The Savant An intelligence-based martial class for 5E Combat is just a deadly game of Chess

Savant A dragonborn barely dodges away from an orc's axe, taking a small cut across her cheek. Wiping away a bit of blood, she makes a mental note of her opponent's actions. She brandishes her rapier and lunges, side-stepping the next overhead cleave and running the orc through with her blade. A wood elf holds up her morningstar, threatening the evil king. The king's guards interpose, but the elf projects her spirit forward. As the elf fends off the spears of her assailants, her astral form strikes a fatal blow on the uprotected monarch. A half orc stands in a doorway, holding off a swarm of goblins while his friends work on solving the puzzles of the ancient wizard's tower. Though he's stabbed and shot with arrows, he knows the pain is inevitable. He grins, using his spirit as a wall of force in front of him to soak up all of the enemies' attacks. A tiefling glances around quickly, ensuring her privacy as she stands before a local armory. She looks at the locked door, then closes her eyes. She steps forward through the empty archway where the door stood five seconds earlier. Quickly gathering up a handful of magical items, she leaves before the door reappears behind her, still locked. These heroes all share one thing in common: a search for intellectual stimulation. Bored by the humdrum and monotony of daily life, most savants are effectively forced to--rather than simply choosing to--adventure into the world by their restless minds. Though savants may not have formal training in combat, they use their brains to survive outside the boundaries of civilization. Secrets of the World Savants are natural-born philosophers. Armed with nothing more than boundless curiosity, savants question everything: from the absurdity of fungi to the monotony of the day/night cycle. In doing so, savants find themselves inevitably coming to conclusions about how the world works. Where a commoner might see a simple law about taxes, a savant could see a grandiose plan of the cosmos, like a machine with thousands of gears that is driven by the divine to teach us humility or pain... or maybe even that the gear of taxes was the wrong size and broke the machine. Despite each savant's ability to discern the true nature of the world, each savant may come to different conclusions. It's not hard for two savants to meet in a tavern and debate philosophy for an entire evening, and in the morning the

only person who yielded was the unfortunate

patron who just wanted to go to bed. But debates

like this are important for each savant's growth,

and the more they solidify their own views,

the more they are able to project those views into

the world around them, manipulating the aether

in ways that traditional magic can't fully explain. Expert Tacticians What savants lack in combat training they make up for with quick learning and adaptation. Where there's a weakness in the enemy's strategy, the savant maximizes their advantage. They maneuver themselves in and out of harm, protecting themselves and their allies. A bull-rushing barbarian finds their recklessness is without gain, and an unarmored wizard slinging spells finds they suddenly have no allies to protect them from a fierce onslaught. But combat isn't the only place where savants excel. They treat every challenge like just another puzzle to solve. Their intelligence gives them unique insight into all kinds of situations, and creativity and pragmatism go a long way in adventuring. Full of knowledge and adept at disarming traps, savants find themselves at home in dungeons of all kinds. Creating a Savant As you create your savant character, consider how your want for adventure affected you in your background. It's easy for a savant to come from many different roots. Were you a noble who couldn't stand the rigidity of proper etiquette? Were you a noble who questioned why there was nobility at all? Or maybe you were just a common sailor who questioned why there was nobility at all. You might be self-taught or properly schooled.

The Savant Level Proficiency Bonus Features 1st +2 Analysis (1) 2nd +2 Fighting Style, Practical Applications (one use) 3rd +2 Personal Philosophy 4th +2 Ability Score Improvement 5th +3 Extra Attack 6th +3 Weakness Analysis 7th +3 Personal Philosophy feature 8th +3 Ability Score Improvement 9th +4 Practical Applications (two uses) 10th +4 Tactical Advantage 11th +4 Analysis (2) 12th +4 Ability Score Improvement 13th +5 Personal Philosophy feature 14th +5 Defensive Analysis 15th +5 Practical Applications (three uses) 16th +5 Ability Score Improvement 17th +6 Adaptive Learning 18th +6 Analysis (3) 19th +6 Ability Score Improvement 20th +6 Personal Philosophy feature Think about how your background might affect your personal philosophy later on. Were you an urchin who underwent hardships and learned to rely on themselves for support? Or maybe you were an urchin who turned to the cosmos for guidance through those hardships. If you were an acolyte, you might have naturally bent towards a higher power, but you might also have turned away from a higher power after a terrible incident. Whatever your story, and wherever you're headed, your intellect and creativity was the only thing you needed in a world of possibilities. Quick Build You can make a savant quickly by following these suggestions. First, Intelligence should be your highest score, followed by Strength. (Some savants prioritize Constitution over Strength for a little more health.) Second, choose the sage background. Class Features As a savant, you gain the following class features. Hit Points Hit Dice: 1d8 per savant level

1d8 per savant level Hit Points at 1st Level: 8 + your Constitution modifier

8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per savant level after 1st Proficiencies Armor: Light armor, medium armor, shields

Light armor, medium armor, shields Weapons: Simple weapons, martial weapons

Simple weapons, martial weapons Tools: None Saving Throws: Constitution, Intelligence

Constitution, Intelligence Skills: Choose three from Acrobatics, Animal Handling, Arcana, Athletics, History, Intimidation, Investigation, Medicine, Nature, Perception, Persuasion, Religion, and Survival Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) scale mail or (b) leather armor

(a) a light crossbow with a case of 20 bolts or (b) a shield

(a) a scholar's pack or (b) an explorer's pack

any weapon Analysis Beginning at 1st level, you are able to study a battlefield to gain advantages in combat. As a bonus action, you survey your opponents and gain 1 analysis point. When you attack an enemy, you may expend analysis points to gain a bonus to your attack roll equal to the number of analysis points spent. Analysis points may be spent after you roll but before the DM declares whether or not the attack hits. Other abilities require you to expend analysis points to achieve their effects as well. The maximum number of analysis points you may expend per round is equal to your Intelligence modifier. However, there is no limit to the number of analysis points you may have in reserve. All held analysis points are lost at the end of combat. For example, Tristan is a 6th-level savant with a +4 Intelligence modifier. On his turn, he expends one analysis point to use Soul Strike (see Mysticism, detailed later in the class description). He expends an additional two analysis points to gain a +2 attack roll bonus. The attack hits an orc, so Tristan expends one final analysis point to deal more damage (see Weakness Analysis, detailed later in the class description). He's now used four analysis points in this round, which is the maximum number he is allowed based on his Intelligence modifier. The number of analysis points you gain when you analyze the battlefield increases to two when you reach 11th level in this class and to three when you reach 18th level in this class. Fighting Style You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. Archery You gain a +2 bonus to attack rolls you make with ranged weapons.

Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. Two Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Practical Applications Your experiences in life can give you insight in unexpected situations. You may add your Intelligence modifier to the result of any skill check. You may choose to use this ability after you roll the dice but before the DM tells you if the roll succeeds or fails. Once you use this feature, you must finish a short or long rest before you can use it again. You can use this feature twice between rests starting at 9th level and three times between rests starting at 15th level. Personal Philosophy At third level, you choose a personal philosophy that exemplifies your view of the world. Choose Mysticism, Stoicism, or Idealism, all detailed at the end of the class description. The philosophy you choose grants you features at at 3rd level and again at 7th, 13th, and 20th 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. Weakness Analysis Beginning at 6th level, your analysis can reveal enemies' weaknesses. You may expend analysis points to deal additional damage. The additional damage you deal is equal to (the number of analysis points spent * your Intelligence modifier). Tactical Advantage Beginning at 10th level, you can take the Help action as a bonus action on your turn. Additionally, if you ready an action that is not triggered before the start of your next turn, you may take the Attack or Dash action as a free action at the start of your next turn. This action must be taken before any other actions or movement. Defensive Analysis Beginning at 14th level, your analysis can also help you read your enemies' attacks. As a reaction you may expend analysis points to gain a bonus to your AC equal to the number of analysis points spent. Analysis points may be spent after the DM rolls but before they declare whether the attack succeeds or fails. Adaptive Learning Beginning at 17th level, when you succeed on a saving throw, you gain a temporary +1 bonus to that type of saving throw. Bonuses gained in this way are lost when you take a short or long rest. Personal Philosophies During their adventures, savants begin to solidify their world views within their own minds. They believe in them so strongly that they can manifest their philosophy in powerful, material ways. Your choice of personal philophies is a reflection of your past experiences, and it influences how you might react to events to come. Mysticism You understand the power of the divine, and even that there is a power beyond the divine. The Astral Sea is vast, and everything is subject to its flow. You see clearly that everything is part of a larger system, and you are but one cog in that great machine, but, by tapping in to your spirit and communing with the energy of the Astral Plane, your influence on the machine grows. Soul Strike Starting at 3rd level, you gain the ability to manifest your soul in combat. As an action, you can expend one analysis point to project your soul from the astral plane, creating an semi-real copy of yourself in an unoccupied space you can see within 30 feet. The projection immediately takes the Attack action against a target of your choice, using a copy of your drawn weapon, and then disappears. Damage dealt by the copy deals force damage. The projection uses your senses for the purposes of attack modifiers. Additionally, all features and bonuses that apply to your Attack action affect your projection. For instance, if you are wielding a longbow and want to attack an enemy who has ducked around a corner for cover, you may expend one analysis point to create your projection in a space that can shoot down that hallway. However, your projection has no sight of its own, and the attack will be at disadvantage since you can't see the target your projection is shooting. You can expend additional analysis points to add a bonus to your attack roll, giving your projection a greater likelihood of success. Fractured Strike Beginning at 7th level, when you use Soul Strike, you may perform a single attack as a bonus action.

Soul Dash Beginning at 13th level, when you use Soul Strike, you may teleport to the space in which your projection appeared as a bonus action. Alternatively, you can use Soul Strike to project your image to an unoccupied space within 60 feet and teleport as a bonus action. The projection does not use the Attack action in this way. Resonant Soul Beginning at 20th level, when you use Soul Strike, you create two projections. You may choose whether each projection uses the Attack action or appears up to 60 feet away. Additionally, if you use Soul Dash, you may choose to which projection you teleport. Stoicism You understand that pain and hardship are inevitable parts of life. In that knowledge lies the power to endure. You perservere where others would fail because, if hardship is guaranteed, then the proseprity that comes after is guaranteed as well. Ignore Pain Beginning at 3rd level, after you take damage, you can use your reaction to expend analysis points and gain temporary health equal to (the number of analysis points spent * your savant level). Barricade Starting at 7th level, you can manifest your temporary health as a physical wall. As an action, you consume all of your temporary health to create an invisible wall of force. The wall borders all sides of your 5-foot combat square and is 10 feet tall and 1 inch thick. It has an AC of 15 and health equal to the amount of temporary hit points spent to create it. The wall travels with you. Inner Drive Starting at 13th level, you are immune to diseases and no longer suffer any of the penalties from exhaustion, except for death. Stone Form Starting at 20th level, as a bonus action, you can transmute your skin and everything on your person to hard rock, taking the form of a stone golem. For the next minute, you gain the following bonuses: Resistance to psychic damage, and resistance bludgeoning, piercing, and slashing damage from nonmagical attacks

Resistance to damage from spells

Immunity to paralysis, petrification, and poison Idealism You embrace the idea that perception is reality. Everything in life appears as a reflection of your experiences. You believe that mastering the ability to change your perception can provide some interesting solutions to life's challenges, but you also continuously question whether or not there is one true reality in your world. You accept the duality and try to mold the true reality to fit your own. Spellcasting When you reach third level, your investigation into the metaphysical space grants you some arcane prowess. See chapter 10 of the Player's Handbook for the general rules of spellcasting and chapter 11 of the Player's Handbook for the wizard spell list. Cantrips. You learn three cantrips: true strike and two other cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level. Spell Slots. The Idealism Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell feather fall and have a 1st-level and a 2nd-level spell slot available, you can cast feather fall using either slot. Spells Known of 1st Level and Higher. You know three 1st-level wizard spells of your choice, two of which you must choose from the divination and transmutation spells on the wizard spell list. The Spells Known column of the Idealism Spellcasting table shows when you learn more wizard spells of 1st-level or higher. Each of these spells must be a divination or transmutation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. The spells you learn at 8th, 14th, and 20th level can come from any school of magic. Whenever you gain a level in this class, you can replace one of the wizard spells you know with with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be a divination or transmutation spell, unless you're replacing the spell you gained at 8th, 14th, or 20th level. Spellcasting Ability. Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus +

your Intelligence modifier Spell attack modifier = your proficiency bonus +

your Intelligence modifier