Hit Points at 1st level: 9 + Constitution Score
Hit points per level: 4
Hit Dice amount: Prof + constitution modifier + 2 (minimum 1)
Hit Dice Size: 1d8
Saving Throws: Composure, Sanity
Skill pts at 1st level: 6
Skill pts per level: 1 (+1 à chaque niveau pair)
Proficiencies: Armor: None
Weapons: Simple weapons, improvised weapons
You constantly analyze combat situations to improve your defensive posture, proactively interfering to guide attacks away from yourself. While you are wearing no armor, your AC equals 10 + your Dexterity modifier + your Intelligence modifier. You cannot use a shield and still gain this benefit.
When you are wearing armor you’re proficient in, you can use your Intelligence in place of your Dexterity to determine your AC.
You learn one clever scheme of your choice. These schemes are detailed at the end of the class description. At each odd level, you gain an additional Scheme.
Your Savant archetype defines what your greatest aptitude is and gives you unique features at 1st level and again at 2nd, 6th, 11th, 14th, and 17th level.
You have developed a small number of clever gambits, deft maneuvers, and canny guards which help you prevail in battle by using your wits. As a 6th level Savant, you know 7 tricks, and you can choose from the list at the end of the class description and from the list of tricks your archetype makes available.
To use a trick, you must first prepare it by spending a bonus action. You cannot prepare a trick outside of an encounter, but once a trick is prepared, it remains prepared until you use it, until the encounter ends, or until you spend a bonus action to replace it with a different trick. You can only have one trick prepared at time.
Different tricks can be used at different times. Some require your action, bonus action, or reaction. Others might be used when making attacks.
Some of your tricks require your target to make a saving throw to resist its effects. The saving throw DC is calculated as follows:
Trick save DC = 8 + your proficiency bonus + your Intelligence modifier
Whenever you gain a level in this class, you can choose to replace a trick you know with a different trick.
If a trick offers a saving throw , after you use it against a particular creature, that creature has advantage on saving throws against other uses of that same trick until the end of combat. If the trick doesn’t permit a saving throw, after you use it against a particular creature, you cannot use the same trick against that creature for the rest of the combat.
Some savants are prepared to bloody their knuckles in a fight, while others make a point of staying out of the scrum. At 2nd level, you choose one of the following poises.
You have a deft ability to predict your opponents’ responses and interfere with them. Whenever a creature within your reach that you are aware of attempts to take a reaction, you can expend your reaction for the round to try to disrupt them. That creature must make a Reflex saving throw against your trick DC. If they fail, their reaction is wasted.
You gain the ability to use combat maneuvers. You gain an exertion point pool equal to your proficiency bonus.
Choose two martial traditions from Biting Zephyr, Mist and Shade, Rapid Current, or Sanguine Knot. Whenever you gain a savant trick, you can instead choose a maneuver from any of your chosen martial traditions.
You can initially learn maneuvers of the 1st degree. At 6th level you gain access to 2nd degree maneuvers, at 10th level you can access 3rd degree maneuvers, at 14th level you can access 4th degree maneuvers, and finally at 18th level you can access 5th degree maneuvers.
You can adapt your mind for whatever challenges you expect. Starting at 3rd level, when you complete a short or long rest you can choose a skill. Until you complete another rest, whenever you make an ability check using that skill, you use Intelligence instead of the ability score it normally uses.
At 3rd level, choose a skill you have ranks in. You gain an expertise die on checks with that skill.
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature
At 4th level, choose one savant trick you know. You are considered to always have that trick prepared, and it does not count against the limit of the number of tricks you can have prepared. When you use that trick, it does not stop being prepared. Whenever you gain a level, you can change your signature move.
At 5th level, you refine your combat poise. Choose one of the following.
When you use the Attack action on your turn, you can make two attacks.
You can use your Intelligence bonus to calculate the DCs of your combat maneuvers, you learn a maneuver from any school, and your exertion pool increases by 2.
Attention Diverting Aegis
When a creature within 30 feet that can sense you makes an attack that isn’t targeting you, you can use this trick to try to distract the attacker. If it fails a Sanity saving throw , until your next turn it has disadvantage on all attack rolls it makes that aren’t against you.
Canny Dodge Aegis
When an attack would hit you, you can use this trick to gain an expertise die to your AC against that attack. Alternatively, when you fail a Reflex saving throw , you can use this trick to gain an expertise die. In either case, you know how much the roll succeeded or failed by before deciding whether to use this aegis.
Committee Defense Aegis
When a creature attacks you, if it is not the first creature to attack you since the start of your last turn, you find an avenue of opportunity amid the massed assault. You can use this trick to impose disadvantage on that creature’s attack. Then, you gain advantage on the next attack roll you make before the end of your next turn that targets a creature that attacked you this round.
Improvised Bastion Aegis
When you are damaged by a creature you can use this trick to devise a momentary defense (using a chair as a shield, predicting a safe spot in an explosion, diluting a spray of acid with a solvent, and so on) reducing the damage you take by half.
Mindful Reason Aegis
When you fail an Sanity or Composure saving throw , you can use this trick to gain an expertise die on the saving throw. You know how much the roll failed by before deciding whether to use this aegis.
Serpentine Rush Aegis
When you are targeted by a ranged attack , you can use this trick to move your speed. Until the end of your next turn, ranged attacks against you have disadvantage . Additionally, your movement might get you to a location where cover makes you hard or impossible to hit. Reduce your speed on your next turn by the distance that you move when using this trick.
Tangled Dance Aegis
When you would be hit with an attack and a creature other than the attacker is adjacent to you, you can use this trick to try to dodge so the attack hits that creature. If the attacker fails a Composure saving throw, change the attack’s target to another creature within 5 feet, and the attacker uses the same result of its attack roll.
Undermining Taunt Aegis
When a creature misses with an attack or when you or an ally succeeds on a saving throw against an effect it created, you can use this trick to capitalize on their failure, warning the creature why another possible course of action will also turn out badly. If that creature can understand you, choose an action, such as Attack or Cast a Spell. The target must make a Courage saving throw. If it fails, until the end of its next turn it cannot take that action.
Antagonizing Flourish
When you hit a creature with a melee attack, you can try to draw its ire. If it fails a Composure saving throw , it has disadvantage on attack rolls against creatures other than you until the start of your next turn.
Disarming Flourish
When you hit a creature with a melee attack, you can attempt to disarm it. If it fails an Anchor saving throw , its grip is loosened, and the creature cannot make use of the item until it spends a bonus action or attack on its turn to regain a solid hold. If the creature somehow has disadvantage on the save and fails both rolls, it drops the item.
Experimental Flourish
Whenever you miss with an attack, you improvise a follow-up that doesn’t directly attack a foe, such as slicing a rope to pin an enemy with a chandelier or smashing a pipe to spray blinding steam on an enemy. Circumstances will dictate what the effect is, but some examples include shoving or imposing the blinded , deafened , grappled , or prone condition, and may also deal damage equal to your Intelligence modifier. Any conditions imposed should seldom last more than one round. Creatures affected can make a Reflex saving throw to anticipate your trick and avoid the effect.
Guiding Flourish
When you hit a creature with a melee attack, you can try to trick it into moving. If it fails an Anchor saving throw , it moves up to 10 feet in a direction of your choice. This movement doesn’t provoke opportunity attacks . If this movement would cause it to take damage (such as by falling or entering fire), the creature has advantage on this saving throw.
Menacing Flourish
When you hit a creature with a melee attack, you can spend a bonus action to activate this trick and deliver a terrifying threat. The target makes a Courage saving throw . If it fails, for the next minute it is frightened of you. A frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.
Surgical Flourish
When you have advantage on a melee attack and both dice results are high enough to hit, choose one of the creature’s limbs or eyes to debilitate. If the creature succeeds a Fortitude saving throw , you debilitate that body part only until the end of your next turn. If it fails the saving throw, the body part is debilitated until it can take a short rest.
A creature cannot use a debilitated limb to attack, and cannot hold any items or effectively wear a shield with a debilitated limb. A creature with a debilitated leg has its speed reduced by half, it falls prone after using the Dash action, and it has disadvantage on Dexterity checks to balance. A creature with a debilitated eye has disadvantage on checks that rely on sight and on ranged attack rolls.
Assess Vulnerability
When you attack a creature, you can use your Intelligence bonus in place of another ability score bonus for the attack roll and damage roll . This applies to all attacks you make against it before the start of your next turn, but not to attacks you make against other creatures.
Choreographed Disappearance
On your turn, you say something to turn a foe’s attention away from you or an ally. You or an ally of your choice who can understand you can move up to their speed. This movement does not provoke opportunity attacks from one creature of your choice that can understand you. If they end up having obscurement or cover relative to the distracted foe, they can Hide without spending an action.
Direct Ally
You identify an opening an ally can take advantage of. You can spend an action and choose an ally that can understand you, then choose a target. If that ally hits that target with an attack before the start of your next turn, their attack deals an extra 1d8 damage. The bonus dice increase to 2d8 at 5th level, 3d8 at 11th level, and 4d8 at 17th level. After you use this trick, you can choose the same ally again, but cannot choose the same target for the rest of the encounter.
Frightful Suppression
When you make an attack that causes loud noises—a firearm or grenade, or also items and spells that deal thunder damage—you can use this trick to force the attack’s target (or creatures in the attack’s area) to make a Courage saving throw to gauge when it is safe to move, and thus avoid being pinned down. A creature that fails cannot move until the start of your next turn unless it spends an action.
Rallying Word
You know just what to say you inspire an ally’s flagging stamina. You can spend a bonus action to let an ally within 30 feet who can understand you spend a Hit Die. If it does, it rolls that Hit Die (adding its Constitution bonus) plus 1d8 and heals hit points equal to the total. The bonus dice increase to 2d8 at 5th level, 3d8 at 11th level, and 4d8 at 17th level. After you use this ability, the same ally cannot benefit from it again until you roll initiative.
Saving Advice
Spend a bonus action to advise an ally who can understand you. Choose a saving throw . One time before the end of this encounter, that ally can gain an expertise die on one saving throw of that type, used at the time of their choice.
Sweeping Stride
When you move at least 10 feet and enter a space adjacent to a creature no more than one size larger than you, you can try to trip it. If the creature fails an Anchor saving throw , it falls prone . If it succeeds, instead your movement ends in the space you entered to use this ability.
Timely Tool
Spend a bonus action to use an item that normally can be used as an action. This cannot cause damage or require an attack roll. Examples include administering an antitoxin, potion, or other easy-to-swallow item to a willing creature within reach; lighting a torch; tossing out caltrops; using a magic item like a scroll, or barring a door.
Unbalancing Intervention
When a creature within your reach makes an Anchor or Reflex saving throw, or attempts a Strength or Dexterity ability check, you can use your reaction to perform a series of pulls, shoves, and strikes that put a creature off-balance. The creature has disadvantage on its ability check or saving throw.
You can choose from among the following clever schemes.
Whenever you take a short or long rest , you can use your medical knowledge to treat one creature. That creature can heal as if it had one extra 1d4 Hit Die during this rest, or it can ignore two levels of fatigue for the next four hours.
After observing a creature, however briefly, you make a deduction that gives you an edge when pursuing it. After you spend at least 1 minute observing a creature, you gain an expertise die on checks made to track that specific creature.
You have studied the many perils of wild flora and fauna. You gain an expertise die on checks to avoid, locate, or understand the abilities of aberrations, beasts, and monstrosities.
You do not need preparation to come up with a convincing fake persona, background, and excuse to cover anything suspicious you are doing. You can gain advantage on checks to pretend to be someone else. However, the ruse won’t hold up to prolonged scrutiny. If you spend more than a few minutes in someone’s presence, you must make any new checks with disadvantage to maintain the ruse.
When you are ambushed, you gain an expertise die on your initiative check. When you trigger a trap, you gain an expertise die on the first saving throw you need to make, or to your AC against the first attack the trap makes against you. After you use this feature, you cannot use it again until you complete a short or long rest .
When a creature makes a melee attack against you or otherwise touches you, you can use your reaction to make a Thievery check against it.
Additionally, when you spend at least a minute interacting with a creature while within arm’s reach, you gain an expertise die on Thievery checks against it until the interaction ends.
You quickly can locate people willing to share information. If you spend an hour reaching out to local residents or simply perusing a recent periodical or newspaper, for the next day you gain an expertise die on checks related to the area.
You gain an expertise die on Charisma checks when trying to interact with someone who is trained in the same skill as you from the following list: Arcana, The City, Wilderness, Religion, Dungeonneering, Tactics and Logistics, Old World.
You make sure you’re always prepared. Once per short rest you can produce a non-magical item that you could have purchased or prepared at some point, small enough to fit in whatever storage you have available. This could range from a forged passport in your pocket to a glider stowed in the hold of a ship you’re travelling on. Pay the appropriate price for it.
Once per hour, when you succeed on a check to climb, swim, or jump you can offer advice and encouragement to your allies. For the next minute, each ally who attempts a check to traverse the same area gains an expertise die .
You can spend an action to make an Arcana check against the save DC of a creature’s spell. If you succeed, you deduce from their demeanor, fashion, and accoutrements what cantrips they know and the last non-cantrip spell it cast, if any.
You have forethought of when and where you might need to be places. If you knew you would be in a given area, once per day you can call upon this forethought to have a vehicle or mount waiting for you and your companions, or to have a reservation available at a venue. You pay any appropriate costs. For exceptional requests, you may need to make a check or owe someone a favor.
Once per hour, when you succeed on a Stealth check you can discreetly direct your allies. For the next minute, each ally who attempts a check to traverse the same area gains an expertise die .
When moving through an area you’re familiar with or have had time to study maps of, you gain an expertise die on Stealth checks.
You gain an expertise die on checks when using tools to build, repair, or understand a technological device.
You learn the recipe for creating basic poison . During a short or long rest , you can brew one poison for which you have the recipe without spending gold or using ingredients. This version of the poison lasts until your next short or long rest.