ability to read the words and deeds of other
creatures to determine their true intent. You excel at rooting
out monsters that hide among, and prey upon ordinary folk,
and your mastery of observation and your keen wit make you
well equipped to expose, and defeat, hidden evils.
Student of Truth
When you adopt this Academic Discipline at 3rd level you
gain an enhanced ability to discern fact from fiction. You gain
proficiency in the Insight and Investigation skills, and your
proficiency bonus is doubled for any ability check you make
that uses either of these proficiencies. If you are already
proficient in Insight or Investigation you gain proficiency with
another skill of your choice from the savant skill list.
In addition, your familiarity with those who thrive on
deception allows you to glean additional information from
observation. When you mark a creature as the target of
your Adroit Analysis you learn the its alignment, if the
creature's current appearance is its true form, or identify
which, if any, Charisma skills they are proficient in.
Astute Offense
Your experience searching for the facts has honed your ability
to sense deception. Starting at 3rd level, you have advantage
on any ability check you make to see through an illusion or to
determine if a creature is lying to you.
In addition, your heightened sense of observation
enhances your abilities in combat. When you hit the target of Peerless Focus
your Adroit Analysis with a weapon attack, you can roll your You can focus your considerable intellect to succeed at tasks
Unyielding Mind die and add the result to the damage roll. that, to others, may seem impossible. Beginning at 13th level,
Unyielding Defense when you make an attack against the target of your Adroit
Starting at 7th level, the speed at which you are able to react Analysis, or an ability check using a skill or tool you are
to the world around you allows you to better defend yourself proficient in, you can choose to substitute the d20 with your
from incoming blows. When you are targeted by an attack, Intelligence score, instead of rolling. You must choose to use
you can use your reaction to roll your Unyielding Mind die this feature before you roll.
and add it to your AC against the triggering attack. This If you use this feature for an attack roll, replacing your roll
bonus only applies against the triggering attack, after which, with a 20 (or higher) is the same as rolling a critical hit.
your Armor Class returns to normal. You can use this feature a number of times equal to your
Intelligence modifier (minimum of once), and you regain all
expended uses of it when you finish a long rest.
Seekers of Knowledge Master Seeker
Most official classes in Dungeons & Dragons 5e Upon reaching 17th level, your keen insight into the weak
have a subclass whose theme and mechanics points of your enemies allows you and your allies to exploit
reinforce the base identity of the class. Like the them with ruthless efficiency. When you use your Potent
Champion fighter, the Thief rogue, or the Life Observation reaction on an attack against the target of your
Domain cleric, the Seeker serves this role for the
savant. This Academic Discipline doubles down on
Adroit Analysis, you can turn the attack into an automatic
the identity of the savant and its base class features
critical hit as part of the same reaction, in addition to adding
without adding too much complexity. the normal bonus damage from Potent Observation.
Once you use this feature you must complete a short or
long rest before you can use it again.
Tactician  
Every successful monarch, conqueror, or revolt often has a Defensive Order. Your Order motivates an ally to better
master strategist that is directly responsible for their success protect themselves. Until the start of your next turn, the
in battle. Known as Tacticians, these strategists strive to stay creature targeted by this Order gains a bonus to their Armor
one step ahead of their enemies, and make sure to have a Class equal to your Intelligence modifier (minimum of 1).
plan for every eventuality. While they may not claim victory in Rallying Order. Your Order provides strategic insight to an
each individual battle, they look to ensure victory in the war. ally moving about the battlefield. A creature targeted by this
You have studied the art of war and the history of conquest. Order can use their reaction to immediately move up to their
You know the strategies that lead to glorious victory, and the speed without provoking opportunity attacks.
tactics that end in ruin. Alone you are no threat, but with Steadfast Order. Your Order inspires creatures to stand
powerful allies to direct, you are a force to be reckoned with. their ground and give no quarter. A creature targeted by this
Order can add your Intelligence modifier (minimum of 1) to
Student of War any Strength or Constitution checks or saving throws they
When you adopt this Academic Discipline at 3rd level, you make before the start of your next turn.
dedicate yourself to the study of warfare. You gain proficiency
in the History skill, and your proficiency bonus is doubled for Unwavering Resolve
any ability check you make that uses this proficiency. If you Your position as a leader on and off the battlefield doesn't
are already proficient in History you gain proficiency with allow you to succumb to your base instincts. Beginning at 7th
another skill of your choice from the savant skill list. level, you are immune to the frightened condition.
You have also learned to arm yourself for battle. You gain In addition, you have learned to guide your allies even as
proficiency with medium armor, shields, and martial weapons you fight. When you use an action on your turn to issue an
that lack the heavy property. In addition, when you have light Order, you can make one weapon attack against the target of
or medium armor equipped, you can use your Intelligence, in your Adroit Analysis as a bonus action on that turn.
place of Dexterity, when calculating your Armor Class.
Your combat experience allows you to learn information Strategic Genius
through observation. When you mark a creature as the target Starting at 13th level, your experience as a leader on the
of your Adroit Analysis you learn either its Armor Class or battlefield allows you to command multiple allies. When you
one damage resistance, immunity, or vulnerability it has. issue an Order, you can issue the same order to one
additional creature within 30 feet that can see or hear you.
Tactical Commander
Beginning at 3rd level, you can use your tactical knowledge to Master Tactician
issue commands to your allies. As an action on your turn, you Your tactical mind places you among the greatest military
can issue an Order to one creature, other than yourself, commanders of history, and your presence on the battlefield
within 30 feet that can see or hear you. When you issue an inspires heroic action in those who fight alongside you. Upon
Order, choose from the options detailed below. reaching 17th level, when you target a creature with one of
Attack Order. Your Order emboldens an ally to take the your Orders, it gains temporary hit points equal to your
offensive. The next time the creature targeted by this Order Intelligence modifier (minimum of 1).
takes the Attack action before the start of your next turn, they In addition, when you issue an Order you can issue the
can make one additional weapon attack as part of that action. same Order to one additional creature (three creatures total).
The Savant
A brilliant new class for the world's greatest
roleplaying game. Outsmart your foes and aid to
your allies. Ten Academic Disciplines to enhance
your type of genius: Archaeologist, Naturalist,
Philosopher, Physician, Seeker, or Tactician!

Version 3.3.0
Created by /u/laserllama

Artist Credits:
Cover - Sara Winters - Compulsive Research
Page 1 - Tommy Arnold - Scholar of Stars
Page 3 - Mitchell Malloy - Frantic Research
Page 4 - Anna Steinbauer - Seek the Wilds
Page 5 - Lucas Graciano - Borderland Explorer
Page 6 - Howard Lyon - Mangara, The Diplomat
Page 7 - Bram Sels - Valiant Rescuer
Page 8 - Scott Murphy - Opposition Agent
Page 9 - Bram Sels - Hero of Precinct One
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:

Destabilize your foes with the Engineer


Delve into dark knowledge with the Occultist
Inspire your allies with the Orator
Step into the mechanical mind of the Polymath
 
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using GM Binder.

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