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Savant Class Features

CLASS FEATURES

As a scholar, you gain the following class features:

 

HIT POINTS

Hit Dice: 1d8 per scholar level

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

Hit Points at Higher Levels: 5 + your Constitution modifier per scholar level after 1st

 

PROFICIENCIES

Armor: Light armor

Weapons: Simple electroweapons, and simple blasters

Tools: Any one

Saving Throws: Dexterity, Intelligence

Skills: Choose three from Insight, Intimidation, Investigation, History, Medicine, Nature, Persuasion, Programming, and Survival

STARTING WEALTH & EQUIPMENT

In addition to items given from your background, you start with your own wealth to purchase your starting gear. You gain the below amount for your starting wealth plus any credit given from your background:

     Savant: 2000 Credits     

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CLICK HERE FOR EQUIPMENT

ACADEMIC SUPERIORITY

Beginning at 1st level, you know how to apply your studies in practical ways known as maneuvers. Your maneuvers are fueled by special dice called superiority dice.

 

GIMMICKS

You know two gimmicks of your choice, which are detailed under "Gimmicks" below, and you earn more at higher levels, as shown in the Maneuvers Known column of the Savant class table. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack, and you may only use each maneuver once per turn. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

 

SUPERIORITY DICE

You have two superiority dice, which are d6s, and you earn more at higher levels, as shown in the Superiority Dice column of the Savant class table. This die changes as you gain Scholar levels, as shown in the Academic Superiority column of the Scholar table. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.

 

SAVING THROWS

Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:

Maneuver save DC = 8 + your proficiency bonus + your Intelligence modifier

 

GIMMICKS

The maneuvers are presented in alphabetical order.

 

Administer Aid

As an action, you can expend a superiority die to tend to a creature you can touch. The creature regains a number of hit points equal to the number rolled + your Intelligence modifier.

 

Assess the Situation

You can expend one superiority die to make a Wisdom (Perception) or Intelligence (Investigation) check as a bonus action, adding the superiority die to the check.

 

Crippling Strike

When you hit a creature with a weapon attack, you can expend one superiority die to cripple the creature. You add the superiority die to the attack's damage roll and the creature's speed is reduced by 10 feet until the end of their next turn.

 

Deliberate Movement

You can expend one superiority die to take the Dodge action as a bonus action and ignore the effects of standard difficult terrain until the end of your turn.

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Exploit Weakness

When you hit a creature with a weapon attack, you can expend a superiority die and deal additional damage equal to the number rolled. This damage cannot be reduced in any way.

 

Goading Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

 

Heads Up

As a reaction when an ally can see or hear you, makes a saving throw, you can expend a superiority die. Add the number rolled to the targets saving throw. You can use this maneuver before or after making the saving throw, but before any effects of the saving throw are determined.

 

Measured Action

As a reaction when you make a roll for a contested skill check, you can expend a superiority die to add to the roll. You can use this maneuver before or after making the contested skill check roll, but before any effects of the contested skill check are determined.

 

One Step Ahead

When you roll initiative and you are not surprised, you can expend a superiority die and add the number rolled to your initiative.

 

Targeted Strike

When an ally makes an attack against a creature, you can use your reaction to expend a superiority die. You add the superiority die to the attack roll and the damage roll if it hits.

CRITICAL ANALYSIS

At 1st level, you are able to analyze a target, develop a plan on how to best overcome any potential obstacle, and execute that plan with ruthless efficiency. As a bonus action on your turn, you can analyze a target you can see within 60 feet of you. For the next minute, or until you analyze another target, you gain the following benefits:

  • When you analyze a hostile creature, attack and damage rolls made with electroweapons wielded in one hand or blaster weapons against that target may use your Intelligence modifier instead of Strength or Dexterity.

  • When you analyze a friendly creature, the target may use its reaction and end your Critical Analysis to add your Intelligence modifier to one attack roll, ability check, or saving throw.

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DISCOVERY

As you adventure, your studies have helped you discover new practices you can apply to your skills. At 2nd level, you master two discoveries of your choice. Your discovery options are detailed at the end of the page, and additional discoveries can be found on your archetype pages. When you gain certain savant levels, you gain additional discoveries of your choice, as shown in the Discoveries column of the Savant class table. Additionally, when you gain a level in this class, you can choose one of the discoveries you know and replace it with another discovery that you could learn at that level.

 

SAGE ADVICE

When you reach 2nd level, you can spend 1 minute spreading your knowledge and experience, advising those around you. When you do so, choose a skill or tool you are proficient with and a number of friendly creatures up to your Intelligence modifier are in close quarters who can hear you and who can understand you. Once within the next hour, the next time each creature would make an ability check with the chosen skill or tool, they may add their proficiency bonus to the roll if they are not already proficient. A creature may only benefit from this feature once. If a creature is targeted by this feature again before using it, they can choose to retain the first benefit or replace it with the new skill or tool instead.

 

Once you’ve used this feature, you can't use it again until you finish a long rest. Starting at 13th level, you regain the ability to use it after you complete a short or long rest.

 

EXPERTISE

At 3rd level, choose two of your skill proficiencies, or one of skill proficiencies and one of your tool proficiencies, or two of your tool proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 10th level, you can choose another two proficiencies (in skills or tools) to gain this benefit.

 

ACADEMIC PURSUIT

At 3rd level, you dedicate your studies towards a pursuit, which is detailed at the end of the class description. The pursuit you choose grants you features at 3rd level, and again at 6th, 9th, and 17th level.

 

ABILITY SCORE IMPROVEMENT

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. Alternatively, you can choose a feat. (see here)

 

UNWAVERING MIND

Starting at 5th level, you gain proficiency in Wisdom saving throws.

 

CALM AND COLLECTED

Beginning at 14th level, when you make a saving throw from an effect you can see, you may gain a bonus to the saving throw equal to your Intelligence modifier. Once you have used this feature, you must wait until a short or long rest before using it again.

 

ADAPTABLE INTELLECTUAL

At 18th level, you are able to effectively prepare for any mission on hand. At the end of a long rest, you may choose one of the discoveries you know and replace it with another discover that you could learn at that level.

 

KNOWLEDGE UNBOUND

When you reach 20th level, you are the pinnacle of your pursuit. Your Intelligence score increases by 4. Your maximum for that score is now 24. Additionally, you may use any maneuver you know without expending a superiority die, rolling a d4 instead.

DISCOVERIES

The discoveries are presented in alphabetical order. If a discovery has prerequisites, you must meet them to learn it. If a discovery requires a level, you must be that level in this class to learn the discovery. You can learn the discovery at the same time you meet its prerequisites.

 

Academic Memory

You can recall anything you have read in the past month that you understand. This includes but are not limited to books, maps, signs, and lists.

 

Adaptive

Prerequisite: 15th level

When the target of your Critical Analysis feature is reduced to 0 hit points, you can use your reaction to change the target of your analysis to another creature within range.

 

Ambassador

You learn three additional languages of your choice. You may choose this discovery multiple times.

 

Clever Applications

You gain proficiency with improvised weapons. Additionally, when you make an attack with an improvised weapon, it deals 1d6 damage. You can your Sage Advice feature can be used to give friendly creatures improvised weapon proficiency if they don't already have it, following the same rules of that feature as if it were a skill or tool. The friendly creatures retain this proficiency for the entire duration instead.

 

Mental Prowess

When you make a Strength (Athletics) or Dexterity (Acrobatics) check to grapple a creature or break out of a grapple, net, and other restraining equipment, you can use your Intelligence modifier instead of Strength or Dexterity.

 

Hardened Mind

Prerequisite: 9th level

You have advantage on saving throws against illusions and on Intelligence checks to discern them from reality. You also gain resistance to psychic damage.

 

Lifelong Learning

You gain proficiency in a skill and a tool, or two tools. You can select this discovery multiple times, each time choosing a new skill and a tool, or two new tools.

 

Lingering Advice

Prerequisite: 5th level

When you use your Sage Advice feature, the targeted creatures retain the benefit from your instruction for the full duration.

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Master’s Advice

When you use your Sage Advice feature, the first time each targeted creature makes the chosen skill check, they gain an additional bonus to the roll equal to your Intelligence modifier.

 

Perfect Maneuver

Prerequisite: 15th level

When you roll a 1 on a superiority die, you can reroll the die and must use the new roll.

 

Quick Analysis

Prerequisite: 9th level

When you roll initiative and aren't surprised, you can use your reaction to use your Critical Analysis feature.

 

Reliable Sources

Prerequisite: 9th level

When you make an Intelligence (STEM) or Intelligence (Nature) skill check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

 

Resolute

When you make a saving throw to resist charm and fear effects, you may add your Intelligence modifier to the roll.

 

Running on Fumes

You only need 4 hours of sleep to gain the benefit of a long rest. Additionally, you have advantage on saving throws against exhaustion.

 

Survival Expert

When you make a Survival skill check, you may use your Intelligence modifier instead of your Wisdom modifier. Additionally, you have advantage on saving throws against poison.

 

Targeted Analysis

Prerequisite: 5th level

Your attack rolls against the target of your critical analysis feature cannot suer from disadvantage.

 

Tech Amateur

Choose one 1st-level tech power. You learn that power and can cast it at its lowest level without expending tech points. Once you cast it in this way, you must finish a long rest before you can cast it again. Your techcasting ability for this power is Intelligence. You can select this discovery multiple times. Each time you do so, you must choose a different power.

 

Universal Language

You can communicate simple ideas with any creature with an Intelligence of 6 or more through basic expressions and gestures.

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