A human anticipates the moves of his enemies in battle with bated breath. Predicting every move and tactic with ease, he grins when a magical trap propels a foolish orc hundreds of feet in the air. He cannot help but laugh when another trap turns a marauding ogre to stone.

A dwarf identifies the ancient and otherworldly relics strew on a temple floor. She lectures to her allies about the rites and rituals of a civilization erased from history before mapping out the temple from memory.

An elf asks a dying king about his strange illness. Inspecting the glowing, unnatural blemishes on his skin, she immediately diagnoses the rare disease which has confounded the greatest healers in the land.

Savants are scholars who possess an unparalleled knowledge of a chosen field. They are obsessed with discovery and travel across the world for phenomena unexplored and knowledge long forgotten. Armed with only magical traps and a driven intellect, they rely on brilliant tactics over sheer brute force to survive.

Workers of Sigils

Savants understand the universe like giant logic puzzles. They value strategy and love to make dangerous situations into competitions of wit and acumen. Personalized magical traps, known as sigils, embody this worldview. Sigils are warped zones of magical energy which possess different magical effects from dismantling armor to bestowing damage resistance, depending on a creature’s awareness of the sigil. They are created using a savant’s immense intellect to alter the magical weave in a localized area. Each sigil bears the personalized mark of its creator and has the ability to devastate a surprised foe or aid an ally aware of its location.

Specialists and Perfectionists

Savants are some of the most educated and well-read individuals alive. Unlike some scholars though who desire the widest breadth of knowledge possible, savants are guided by their special affinity for a particular type of subject matter. This passion inspires them to seek out information beyond what is contained in academies, libraries, and monasteries. Whether it is mundane, outrageous, blasphemous, or forbidden, savants will never overlook or underestimate a valuable new source of knowledge, risking sometimes life and limb to expand their understanding of their specialty.

Yet the ultimate goal for attaining mastery is not always clear. Some savants seek acknowledgement from the greatest kings and wise men. Others hoard their knowledge in the pursuit of great wealth or political power. Nevertheless, many savants do not seek any lofty or material benefits. They value knowledge for knowledge’s sake and detest information being locked away. To this end, savants are often willingly to share their findings with anyone curious to learn, hoping that they can use their vast expertise to help others.

Level Proficiency Bonus Force Weapon Scroll Thief Sigils Known Features
1 2 1 1st - Force Weapon, Scroll Thief, Well Read
2 2 1 1st 2 Sigil Crafter
3 2 1 1st 2 Savant Archetype
4 2 2 2nd 2 Ability Score Improvement
5 3 2 2nd 2 Multiattack
6 3 2 2nd 2 Savant Archetype Feature
7 3 2 2nd 3 Scry Sigil
8 3 3 3rd 3 Ability Score Improvement
9 4 3 3rd 3 Concentrated Memory
10 4 3 3rd 3 Savant Archetype Feature
11 4 3 3rd 3 Improved Sigil
12 4 3 4th 4 Ability Score Improvement
13 5 4 4th 4 Exceptional Education
14 5 4 4th 4 Twin Sigil
15 5 4 4th 4 Focus Thoughts
16 5 4 5th 4 Ability Score Improvement
17 6 5 5th 5 Savant Archetype Feature
18 6 5 5th 5 Mastery
19 6 5 5th 5 Ability Score Improvement
20 6 - 6th 5 Epiphany

Creating a Savant

Quick Build

You can make a savant quickly by following these suggestions. First, Intelligence should be your highest ability score. Make Strength or Dexterity your next highest, depending on if you want to excel within melee or ranged combat respectively.

Hit Points

Hit Dice: 1d8 per your Savant level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d (or 5) + 'your Constitution modifier per Savant level after 1st

Proficiencies

Armor: Light and Medium Armor
Weapons: All Simple Weapons
Tools: Choose one of the following: Calligrapher's Supplies
Saving Throws: Wisdom, Intelligence
Skills: Choose three of the following: Arcana, Stealth, Sleight of Hand, Perception, Investigation, Insight, History, and Deception

Force Weapon Level: 1

Starting at 1st level, your knowledge of magic and the weave allows you to imbue your weapon strikes with magical force. Your weapon attacks deal additional force damage equal to your Intelligence modifier, to a maximum as shown in the Force Bonus column of the Savant table.

Scroll Thief Level: 1

At 1st level, your study of magic allows you to utilize spell scrolls and ignore all class restrictions placed upon them. Whenever you attempt to cast a spell from a scroll, you must make an ability check using your Intelligence modifier + your Proficiency bonus to determine whether you cast it successfully. The DC to cast the spell is equal to 10 + spell’s level.

You are restricted to only using spell scrolls up to a specific level, as detailed in the Scroll Thief column of the Savant table.

Well Read Level: 1

At 1st level, you have read many ancient tomes and studied old forgotten ledgers. You gain two additional languages of your choice.

As well, your study on a topic provides you with greater insight. You may choose any one tool, or any one of the following skills: Animal Handling, Arcana, History, Insight, Investigation, Medicine, Nature, Perception, Religion, Survival. Regardless of your choice, you must have proficiency with the chosen tool or skill. Your proficiency bonus is doubled for any ability check you make that uses the chosen proficiency.

Sigil Crafter Level: 2

At 2nd level, your study of magic falls into a realm of trickery and forethought in the form of a magical sigil. You can lay this sigil on the ground within 30 feet of yourself by choosing a sigil that you know. This sigil is 5 feet in diameter and is invisible, however you retain the ability to see it. A sigil can not be placed in an occupied space. The sigil remains active for 8 hours, or until you create a new sigil.

Magical Sigil. Your sigil is considered to be magical in nature and requires concentration to maintain the sigil, but not to maintain the effects caused by the sigil detonating. As well, your sigils can be dispelled or counterspelled, as if you used a spell slot equal to one third of your Savant level to cast the sigil.

Moving Sigils. You can use a bonus action to move any of your sigils within 90 feet of yourself up to 10 feet in any direction. Your sigil can not end its movement within an occupied space, however it can move through an occupied space freely.

Detonating Sigils. The first time a creature enters your sigils space on its turn or begins its turn on top of your sigil, the sigil triggers, causing the effects to occur. You do not trigger your own sigils, unless you specifically choose to do so.

Sigils Known. You know 2 sigils. Your sigil options are detailed at the end of this class description. When you gain certain Savant levels, you gain additional sigils of your choice, as shown in the Sigils Known column of the Savant table.

Saving Throws. Some of your sigils require your target to make a saving throw to resist the sigils effects. The saving throw DC is calculated as follows:

Sigil save DC = 8 + your Proficiency bonus + your Intelligence modifier

Additionally, when you gain a level in this class, you can choose on of the sigils you know and replace it with another sigil that you could learn at that level.

You can create a number of sigils equal to your Intelligence modifier (minimum of 1), recoving all uses at the end of a long rest.

Savant Archetype Level: 3

At 3rd level, you must choose a Discipline which represents your area of focus and study. These disciplines are detailed at the bottom of this page. Your discipline grants you a feature at 3rd level, and again at 6th, 10th, and 17th level.

Multiattack Level: 5

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Scry Sigil Level: 7

Beginning at 7th level, you are able to create a magical sensor on any of your currently active sigils. You are able to cast the Clairvoyance spell, targeting the center of any active sigil without requiring any material components. When you cast Clairvoyance in this way, you are able to both see and hear the location. Once you use this feature, you must finish a long rest before you can use it again.

Concentrated Memory Level: 9

Beginning at 9th level, your focus and memories become protected from distractions caused by pain and suffering. Whenever you are required to make a Constitution saving throw to maintain concentration on a spell or a sigil, you may instead roll an Intelligence saving throw.

Improved Sigil Level: 11

Starting at 11th level, you have learned to better harness the magic of your sigil to manipulate it more efficiently. Whenever you create a sigil, you may choose to have the sigils diameter increased by 5 feet.

In addition, when you use a bonus action to move a sigils location you can move the sigil an additional 10 feet.

Exceptional Education Level: 13

At 13th level, your studies have improved your knowledge in a wide array of fields. You gain proficiency in any one tool and any one skill of your choice. As well, you gain one additional language of your choice.

Twin Sigil Level: 14

Once you have reached 14th level, your mastery of sigils have improved allowing you to control them with greater ease. When you create a sigil with your action, you may choose to have a copy of the sigil appear within 10 feet of the original sigil. This copy has the exact same properties and effects.

Whenever you use a bonus action to move your sigil, you may also move that sigils clone, if one exists within 90 feet of yourself.

Once you use this feature, you must finish a long rest before you can use it again.

Focus Thoughts Level: 15

At 15th level, you gain the ability to focus your thoughts in a variety of ways. At the end of a short or long rest, you can choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest.

Brave. You gain advantage on saving throws against being frightened.

Inscrutable. You are immune to any effect that would sense your emotions or read your thoughts, as well as any divination spell that you refuse. Wisdom (Insight) checks made to ascertain your intentions or sincerity have disadvantage.

Recall Lecture. You gain any two cantrips from the wizard’s spell list. You use intelligence as your casting stat for these cantrips.

Tremorsense. You gain tremorsense out to 120 feet out from yourself.

Mastery Level: 18

At 18th level, your focus and dedication to one subject has made you the best in your chosen subject. Choose one skill or tool that you add double your proficiency bonus to. Your proficiency bonus is tripled for any ability check you make that uses the chosen proficiency.

Epiphany Level: 20

At 20th level, your knowledge and understanding exceeds what most others could hope to achieve. Your Intelligence increases by 4, and your maximum Intelligence is increased to 24. In addition, you may choose 2 other ability scores to increase by 2, and have their maximum increased to 22.

List of Sigils

Each sigil has two effects: one for an unaware creature and another for an aware creature. All creatures are normally unaware of a sigil, and in order to be aware of the sigil one of two conditions must be met:

  • The creature must be able to see the sigil
  • The creature must know the exact location of the sigil.

As such, a creature that knows a sigil is on the ground, but not where, is unaware of it’s location.

The intention behind this mechanic is that Allies of a Savant receive the negative effects of a sigil, unless they savant tells the ally where the sigil is exactly. However, doing this also provides this knowledge to the enemies, if they can understand the language spoken, allowing the enemies to make use of the sigils beneficial effect.

It wouldn’t be a huge change to say the Savant chooses the effect, unless the triggering creature is aware of the sigil, in which case the triggering creature chooses. The main difference to this is that players don’t need in character knowledge to gain the benefit, allowing meta gaming of where the sigil is to be rewarded, and removing an element of counter play with enemies.


Energy Sigil

Any unaware creature on a energy sigil when it detonates must make a Dexterity saving throw. The creature takes 3d8 + your Intelligence modifier in force damage on a failed saving throw, and half as much damage on a successful one. This damage increases to 4d8 at level 5, 5d8 at level 11 and 6d8 at level 17.

If an aware creature is on the energy sigil when it detonates, the creature takes no damage from the sigil. In addition, you gain one use of Lay Sigil. You can not recover more than one use of Lay Sigil, regardless of how many aware creatures are on the energy sigil when it detonates.


Feedback Sigil

Any unaware creature on a feedback sigil when it detonates must make a Wisdom saving throw. On a failed save, the creature loses an amount of unused spell slots totalling your Intelligence modifier in spell level and the creature has disadvantage on all saving throws to maintain concentration on spells for 1 minute. The creature may repeat this Wisdom saving throw at the beginning of its turn, ending the effect on a success.

Any aware creature in a feedback sigil when it detonates gains a temporary second level spell slot. At the end of the creature’s next turn the spell slot is lost, regardless of if it was used or not.


Erupting Sigil

Any unaware creature on an erupting sigil when it detonates must succeed a Dexterity saving throw. On a failed save, the creature is launched 100 feet into the air.

Any aware creature on an erupting sigil when it detonates is launched 100 feet into the air. The aware creature does not land prone or take fall damage, and may land at any unoccupied point within 20 feet of the sigils location.


Stone Sigil

Any unaware creature on a stone sigil when it detonates must succeed a Constitution saving throw. On a failed save, the creature body hardens into stone and becomes petrified for 1 minute. The creature may repeat this Constitution saving throw at the beginning of its turn, ending the effect on a success.

Any aware creature on an stone sigil when it detonates is empowered by arcane dust and smoke. The creature gains resistance to bludgeoning, piercing, and slashing damage until the beginning of its next turn.


Dismantling Sigil

Any unaware creature on a dismantling sigil when it detonates must succeed a Dexterity saving throw for each weapon, shield, or armor that it is wielding or wearing. On a failed save the item is destroyed unless it is a magical item.

Any aware creature on an dismantling sigil when it detonates has their equipment imbued with arcane might. The creature gains a +3 bonus to all damage rolls, in addition to a +3 bonus to armor class until the beginning of their next turn.


Sensory Sigil

Any unaware creature on a sensory sigil when it detonates must make a Constitution saving throw. On a failed save, the creature becomes blinded and deafened for 1 minute. The creature may repeat this Constitution saving throw at the beginning of its turn, ending the effect on a success. In addition, you can use your reaction to make a single weapon attack against the creature, if able.

Any aware creature on a sensory sigil when it detonates gains a +10 bonus to all search actions performed for the next minute. In addition, the creature can choose to use its reaction to perform a search action in response to the sigil detonating.


Anguishing Sigil

Any unaware creature on an anguishing sigil when it detonates must make a Wisdom saving throw. On a failed save, the creature becomes charmed by you for 1 minute. While charmed by you in this way, the creature can only perform the Attack action on its turn, and it suffers 1d8 + your Intelligence modifier in damage at the end of each turn if it did not damage a creature. The creature may repeat this Wisdom saving throw at the beginning of its turn, ending the effect on a success.

Any aware creature on an anguishing sigil when it detonates is cured from the charmed condition, and becomes immune to charm for the next minute.


Forgetful Sigil

Any unaware creature on a forgetful sigil when it detonates must make an Intelligence saving throw. On a failed save, the creature no longer adds proficiency to any attack or skill rolls it performs for 1 minute. The creature may repeat this Intelligence saving throw at the beginning of its turn, ending the effect on a success.

Any aware creature on a forgetful sigil when it detonates gains a +1 bonus to all attack and skill rolls for 1 minute.

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Delay Damage Level: 3

At 3rd level, your study into the arcane arts of absorption allows you to absorb incoming damage in order to better mitigate and manage with it. Whenever you take damage, you may use your reaction to instead take no damage. If you choose to do so, an equal amount of damage is transferred into a magical black thread referred to as your fate.

At the beginning of your turn, your fate begins to burn away, reducing the damage stored in the your fate by half and causing you to take necrotic damage equal to the damage removed from the your fate this turn. This damage can not be reduced or prevented in any way.

At the beginning of your turn but before your fate begins to burn, you may choose to cut the black thread and reduce the damage store within it by half. Once you cut your fate, you must finish a long rest before you can do so again. At 10th level, you can cut your fate twice between long rests, and three times at 17th level.

Repel Blight Level: 6

Beginning at 6th level, your understanding of abjuration magic can keep you safe from dangerous substances. You gain advantage on any saving throw caused from ingested, inhaled, or contact poisons, as well as any spoiled or enchanted food. You instantly know that the object or substance has been tampered with, whether you succeed on your saving throw or not.

Store Motion Level: 10

At 10th level, you are able to absorb and store energy that you have forgone, to use it later. At the end of your turn if you did not move, your movement is increased by 15. This effect remains until the end of your next turn.

Perfect Resistance` Level: 17

At 17th level, you are able to mitigate an effect that would normally leave you crippled and helpless. You gain a ward that appears on your chest which protects you. Whenever you fail a saving throw, you can choose to succeed instead. If you do so, the ward begins to crack. If you use this feature while your ward is cracked, it shatters. The ward regenerates over time, returning to its complete state at the end of a long rest.

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Force Shield Level: 3

At 3rd level, your study into the arcane arts of adaption enables you to react quickly and with potency. Whenever you are hit by an attack, you can use your reaction to lay a barrier of thick arcane energy across your skin, reducing the damage you take from the attack by 1d8 + your Intelligence modifier.

When using this feature, you can choose to amplify the effect if the attack was a melee attack. When you amplify this effect, the barrier flares outwards at the attacking creature, forcing the attacking creature to succeed a Strength saving throw (DC equal to your Innovation save DC). On a failed saving throw, the attacking creature is knocked prone, and any items held by the creature are disarmed and thrown 30 feet directly away from you. You must finish a long rest before you can choose to amplify this feature again. At 10th level, you can amplify this feature twice between long rests, and three times at 17th level.

Acclimated Body Level: 6

Beginning at 6th level, your understanding of transmutation magic allows you to survive in conditions that few others could. You can tolerate temperatures as low as -50 degrees Fahrenheit, or as high as 150 degrees Fahrenheit without any additional protection. As well, you can hold your breath indefinitely while you’re not incapacitated

Adaptive Form Level: 10

At 10th level, you are able to manipulate yourself to adapt into your surroundings while on the move, giving you the following features:

  • At the beginning of your turn, swimming no longer costs you additional movement if you are swimming.
  • At the beginning of your turn, climbing no longer costs you additional movement if you are climbing.
  • At the beginning of your turn, crawling no longer costs you additional movement if you are prone.

These effects last until the beginning of your next turn.

Adaptive Skin Level: 17

At 17th level, you are always shrouded with a rainbow glimmer of arcane magic, protecting you from the world. You gain resistance to Force damage. After you take damage, you may choose to replace your current damage resist provided by the feature with the last type of damage you took. If you took more than 1 damage type simultaneously, you choose which damage type to take.

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You have studied deeply into a discipline of illusion, trickery, and manipulation. Many savants who have a keen interest with this discipline are ones who walk a path of low morality. Often, but not always, these savants become criminals, outlaws, and tricksters. This disicpline will teach you the magics needed to turn your foes attacks back onto them, cheat your way out of danger, or even identify the trickery of another.

Pain split Level: 3

At 3rd level, your study into the arcane arts of distortion allows you to warp the reality of pain and suffering. When you take damage from an attack, you may use your reaction to reduce the damage you take in half. If you choose to do so, the attacking creature takes force damage equal to half the damage you took.

When using this feature, you can choose to amplify the effect by having the attacking creature take damage equal to the damage you took, instead of half. You must finish a long rest before you can choose to amplify this feature again. At 10th level, you can amplify this feature twice between long rests, and three times at 17th level.

Distortion Sense Level: 6

At 6th level, your knowledge of illusions is greatly improved. You gain advantage on any Intelligence (Investigation) skill rolls to detect illusion magic, such as false visions or sounds.

Warp Step Level: 10

At 10th level, your ability to distort your location allows you to travel in ways no others can. Whenever you take the dash action, you may teleport up to half of your movement, instead of gaining additional movement for the turn. You must teleport into an unoccupied space.

Distortion Level: 17

At 17th level, you have learned to create an illusory duplicate of yourself that makes you appear to be standing near your actual location, but always slightly off. All attack rolls are made with disadvantage against you.

If you are hit by an attack, this feature becomes disrupted and no longer imposes disadvantage on attack rolls until the end of your next turn. This trait is also disrupted while you are incapacitated, or have a movement speed of 0.

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Sixth Sense Level: 3

At 3rd level, your study into the arcane arts of prediction enables you the foresight to expect the unexpected. When a creature makes an attack roll against you, you may use your reaction to impose disadvantage on the attack roll, as you are able to predict the attack before it’s made.

When using this feature, you can choose to amplify the effect by causing the attack roll to miss, regardless of what is rolled. You must finish a long rest before you can choose to amplify this feature again. At 10th level, you can amplify this feature twice between long rests, and three times at 17th level.

Object Sense Level: 6

Beginning at 6th level, your understanding of divination magic allows you to better learn the effects and properties of magical objects. You can attempt to cast the Identify spell at will without expending any material components or requiring any spell slots.

See the Path Level: 10

At 10th level, you are able to accurately predict your path, and make adjustments if an undesired outcome arises.

Before you move on your turn, you may manifest a vision of yourself in your current location. This vision of your future self can move up to your remaining movement speed directly after it is manifested, and vanishes immediately after you perform any actions, bonus actions, or movement. The vision has all of the same features that you do.

Other creatures can react to the vision as if it was you, and your vision is affected by the terrain in the same way you would be.

If you choose to follow the same path that your vision took, you move in the exact same way that your vision did. All damage received by your vision would be applied to you in the same order and at the same times that you vision took the damage.

If you choose any other path, you are free to perform any actions, bonus actions, or movements you choose to. In this situation the state of the combat is returned to just before your vision moved, including all creatures reactions, or the terrain state.

You may only use this feature three times per short rest.

Mental Guard Level: 17

At 17th level, you seem to always know what is about to happen before anyone else. As long as you are not wielding a shield or using any medium or heavy armor, you can add your Intelligence modifier to your armor class.

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