CLASS FEATURES
Hit Points
Hit Dice: 1d8 per savant level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per savant level after 1st
Proficiencies
Armor: None
Weapons: Simple weapons, hand crossbows, improvised weapons, rapiers
Tools: Choose either alchemist’s supplies or tinker’s tools
Saving Throws: Dexterity, Intelligence
Skills: Choose two from Arcana, History, Investigation, Perception, and Sleight of Hand
Equipment
You start with the following equipment, in addition to the equipment granted by your background.
a set of traveler’s clothes or common clothes
a scholar’s pack
(a) a simple melee weapon or (b) a rapier
(a) a simple ranged weapon or (b) a hand crossbow and bolts
(a) alchemist’s supplies or (b) tinker’s tools
Aptitude
Your aptitude defines what kind of savant you are. Choose either Adversary, Chirurgeon, or Coordinator. Your aptitude gives you unique features at the 1st level and again at 2nd, 6th, 11th, 14th, and 17th level.
Versatile Defense
You constantly analyze combat situations to improve your defensive posture, reacting instinctively to guide attacks away from yourself. Beginning at 1st level, while you are wearing no armor and have one hand free, your AC equals 10 + your Dexterity modifier + your Intelligence modifier. You can use a shield and still gain this benefit, but while blinded you cannot use Versatile Defense.
Analyzed Need
At the 2nd level, when you finish a short or long rest you can choose a skill. When making an ability check using that skill, you use Intelligence instead of the ability score it normally uses.
Savant Tricks
At 3rd level, you can use a bonus action to prepare a trick. A trick is prepared until you use it. You can only have one trick prepared at a time. Once you use the trick, you can prepare another trick in the same manner.
You know a number of tricks equal to your Intelligence modifier. 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
Additionally, when you gain a level in this class, you can choose to replace the tricks you know with other tricks.
Disarming Flourish. When you hit a creature with a melee weapon attack, you can activate this trick to force the target to drop an item in their hand, such as a weapon. The target makes a Strength saving throw with advantage and on a failure, it drops one held item of your choice.
Diversion. On your turn, make a Charisma (Deception) check opposed by the target’s passive Insight. On a success, the target’s attention is drawn to your hand and it has a disadvantage on the next attack roll it makes before the start of your next turn.
Draw Out. When you hit a creature with a melee weapon attack, you can use a bonus action to activate this trick. The target makes an Intelligence saving throw or reacts to a strike from you that never comes. As long as you remain within the target’s reach until the start of your next turn it cannot take the Attack action against anyone but you. After you have used this trick against a target, until the end of combat, it has an advantage on saving throws to resist Draw Out.
Grounded Reason. You can use your reaction to reroll a Dexterity saving throw that you fail. If you do so, you must use the new roll.
Guiding Steps. When you hit a Large‐sized or smaller creature with a melee weapon attack, the target makes a Dexterity saving throw with advantage. On a failure, it is moved up to feet in a direction of your choice.
Off‐Balance. When you hit a creature with a melee weapon attack, instead of dealing damage you use pulls, shoves, and strikes to put your target off‐balance. Until the end of your next turn, the target moves at half speed and has a disadvantage on ability checks.
Redirect. When you are hit with a melee weapon attack, you can use your reaction to force the attacker to make an Intelligence saving throw. On a failure, you take no damage and the attack strikes another creature within 5 feet. A Huge‐sized or larger target has an advantage on the saving throw. Once you have used this trick against a target, until the end of combat that target has advantage on its saving throw to resist Redirect.
Sidestep. When you are targeted by a spell or weapon attack, you can use your reaction to make a Dexterity check against the opponent’s attack roll. On a success, you take no damage from the spell or attack. Once you have used this trick against a target, until the end of combat you have a disadvantage on checks to Sidestep that target.
Sweeping Stride. You cannot activate this trick without moving at least 10 feet and traveling through a square adjacent to a creature of Large size or smaller. The target must succeed on a Dexterity saving throw with advantage or be knocked prone. On a success, your movement ends in a square adjacent to the target.
Ability Score Improvement
When you reach the 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.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach the 13th level in this class.
Intelligent Caution
At 7th level, when you make a saving throw against a spell or effect that deals damage, you can use your reaction to make an Intelligence saving throw instead. On success, you take no damage. You can use this feature a number of times equal to your proficiency bonus. Expended uses are recharged at the end of a long rest.
Focused Defense
Starting at 9th level, when you are facing more than one enemy you’re able to use them against each other. As long as there’s more than one enemy within 30 feet, you can use a bonus action to choose a creature within range. Until the end of your next turn, it has a disadvantage on attack rolls against you.
More Tricks
At 10th level, you can hold a second trick in reserve. You still require a bonus action to prepare a trick. In addition, you learn two more tricks of your choice.
Clockwork Mind
At the 15th level, your mind is so ordered and controlled that it is harder to influence. You gain proficiency with Wisdom saving throws.
Mindful Soul
At 18th level, your keen mind becomes an asset against all types of obstacles. You have advantage on saving throws against spells and other magical effects.
Ultimate Schema
At 20th level, your mental capabilities transcend the normal limitations mortal minds face. You have an advantage on all Intelligence checks and saving throws.