The Savant
The Savant Creating a Savant
When creating a savant, consider their upbringing and level
The slender elf cleaned her glasses with the corner of
of formal education. Were they the star pupil of the finest
her cloak, as dust settled around her. Her benefactor
university in the land, or did they come from poverty, fighting
had paid her a handsome sum to locate this forgotten
for any scrap of knowledge they could get their hands on?
place, and after weeks of poring over ancient tomes, she
Also, consider why your savant chooses to rely only on their
had finally pieced together the tomb's location. Now, she
wits, rather then study the arcane arts as a wizard or pledge
had a decision to make. If she reported this discovery to
themselves to the service of a god as a cleric or priest.
her benefactor, the tomb would be ruthlessly stripped of
anything valuable. But, if she chose to keep the location Finally, why did they become an adventurer rather than an
hidden, she could preserve the long forgotten knowledge academic? Have they advanced beyond study and now look
contained within. For to a true savant, knowledge itself
forward to the endless discoveries of a life of adventure?
is more precious than any sum of gold.
Multiclassing and the Savant
The aging human warrior silently assessed the men
under his command. They were exhausted and almost
If your group uses the rule on multiclassing in the
out of supplies. It was the tenth day of the siege, and
Player's Handbook, here's what you need to know
the old warrior knew that no reinforcements would
if you choose the savant as one of your classes.
be coming to save them. He was too old to be of much
use in battle, but if his soldiers followed his commands
Ability Score Minimum. As a multiclass character,
without hesitation, they just might have a chance of
you must have at least an Intelligence score of 13
survival. He stood up, and for what could very well be
to take a level in this class, or to take a level in
his final time, he tightened his belt and drew his sword. another class if you are already a savant.
A young dwarf bent over his unconscious comrade in
Proficiencies Gained. If savant isn't your initial
the midst of battle, his hands shook as he examined his class, here are the proficiencies you gain when you
unconscious clansman's wounds. The elders of his clan
take your first level as a savant: light armor and one
had spent a great deal of their fortune sending him to
skill of your choice from the savant skill list.
study at the feet of the greatest physician in the kingdom.
All the hours spent in lectures, libraries, and observation,
all for this moment. He thought back to his lessons on field
medicine and began to dress his clansman's wounds.
Magnificent Minds
There are many wonderfully intelligent people in the world,
but few are true savants. Born with the innate desire to learn
anything they can, and the potential for genius-level intellect,
savants spend their lives learning anything that those around
them are willing to teach. Often recognizable at an early age,
a savant's unquenchable hunger for knowledge draws them
to the great libraries, universities, and other places of higher
learning. They are willing to go to any lengths to unlock the
secrets of the world, often turning to lives of adventure. For
a savant, no price is too steep for the promise of discovery.
The mark of a true savant is their refusal to rely on outside
forces. They reject the patronage of powerful beings, and
consider the arcane arts a shortcut to power. They rely on
their intellect and wits alone as they strive for perfection.
Intense Focus
Savants are hyper focused on their chosen area of study and
often become obsessed with learning all they can about their
specialty. In their quest for discovery, savants are willing to
set aside any conviction, political, religious, or otherwise, to
acquire the information they seek. To them, their desire for
knowledge is more important then loyalty to any ideology.
Often at great personal cost, a savant will continue their
unending research and experimentation until they have made
an indelible mark on their area of study. Savants don't desire
to be remembered for their wealth or feats of heroism, but for
their contributions to the cumulative knowledge of mortals.
The ultimate goal that burns within the heart of every savant
is the discovery of a previously unknown or forgotten truth.
Class Features The Savant
As a savant, you gain the following class features. Level Prof. Bonus Class Features
Hit Points 1st +2 Adroit Analysis, Perfect Recall,
Unarmored Defense
Hit Dice: 1d8 per savant level.
Hit Points at 1st Level: 8 + your Constitution modifier 2nd +2 Expert Student,
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
Unyielding Mind (1d6)
modifier per savant level after 1st 3rd +2 Academic Discipline
Proficiencies 4th +2 Ability Score Improvement
Armor: Light armor 5th +3 Accelerated Reflexes (2),
Weapons: Simple weapons, hand crossbows, shortswords Potent Observation (1d10)
Tools: One set of tools of your choice
Saving Throws: Intelligence, Wisdom 6th +3 Academic Discipline feature
Skills: Choose two from Arcana, History, Insight,
7th +3 Keen Awareness
Investigation, Medicine, Nature, Persuasion, or Religion
8th +3 Ability Score Improvement
Starting Equipment
9th +4 Expert Educator
As a savant, you start with the following equipment, in
addition to the equipment granted by your background: 10th +4 Unyielding Mind (1d8)
(a) two simple weapons of your choice or (b) a shortsword. 11th +4 Flawless Observation,
(a) a light crossbow and 20 bolts or (b) two daggers. Potent Observation (2d10)
one set of artisan's tools of your choice.
leather armor and a scholar's pack. 12th +4 Ability Score Improvement
Quick Build 13th +5 Academic Discipline feature
You can make a savant quickly by using these suggestions.
14th +5 Unyielding Will
First, make Intelligence your highest ability score, followed
by Dexterity or Wisdom. Second, take the sage background. 15th +5 Unyielding Mind (1d10)
Adroit Analysis 16th +5 Ability Score Improvement
Beginning at 1st level, you can quickly analyze a foe, allowing
you to discern their capabilities and land precise strikes. As 17th +6 Academic Discipline feature,
bonus action on your turn, you can mark a creature within 60 Accelerated Reflexes (3)
feet that you can see, gaining the following benefits:
18th +6 Profound Insight
Whenever you make a weapon attack against the marked
creature, you can use your Intelligence, in place of your 19th +6 Ability Score Improvement
Strength or Dexterity, for the attack and damage rolls.
Each time you hit the marked creature with an attack, or 20th +6 Undisputed Genius,
observe it for 1 minute, you learn one of the following Unyielding Mind (1d12)
characteristics of your choice: its Armor Class, maximum
hit points, movement speed, or one of its ability scores. Expert Student
As a bonus action, you can make an ability check that uses Your ability to learn and retain new skills and languages is
Intelligence, Wisdom, or Charisma, targeting the creature. beyond compare. Starting at 2nd level, each time you finish
The creature remains marked for 1 minute, unless you are a long rest, you can choose to learn one additional language,
incapacitated or mark another creature with this feature. or gain proficiency with one tool, skill, or weapon of your
choice, as long as there is an example for you to learn from
Perfect Recall (such as a willing teacher with that proficiency, a manual,
You can recall picture perfect details from things you commit or a book in a different language). You can only gain one
to memory. Starting at 1st level, if you spend at least 1 minute proficiency or language from this feature per long rest.
observing something, you can recall any information about it,
at any point in the future, without requiring an ability check. You can learn a total number of additional languages and
proficiencies through this feature equal to your Intelligence
Examples of this may include books that you have read, a modifier (minimum of 1 language or proficiency). When you
path that you have traveled, or a map that you have studied. choose to learn another language or proficiency while you are
at maximum, you must choose one language or proficiency
Unarmored Defense you learned through this feature to forget, at which point you
Your observant way of fighting allows you to anticipate and immediately lose any knowledge of it.
dodge attacks. Starting at 1st level, when you are not wearing
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.
Unyielding Mind Keen Awareness
You can overexert your intellectual stamina when in need of Your mind can react to danger at a moments notice. Starting
useful insights or mental fortitude. Beginning at 2nd level, at 7th level, you gain a bonus to your initiative rolls equal to
when you make an ability check or saving throw that uses your Intelligence modifier (minimum of +1), and you cannot
Intelligence, Wisdom, or Charisma, you can choose to add be surprised unless you are asleep or incapacitated.
1d6 to your roll. You can choose to add this bonus after you
roll, but before you learn whether you succeed or fail. Expert Educator
Your ability to educate others is peerless. Beginning at 9th
You can use the feature a number of times equal to your level, when you finish a long rest, choose a number of willing
Intelligence modifier (minimum of once), and you regain all creatures equal to your Intelligence modifier (minimum of 1),
expended uses when you finish a short or long rest. and one tool, skill, or weapon proficiency, or one language you
know. The chosen creatures gain that proficiency or learn
This bonus increases as you gain levels in this class; at that language until the end of your next long rest.
10th level (1d8), 15th level (1d10), and 20th level (1d12).
The proficiency or language you choose to teach with this
Academic Discipline feature can be one that you've acquired from Expert Student.
At 3rd level, choose an Academic Discipline: Archaeologist,
Naturalist, Orator, Physician, Sleuth, or Tactician, each of Flawless Observation
which is detailed at the end of this class description. Your Starting at 11th level, you can use your Potent Observation
Academic Discipline grants you features at 3rd level, and reaction when a friendly creature hits another creature with
again at 6th, 13th, and 17th level in this class. a weapon attack, even if the target is not marked by Adroit
Analysis. You must be able to see both creatures.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and Also, when you use Potent Observation when a creature
19th level, you can increase one ability score of your choice hits the target of your Adroit Analysis with an attack you add
by 2, or two ability scores of your choice by 1. As normal, you your Intelligence modifier (minimum of +1) to the damage.
can't increase an ability score above 20 using this feature.
Unyielding Will
Accelerated Reflexes It is incredibly hard for your foes to mentally dominate you.
Your ability to react to the world around you is considerably Starting at 14th level, when you are forced to make a saving
faster than most creatures. Beginning at 5th level, you gain throw to resist being charmed, frightened, or stunned, you can
one additional reaction that you can take in each round of expend a use of Unyielding Mind to automatically succeed.
combat. A single effect can only trigger one reaction.
Profound Insight
Upon reaching 17th level, your reflexes increase again, Your 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
disadvantage on attack rolls they make against you, and you
Potent Observation have advantage on any saving throw they force you to make.
Starting when you reach 5th level, your observational skills
allow you to highlight your foe's weak points for yourself and Undisputed Genius
your allies. When you, or a creature that you can see, hits the Upon reaching 20th level, you realize the true genius-level
target of your Adroit Analysis with an attack, you can use your potential of your mind. Your Intelligence and Wisdom scores
reaction to increase the damage of their attack by 1d10. increase by 4. Your maximum for those scores is now 24.
Starting at 11th level, the bonus damage you add to an
attack with this reaction becomes 2d10.
Savant
Daring
Academic Disciplines Determination
At 3rd level, the following Academic Disciplines are available You have gained an unfortunate familiarity
to a savant: Archaeologist, Naturalist, Orator, Physician, with dangerous situations. Beginning at 6th level, you
Sleuth, and Tactician. Your Academic Discipline grants you are immune to opportunity attacks from the target of your
features at 3rd level, and again at, 6th, 13th, and 17th level. Adroit Analysis. If a non-marked creature that you can see
hits you with an opportunity attack, you can use your reaction
Archaeologist to force them to re-roll their attack roll, potentially turning the
Specializing in the study of forgotten civilizations, ancient hit into a miss. The creature must use the second attack roll.
places, and uncharted lands, Archaeologists bring the light of
knowledge to the dark and deadly places of the world. Doing In addition, when you are forced to make a saving throw to
their best to uncover the wisdom of ages long forgotten, they resist the effects of a trap, you gain a bonus to your roll equal
tend to feel a sad kinship with the civilizations they study and to your Intelligence modifier (minimum of +1). If a trap allows
go to great lengths not to destroy or offend their memory. For you to take only half damage on a success, you instead take
an Archaeologist, the best way to improve the present is to no damage if you succeed, and only half damage if you fail.
learn from both the mistakes and innovations of the past.
Lore Master
Student of History
You memorize every myth, legend, and folk tale that you find,
Your study of bygone eras grants you unique insight into all knowing that each story is based on a grain of truth. Starting
things ancient and forgotten. When you adopt this Academic at 13th level, if you observe a person, place, or object for at
Discipline at 3rd level, you gain proficiency in the History and least 1 hour, you can mystically recall information about the
Investigation skills, and your proficiency bonus is doubled for subject as if you had cast the legend lore spell targeting it.
any check you make with these skills. If you are already For you, the subject of this feature does not need to be of
proficient in History or Investigation you gain proficiency legendary importance in order for you to gain information.
with another skill of your choice from the savant skill list.
Starting at 17th level, you only need to observe a person,
In addition, if you spend 1 minute examining an object you place, or object for 1 minute in order to use this feature.
can touch, you can ascertain its value, its civilization of origin,
and its approximate age. If it has any magical properties, you Master Archaeologist
learn of them as if you had cast identify targeting the object.
Your frequent exposure to the magical effects present in
Adventuring Academic ancient places has caused your body to develop an innate
arcane ward. Beginning at 17th level, you gain resistance to
The places you explore are dangerous, and have honed your damage from spells, magic traps, and other magical effects.
survival instincts. At 3rd level, you gain the following benefits:
Respect for the Past
You can take the Use an Object action as a bonus action,
You gain a climbing speed equal to your movement speed. Above all, Archaeologists strive to learn from the
You can use your Unyielding Mind reaction when you civilizations and cultures of the past. They hold the
make a Dexterity ability check or saving throw. peoples, cultures, and histories they study in high
You can expend a use of your Expert Student feature to regard and look to preserve their legacy and
attune to a magic item that you don't normally meet the knowledge for the benefit of future generations.
alignment, class, or race requirements for. You cannot use
this feature to exceed your normal attunement limits.
Naturalist Wild
The Naturalist's classroom begins at the edges of civilization. Insight
They dedicate their lives to the study of the untamed plants,
animals, and environments of the natural world. Naturalists Your insights into the hierarchies of
are experts at predicting weather patterns, identifying toxic wild beasts and the mindset of sentient plants allows you to
and edible plants, and deciphering the behaviors of wild exert your will over them for brief periods of time. Beginning
animals. Due to their skills and knowledge of the wilderness, at 13th level, you can use an action to force one beast, plant,
they are highly sought after as guides for adventuring parties. or monstrosity within 30 feet that can see or hear you to
A dedicated Naturalist can safely navigate through arid make a Wisdom saving throw. The save DC is equal to 8 +
deserts, frigid mountain ranges, and treacherous jungles. your proficiency bonus + your Intelligence modifier. On a
failed save, the creature is charmed by you for 1 hour.
Student of Nature
While the creature is charmed, you can use a bonus action
Your study of the natural world grants you insights into the to issue commands to the creature, which it does its best to
wild. When you adopt this Academic Discipline at 3rd level, obey. If the creature completes the order and doesn't receive
you gain proficiency in the Animal Handling and Nature further direction, it defends itself to the best of its ability.
skills, and your proficiency bonus is doubled for any check
you make with these skills. If you are already proficient in Each time the creature takes damage, it can repeat its
either Animal Handling or Nature you gain proficiency with saving throw. On a successful save, the charm ends.
another skill of your choice from the savant skill list.
This ability does not require your concentration, but you
In addition, you can learn the following characteristics
can only control one creature at a time with this ability.
with Adroit Analysis: creature type, one of its traits (such as
Keen Smell), or one of its special senses (such as darkvision). You may use this feature a number of times equal to your
Intelligence modifier (minimum of once), and you regain all
Environmentalist expended uses when you finish a long rest.
Your knowledge of wild flora and fauna allows you to exploit Master Naturalist
their weak points when threatened by them. Starting at 3rd
level, when you mark a beast, monstrosity, or plant with your You have become a leading authority on the natural world,
Adroit Analysis, your weapon attacks against that creature and can maneuver with comfort in any environment. Upon
score a critical hit on a roll of 19 or 20 on the d20. reaching 17th level, you gain the following benefits:
Additionally, you can spend 1 hour attuning yourself to the You can instantly attune to any natural environment to
natural environment you currently reside in. While present in gain the benefits of your Environmentalist ability.
that environment, you have advantage on any Intelligence and You gain the benefits of all Survivalist Training features.
Wisdom checks related to the native animals, plants, weather, Creatures with an Intelligence score of 10 or lower have
and ecosystem of that environment. This attunement process disadvantage on saving throws to resist Wild Insight.
can take place during a short or long rest.
Survivalist Training
You can train others to face the dangers of the wild. Starting
at 6th level, when you finish a long rest, choose a number of
creatures equal to your Intelligence modifier (minimum of 1)
that can hear you, and one Survivalist Training feature below.
You and the creatures you chose gain the benefits of that
Survivalist Training until the end of your next long rest.
Concealment Training. Creatures can move stealthily at
a normal pace, have advantage on Stealth checks to hide in
natural environments, and they can take the Hide action as
a bonus action while in natural environments.
Dive Training. Creatures gain a swimming speed equal to
their movement speed, and learn to hold their breath for a
number of minutes equal to their Constitution modifier +
your Intelligence modifier (minimum of 1 minute).
Endurance Training. Creatures ignore difficult terrain
imposed by natural environments, they have advantage on
saving throws to avoid exhaustion, and at the end of a short
rest, their exhaustion level, if any, is reduced by 1.
Mountaineer Training. Creatures gain a climbing speed
equal to their movement speed and they reduce any falling
damage they take by an amount equal to your savant level.
Resilience Training. Creatures have advantage on saving
throws to resist the effects of extreme natural environments,
and they gain resistance to one of the following damage types
of your choice: acid, cold, fire, poison, lightning, or thunder.
Orator Supreme Rhetoric
Orators are true masters of linguistics and the spoken word.
These wordsmiths use nothing but their wit and mastery of Your speech bears such power that it can crush the weak and
rhetoric to rebuff their foes and empower their allies. With inspire the disheartened. At 13th level, you learn the words of
utmost confidence, they stride boldly into hostile situations, power below. You can speak these words a total number of
confident that they can win anyone with their eloquence. times equal to your Intelligence modifier (minimum of once),
and you regain all expended uses when you finish a long rest.
Unlike others who rely on their charm, Orators embolden
their allies and win over their foes with well reason logic. Empower. You speak words of power that enliven all who
hear them. A number of creatures of your choice equal to
Student of Reason your Intelligence modifier (minimum of 1) gain temporary hit
points equal to your savant level and have advantage on the
Your expert grasp of philosophy and reasoning allows you to next ability check or saving throw they make.
wield the spoken word as your weapon. When you adopt this
Academic Discipline at 3rd level, you gain proficiency in the Enfeeble. You speak words of power that cripple the mind
Deception and Persuasion skils, and you proficiency bonus is of a creature, and force it to make an Intelligence saving
doubled for any check you make that uses these skills. You throw. On a failed save, the creature is stunned for 1 minute.
also use Intelligence, in place of Charisma, for any Deception Each time the creature takes damage it can repeat its saving
or Persuasion checks you make. If you are already proficient throw. On a successful save, the stun ends.
with either of these skills you gain proficiency with another
skill of your choice from the savant skill list. Master Orator
In addition, you can learn the following characteristics with It is rare that your well reasoned words fail to convince or
Adroit Analysis: any languages you share, or if it is proficient impress your audience. Beginning at 17th level, whenever you
in Intelligence, Wisdom, or Charisma saving throws. make an Intelligence (Deception) or Intelligence (Persuasion)
check, you treat a d20 roll of 9 or lower as a 10.
Words of Power
In addition, if you spend at least 1 minute talking with a
Your mastery over spoken word allows you to dominate and creature, you can choose to charm them as if you had cast
inspire creatures that hear you. Starting at 3rd level, you can suggestion. You can have a number of creatures charmed in
use your action to speak one of the words of power below this way equal to your Intelligence modifier (minimum of 1),
aloud, targeting a creature within 60 feet that can hear you. and charming another creature ends the oldest charm effect.
Creatures do not need to understand you to be affected.
Saving Throws. Some of the words of power you speak
require the chosen target to make a saving throw to resist
their effects. The saving throw DC is calculated as follows:
Word of Power save DC = 8 + your proficiency
bonus + your Intelligence modifier.
Confound. You speak words that sow confusion in the
mind of your foe, forcing the target to make an Intelligence
saving throw. On a failed save, the creature must subtract
your Intelligence modifier (minimum of 1) from any attack
rolls they make before the start of your next turn.
Disorient. You speak words that disorient your foe, forcing
them to make a Wisdom saving throw. On a failed save, the
creature must subtract your Intelligence modifier (minimum
of 1) from the first Intelligence, Wisdom, or Charisma saving
throw they make before the start of your next turn.
Encourage. You speak words that motivate your allies.
The creature can add your Intelligence modifier (minimum
of +1) to one attack roll or saving throw of their choice before
the beginning of your next turn. They can add this bonus after
they roll, but before they learn if the roll succeeds or fails.
Inspire. You speak aloud words that rouse your allies to
fight through their injuries. The creature gains temporary hit
points equal to your Intelligence modifier (minimum of 1).
Unwavering Will
Your logical thought patterns prevent others from removing
your mental agency. Starting at 6th level, you have advantage
on saving throws to resist the effects of enchantment spells,
and you are immune to the charmed condition.
In addition, when you use your action to speak a word of
power, you can make one weapon attack as a bonus action.
Physician Combat Medic
Physicians bring their considerable intellect to bear healing
the sick and tending to the wounded. They spend their lives You can apply your medicinal knowledge in battle. Starting at
studying the anatomy and inner workings of mortal beings, 3rd level, you can use the Combat Medic features below as an
and use their knowledge to keep their allies in top condition. action on your turn, targeting a creature within your reach.
Using their medical training, they offer aid to those who don't
have access to the luxury of divine or arcane healing magic. Adrenaline Boost. A creature that is blinded, charmed,
deafened, frightened, or poisoned can use its reaction to
Student of Medicine repeat a saving throw to end their condition, adding your
Intelligence modifier (minimum of +1) to their roll.
Your study of anatomy and physiology grants you insight into
mundane medical practices. When you adopt this Academic Crippling Strike. Make a weapon attack against the target.
Discipline at 3rd level, you gain proficiency in the Medicine On hit, in addition to the normal damage of the attack, the
skill and with the herbalism kit, and your proficiency bonus is creature's movement speed is reduced by an amount of feet
doubled for any check you make with these skills. You can equal to 5 times your Intelligence modifier (minimum 5 feet).
also use Intelligence, in place of Wisdom, for any Medicine or This reduction lasts until the start of your next turn.
herbalism kit checks you make. If you are already proficient
in either of these skills, you gain proficiency with another Dress Wounds. The target immediately gains temporary
skill of your choice from the savant skill list. hit points equal to 1d6 + your proficiency bonus, replacing
any temporary hit points they currently have.
In addition, you can learn the following characteristics with
Adroit Analysis: the creature's current hit points or Hit Dice. Healing Surge. The target can use its reaction to expend
one of their Hit Dice to regain hit points equal to their Hit Die
The Knowledge of Medicine roll + their Constitution modifier + your Intelligence modifier.
Physicians spend their lives studying the practice Stabilize. You touch a living creature that has 0 hit points,
and application of different medicinal techniques. automatically stabilizing them. The target can then choose to
For you, an Intelligence (Medicine) or Intelligence expend a Hit Die to immediately regain hit points equal to the
(herbalism kit) check could be used to diagnose a maximum value of that Hit Die + their Constitution modifier.
creature's illness, recall information on a disease,
create an antidote to a deadly poison, or other Field Doctor
medical knowledge relevant to your game.
You can nimbly move about the battlefield to administer aid
to your allies and harry your enemies. Beginning at 6th level,
when you use your action to stabilize a creature, restore hit
points, or grant temporary hit points, you gain the benefits of
the Dodge action until the start of your next turn.
In addition, when you use a Combat Medic feature as an
action on your turn, you can make one weapon attack as a
bonus action on that same turn.
Advanced Combat Medic
Your knowledge of medical science allows you to perform
greater feats of healing, on and off the battlefield. At 13th
level, you gain the Combat Medic features below. Once you
use one of the features below, you cannot use another one
until you complete a short or long rest.
Regenerate. The target regains 4d8 hit points. For the
next ten minutes, the target regains 1 hit point at the start of
each of its turns. If they have a severed body part, you can
hold it to the stump and instantaneously reattach it.
Restorative Boost. You touch a creature and immediately
end one of the following effects: a reduction to an ability
score, a reduction to its hit point maximum, one level of
exhaustion, or the blinded, charmed, deafened, frightened,
paralyzed, or poisoned condition.
Resuscitate. You touch a humanoid creature that has died
within the last minute. It immediately returns to life with 1 hit
point. This feature cannot bring back a creature that has died
of old age, nor can it restore missing body parts.
Master Physician
Your knowledge of medicine and anatomy is without peer.
Starting at 17th level, when you restore hit points or grant
temporary hit points to a creature, it gains the maximum
amount of hit points, in place of rolling.
In addition, any creature within 30 feet of you that expends
Hit Dice to regain hit points at the end of a short rest can
treat their expended Hit Dice as their maximum roll.
Sleuth Peerless Focus
Excelling at unraveling mysteries and uncovering secrets, the
archetypal Sleuth possesses an uncanny ability to read the You notice even the most well hidden details and flaws.
intent of other creatures. The often spend their lives working Starting at 13th level, you gain the following benefits:
against those who look to deceive the innocent and take
advantage of the common trust. Their considerable intellect When you make an Intelligence (Investigation) or Wisdom
and eye for the turth stands in the way of thieves' guilds, (Insight) check you can treat a roll of 9 or lower as a 10.
shapeshifters, and officials who abuse their authority. You gain a bonus to any Wisdom (Perception) check you
make equal to your Intelligence modifier (minimum of 0).
With their keen wit and masterful powers of observation, You automatically detect and see through illusions cast
Sleuths are well equipped to wade into the dark underbelly
at a level equal to your Intelligence modifier or lower.
of civilization. There they work to expose the deceptions and Once per turn, you can choose to re-roll the bonus damage
thwart the plans of those who lurk in the shadows. from Potent Observation, but you must use the new roll.
If you roll initiative with no uses of Unyielding Mind
Student of Truth remaining, you immediately regain one expended use.
You keen observational skills allow you to discern fact from Master Sleuth
falsehood. When you adopt this Academic Discipline at 3rd
level, you gain proficiency in Insight and Investigation, and Your insight into the weak points of your foes allows you and
your proficiency bonus is doubled for any ability check you your allies to exploit them with ruthless efficiency. Beginning
make that uses either of these proficiencies. If you already at 17th level, when you, or a creature that you can see, hits
have proficiency in either of these skills, you gain proficiency the target of your Adroit Analysis with a weapon attack, you
with another skill of your choice from the savant skill list. can use to your reaction to turn the attack into a critical hit.
In addition, you can learn the following characteristics with Once you use this reaction, you must complete a short or
Adroit Analysis: its alignment (if applicable), if its current long rest before you can use it again.
form its true form, or if it is proficient with thieves' tools.
Sharp Eye
Your keen sight allows you to notice even the tiniest details
and weakness. At 3rd level, you gain the following benefits:
You can take the Search action as a bonus action.
You have advantage on any ability check you make to see
through illusions or determine if a creature is lying to you.
Once per turn, when you hit the target of your Adroit
Analysis with a weapon attack, you can force it to make a
Constitution saving throw in addition to the damage.
DC equals 8 + your proficiency bonus + your Intelligence
modifier. On a failed save, the target is either blinded or
deafened (your choice) until the start of your next turn.
When you make a weapon attack against the target of
your Adroit Analysis, you can expend a use of Unyielding
Mind, adding the bonus to your attack roll.
Astute Defense
You have an almost supernatural sense for danger. Beginning
at 6th level, when a creature hits you with an attack, you can
use your reaction to expend a use of Unyielding Mind, adding
the bonus to your Armor Class against the triggering attack.
If this bonus to your Armor Class causes an attack to miss,
you can immediately make one weapon attack against the
creature that attacked you, as part of the same reaction.
Rough & Tumble
Your line of work has granted you an unfortunate familiarity
with the dangerous underbelly of civilization. Starting at 6th
level, once you spend a long rest in a settlement, you have
advantage on any checks you make to gather information on
that settlement, its culture, factions, or important figures.
In addition, activities such as drinking, gambling, and other
degenerate pursuits, count as resting for you, so long as you
deal no damage during these activities. You can spend a short
rest carousing and still gain the benefits, but you must sleep
for at least 4 hours in order to gain the benefits of a long rest.
Tactician Strategic Genius
All successful monarchs, conquerors, and revolutions have a
master strategist that is responsible for their success on the Your knowledge of war and experience leading soldiers into
battlefield. Known as Tacticians, these intelligent leaders are battle allows you to coordinate multiple allies. Beginning at
always one step ahead of their enemies, and strive to have a 13th level, when you use your action to issue an Order, you
plan for every eventuality. They know the strategies that lead can issue the same Order to another creature within range.
to glorious victory, and those that end in utter ruin. Alone, a
single Tactician is a minor threat, but with powerful allies to As you gain levels in this class, your ability to command
rally and command, a Tactician becomes a formidable force, and coordinate increases again. Starting when you reach
capable of toppling entire regimes if left to their devices. 17th level, when you use your action to issue an Order, you
target up to three creatures within range with that Order.
Student of War
Master Tactician
You have dedicated your life to the history of conquest and
war. When you adopt this Academic Discipline at 3rd level, Your wondrous tactical mind places you among the greatest
you gain proficiency in the History skill, and your proficiency commanders of military history, and your presence on the
bonus is doubled for any History check you make. If you are battlefield inspires heroic action in those who fight alongside
already proficient in this skill, you instead gain proficiency in you. Beginning at 17th level, when you issue an Order to a
another skill of your choice from the savant skill list. creature, the target immediately gains temporary hit points
equal to your Intelligence modifier (minimum of 1 hit point).
You have also learned to arm yourself for battle. You gain
proficiency with all medium armor, shields, and all martial Tacticians & Warlords
weapons without the heavy property. In addition, when you
wear light or medium armor, you can use your Intelligence,
Savants excel when supporting their allies, and the
in place of Dexterity, when calculating your Armor Class. Tactician is no exception. Despite their own martial
abilities, the true power of a Tactician lies in their
In addition, you can learn the following characteristics with ability to enhance the potency of their martial allies
Adroit Analysis: one resistance, immunity, or vulnerability.
Tactical Commander
You leverage your deep knowledge of warfare and tactics to
direct your allies to where they will be most effective on the
battlefield. Starting at 3rd level, you can use an action on your
turn to issue one of the Orders below, targeting one creature
within 60 feet, other than yourself, that can see or hear you.
A creature can only benefit from one Order at a time.
Attack Order. Your Order emboldens an ally to take to
the offensive. The next time the target of this Order takes
the Attack action before the start of your next turn, they
make one additional weapon attack as part of that action.
Defensive Order. Your Order motivates an ally to reinforce
their defensive position. Until the start of your next turn, the
target of this Order gains a bonus to their Armor Class equal
to your Intelligence modifier (minimum of +1).
Rallying Order. Your Order provides strategic insight to an
ally moving about the battlefield. The target of this Order can
use their reaction to immediately move up to their movement
speed without provoking opportunity attacks.
Steadfast Order. Your Order inspires creatures to stand
their ground and give no quarter. Until the start of your next
turn, the target of this Order gains a bonus to any Strength
and Constitution ability checks and saving throws they make
equal to your Intelligence modifier (minimum of +1)
Unwavering Resolve
Your position as a leader, both on and off the field of battle,
doesn't allow you to the privilege of succumbing 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, you can issue Orders to those who follow you,
even in the midst of battle. When you use your action to issue
an Order, you can make one weapon attack against a creature
marked by Adroit Analysis as a bonus action on that turn.
License 6. Notice of License Copyright: You must update the COPYRIGHT
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5. Representation of Authority to Contribute: If You are contributing Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J.
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The Savant
A brilliant new class for the world's greatest
roleplaying game. Outwit your foes and aid your
allies with six Academic Disciplines depending
on your type of genius: Archaeologist, Naturalist,
Orator, Physician, Sleuth, and Tactician!
Version 3.5.1
Created by /u/laserllama
Artist Credits:
Cover - Sara Winters - Compulsive Research
Page 1 - Tommy Arnold - Scholar of Stars
Page 3 - Mitchell Malloy - Frantic Search
Page 4 - Anna Steinbauer - Seek the Wilds
Page 5 - Lucas Graciano - Borderland Explorer
Page 6 - James Ryman - Traveling Philosopher
Page 7 - Bram Sels - Valiant Rescuer
Page 8 - Lucas Graciano - Marchesa's Infiltrator
Page 9 - Howard Lyon - Star Pupil
Cover - 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 Combat Engineer
Delve into dark knowledge with the Occultist
Step into the mechanical mind of the Polymath
Overcome impossible odds with the Voyager
This document was lovingly created
using GM Binder.
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If you would like to support the GM Binder developers,
consider joining our Patreon community.