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zeitgeist:rules:savant [2022/04/11 23:59] – créée neyrickzeitgeist:rules:savant [2025/05/21 21:07] (current) – external edit 127.0.0.1
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 ====== Savant ====== ====== Savant ======
 +
 +Warriors rely on their physical prowess, and spellcasters have all
 +manner of magic, but a savant needs no weapon or armor, only their
 +mind. Brilliant ingenuity, meticulous planning, or keen deductions
 +will win them the day and leave their enemies confused at how they
 +were defeated.
 +Of course, you’d have to be a fool to not use weapons, armor, or
 +magic when they’re available, and savants are no fools. Knowledge
 +is power, but power is also power. A savant is at their most effective
 +when they have an array of tools at their disposal and an assort-
 +ment of allies to enact their cunning schemes.
 +
 +==== Creating a Savant ====
 +
 +Consider why your character relies on wits instead of warcraft or
 +wizardry. Were they physically feeble and had to think their way
 +out of challenges? Did they receive a refined education and learn
 +from history and literature how to deal with all manner of unlikely
 +scenarios? Have they just picked up these talents on the job, per-
 +haps working a trade or serving as a guard?
 +
 +==== Quick Build ====
 +
 +Your highest ability score should be Intelligence, followed by Dex-
 +terity. Get proficiency in Deception, Investigation, and Perception,
 +plus disguise kits. Choose the Vanguard archetype, and choose
 +proficiency with Culture, light armor, blowguns, pistols, scimitars,
 +and whips. Learn the tricks Antagonizing Flourish, Improved Bas-
 +tion Aegis, and Unbalancing Intervention. Learn the clever scheme
 +Impromptu Persona.
 +
  
 ===== Class features ===== ===== Class features =====
  
-^ Level ^ Features ^ Trick Known ^ SchemesKnown ^+^ Level ^ Features ^ Tricks Known ^ Schemes Known ^
 | 1 | Adroit defense, archetype, clever schemes, savant tricks | 3 | 1 | | 1 | Adroit defense, archetype, clever schemes, savant tricks | 3 | 1 |
 | 2 | archetype Feature, Combat Poise | 4 | 1 | | 2 | archetype Feature, Combat Poise | 4 | 1 |
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 tage on its ability check or saving throw. tage on its ability check or saving throw.
  
-=== Combat Poise ===+==== Combat Poise ====
  
 Some savants are prepared to bloody their knuckles in a fight, while Some savants are prepared to bloody their knuckles in a fight, while
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 choose one of the following poises. choose one of the following poises.
  
-== A Step Ahead ==+=== A Step Ahead ===
  
 You have a deft ability to predict your opponents’ responses and You have a deft ability to predict your opponents’ responses and
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 acquired a magic item or spellcaster willing to perform the magic, acquired a magic item or spellcaster willing to perform the magic,
 or have a device or hirelings capable of matching the feat. or have a device or hirelings capable of matching the feat.
 +
 +===== Steward =====
 +
 +Some savants see themselves as guides, mentors, or helpers, using
 +their knowledge to help their allies and generally eschewing a direct
 +role in any physical altercation. It often falls to them to repair the
 +wounds of battle—physical, mental, and spiritual—and they may
 +find themselves repairing dented armor, coordinating watches, or
 +preparing equipment for the day’s adventures.
 +Stewards serve as physicians, military officers, constables of the
 +law, academic faculty, and all manner of other roles throughout
 +society.
 +
 +==== Bonus Proficiencies ====
 +
 +When you choose this archetype at 1st level, you gain proficiency
 +with Culture and one language. You also gain proficiency in one
 +of the following: light armor, Animal Handling, Insight, Medicine,
 +Perception, or Survival.
 +
 +==== Word of Advice ====
 +
 +At 1st level, when you prepare an aegis trick, you can communicate
 +the idea to an ally that can understand you within 10 feet. Until the
 +end of your next turn, that ally can use that trick as if they had pre-
 +pared it; the trick uses your trick DC.
 +If either of you use the trick, it expends it for both of you. If the
 +ally doesn’t use the trick before the end of your next turn, it remains
 +available for you until you use it.
 +At 6th level, the range of this ability increases to 30 feet.
 +
 +==== Bolster Ally ====
 +
 +At 2nd level, you can use your reaction to let an ally re-roll a failed
 +saving throw or ability check. Once you use this feature, you must
 +complete a short rest before you can use it again.
 +
 +==== Steward’s Care ====
 +
 +Also at 2nd level, you can optimize your group’s resources to aid in
 +resting. Whenever you take a short rest, you and any allied crea-
 +tures regain additional hit points equal to your proficiency bonus.
 +Additionally, you can choose one creature resting with you and
 +give it extra care, perhaps involving emotional counsel, massage, or
 +herbal medicine. That creature can remove a level of strife. (Strife
 +is a mental and emotional version of fatigue in the Level Up rules.)
 +
 +==== Expert Help ====
 +
 +At 6th level, you can use the Help action as a bonus action. Addi-
 +tionally, when you use the Help action to aid an ally in attacking
 +a creature, the target of that attack can be within 30 feet of you,
 +rather than 5 feet of you, if the target can understand you.
 +
 +==== The Best of Your Abilities ====
 +
 +At 11th level, with a mix of planning and motivation you can help
 +someone maximize their efforts at one type of task. Spend an action
 +and choose a creature within 30 feet that can understand you, and
 +choose one ability score. For the next hour, that creature gains the
 +benefits of enhance ability for the chosen ability score. This is not a
 +magical effect, and you do not need to concentrate to maintain it.
 +Once you use this feature, you must finish a short or long rest
 +before you can use it again.
 +
 +==== I Will Please ====
 +
 +At 14th level, you can spend an action and use a mix of soothing
 +remedies and confident bedside manner to help an ally overcome
 +some ailment. This can make the creature suffer no effects from
 +one disease for ten minutes, or can let it ignore one of the following
 +conditions: blinded, deafened, paralyzed, or poisoned.
 +If you use this technique too often, you lose the necessary confi-
 +dence for the placebo to work. Once you use this feature, you must
 +complete a short or long rest before you can use it again.
 +
 +==== This Is No Place to Die ====
 +
 +At 17th level, your presence is enough to help allies cling to life a
 +little longer, confident that you have a plan to save them. If one of
 +your allies that you’re aware died in the past round, you can use
 +your action to entreat them to hold on. If you do, they briefly return
 +to life at 0 hit points, are stable, and for the next minute cannot be
 +required to make death saving throws from taking damage. If they
 +remain at 0 hit points at the end of one minute, they actually die.
 +At the narrator’s discretion, some actions can kill a helpless crea-
 +ture despite this ability, such as decapitation or falling in lava.
 +Once you use this feature, you must finish a short or long rest
 +before you can use it again.
 +
 +===== Vanguard =====
 +
 +Vanguard savants have the training to engage in a fight directly.
 +They employ tactics to disrupt their enemies’ normal strategies,
 +forcing foes to battle on their back foot. And by knowing their ally’s
 +talents, they can set up the perfect opening for a teammate to shine.
 +
 +==== Bonus Proficiencies ====
 +
 +When you choose this archetype at 1st level, you gain proficiency
 +with light armor and four martial weapons. You also gain profi-
 +ciency with one of the following: medium armor, shields, Arcana,
 +Culture, Engineering, Investigation, Nature, or Religion.
 +
 +==== The Stage of Battle ====
 +
 +At 1st level, your ingenuity in combat spans the whole battlefield.
 +You can use flourish tricks on ranged attacks you make against
 +creatures within 30 feet.
 +At 6th level, you can use flourish tricks on attacks at any range.
 +
 +==== Coordinate Attack ====
 +
 +At 2nd level, when you take the Attack action on your turn, you may
 +forego one of your attacks. If you do, one ally within 30 feet can use
 +its reaction to make one weapon attack.
 +
 +==== Burst of Inspiration ====
 +
 +Also at 2nd level, when an attack you make is a critical hit, you can
 +immediately prepare a trick without needing to spend a bonus
 +action. If you already have a trick prepared, you can replace it. If
 +you have a flourish prepared, you may use it on this critical hit,
 +before choosing to prepare a new trick.
 +
 +==== Engaging Footwork ====
 +
 +At 6th level, when you hit a creature with a melee attack, you dis-
 +tract that foe through a mix of repartee and positioning, causing them to move in the direction you want. If they fail a Wisdom saving
 +throw against your trick DC, until the end of your turn when you
 +move, you can move them an equal distance, keeping them within
 +your melee reach the whole time. Their movement doesn’t provoke
 +opportunity attacks, and if you would move them into a space that
 +would cause them damage, they can choose to stop outside it.
 +After you use this ability, you cannot use it against the same crea-
 +ture again until you complete a short rest.
 +
 +==== Combat Deduction ====
 +
 +At 11th level, you can read your enemies like a book. You can use a
 +bonus action to make an Intelligence (Investigation) check against
 +the Maneuver DC of a creature you have spent at least one round
 +observing in combat. If you succeed, choose three of the follow-
 +ing items to learn about the creature: Armor Class, vulnerabilities,
 +resistances, immunities, weakest saving throw, or highest ability
 +score. At the narrator’s discretion, you might learn other pertinent
 +details of its combat abilities.
 +After you use this ability on a creature, you cannot attempt it
 +against the same creature until you complete a short or long rest.
 +
 +==== Seamless Teamwork ====
 +
 +At 14th level, when you use Coordinate Attack, your ally does not
 +need to use their reaction in order to make an attack.
 +
 +==== Checkmate ====
 +
 +At 17th level, you can predict an enemy’s tactics with enough preci-
 +sion to thwart them with ease. When you use Combat Deduction
 +and succeed the Investigation check, until the end of your next
 +turn you have advantage on attack rolls against that creature, it
 +has disadvantage on attack rolls against you, the creature has dis-
 +advantage on saving throws against your abilities, and you have
 +advantage on saving throws against its abilities.
 +
 +===== Vox =====
 +
 +A savant with the vox aptitude manipulates people with their voice,
 +using appeals to reason or emotion as well as outright castigation,
 +intimidation, or prevarication.
 +They are common among the non-spellcasting ideologues in
 +Crisllyir’s shadow war between the Meliskans and Ottoplismists,
 +with the earliest masters of this art having learned it in the hereti-
 +cal vault that once held prison the great temptress, Ashima-Shimtu,
 +known as the Lady of the Forked Tongue and Seneschal of the
 +Demonocracy.
 +The term vox means “voice” in the Infernal language, but these
 +savants can influence people with any form of linguistic communi-
 +cation, including text and signing, though enemies may find these
 +methods easier to ignore.
 +
 +==== Bonus Proficiencies ====
 +
 +When you choose this archetype at 1st level, you gain proficiency
 +with Insight and one language. You also gain proficiency in one of
 +the following: light armor, Deception, Intimidation, Performance,
 +or Persuasion.
 +
 +==== Compelling Communication ====
 +At 1st level, you can manipulate people with words as easily as a
 +warrior can with physical force. You can spend an action to affect a
 +creature within 30 feet that can understand you with any flourish
 +trick that you have prepared other than Surgical Flourish, without
 +making an attack.
 +At 6th level, the range you can affect a creature increases to 60
 +feet. Additionally, you gain the ability to use flourish tricks other
 +than Surgical Flourish whenever you deal damage to a creature
 +with your Weapon of Choice ability (see below).
 +
 +==== Ear for Languages ====
 +
 +At 2nd level you train your mind to pick up languages as needed.
 +By spending a short or long rest in the presence of a speaker of any
 +language, you can acquire a rudimentary understanding of that
 +language, enough to have a basic conversation. Any abilities you
 +have that rely on sharing a common language and require a saving
 +throw can work, but the target has advantage on their save.
 +The cognitive effort to decode the unfamiliar tongue means that
 +if you use this ability again, you lose access to any other language
 +you learned through it.
 +
 +==== Weapon of Choice ====
 +
 +Also at 2nd level, you can guide a foe to ruin with your words. You
 +can use an action to insult a creature within 60 feet that can un-
 +derstand you, or undermine its confidence, goad it into exhausting
 +itself, amuse it into giving up the fight, or similar verbal gambits. If
 +the creature fails a Wisdom saving throw against your trick DC, it
 +takes 1d6 psychic damage and its hit point maximum is reduced by
 +an amount equal to the damage taken. The reduction lasts until the
 +creature completes a short rest. A creature reduced to 0 hit points
 +this way is not dying, but rather is conscious and incapacitated.
 +The damage increases to 2d6 and 5th level, 3d6 at 11th level, and
 +4d6 at 17th level.
 +
 +==== Hypnotic Voice ====
 +
 +At 6th level, you are able to keep people and creatures’ attention
 +focused on you. Spend an action to cause creatures of your choice
 +that can perceive you to make a Wisdom saving throw against your
 +trick save DC. Creatures that don’t understand your language have
 +advantage on the saving throw. Creatures that cannot be charmed
 +automatically succeed their saving throws, and if you or your com-
 +panions are fighting a creature, it makes its saving throw with
 +advantage.
 +On a failure, a creature is charmed by you for as long as you
 +continue talking (with reasonable pauses, perhaps even conversa-
 +tion back and forth) and for the next hour after. While charmed by
 +you, the creature has disadvantage on Wisdom (Perception) checks
 +made to perceive creatures other than you.
 +The focus required for this mesmerism is mentally taxing. Once
 +you use this feature, you must finish a short or long rest before you
 +can use it again.
 +
 +==== When You Put It That Way ====
 +
 +At 11th level, as an action you can suggest an activity (limited to
 +a sentence or two) to a creature that can hear and understand you.
 +A creature that can’t be charmed is immune to this feature. The
 +course of action must sound reasonable, as with the suggestion spell.
 +If the target fails a Wisdom saving throw, it pursues the course of
 +action you described to the best of its ability for as long as you are
 +present, and for up to 10 minutes after.
 +Once you use this feature, you must finish a short or long rest
 +before you can use it again.
 +
 +==== Attentive Polyglot ====
 +
 +At 14th level you know all languages, and cannot be magically si-
 +lenced. If you would be affected by a language-dependent effect,
 +you may choose to ignore that effect, as if you didn’t understand the
 +language.
 +Additionally, so deft is your understanding of language that
 +when you make an ability check to influence someone with words,
 +you gain an expertise die. An expertise die is 1d4 you roll and add.
 +
 +==== Killing Word ====
 +
 +At 17th level, you can spend an action to so utterly cut to the core
 +of a person’s identity that for a moment they might lose the will to
 +live. One creature that can understand you is stunned. At the end
 +of each of its turns it must make a Charisma saving throw against
 +your trick DC or else it gains a level of strife. The effect ends when
 +it succeeds one of these saving throws, or when it has six levels of
 +strife.
 +Once you use this feature, you must finish a short or long rest
 +before you can use it again.
 +
 +===== Savant Schemes =====
 +
 +You can choose from among the following talents that help with
 +exploration.
 +
 +==== Apothecary Basics ====
 +
 +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 one level of
 +fatigue for the next four hours.
 +
 +==== Deductive Tracker ====
 +
 +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.
 +
 +==== Hostilia Naturae ====
 +
 +Following the path trod by Drakran naturalist Karl Evol, author of
 +A Theory of Noetic Field Adaptation Toward Terrifyingness Among Malice
 +Ecologies, 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.
 +
 +==== Impromptu Persona ====
 +
 +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 Deception 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 pres-
 +ence, you must make a new Deception check with disadvantage to
 +maintain the ruse.
 +
 +==== Just What Have We Gotten Ourselves Into? ====
 +
 +When you are ambushed, you gain an expertise die on your initia-
 +tive 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 ability, you
 +cannot use it again until you complete a short rest.
 +
 +==== Kleptology ====
 +When a creature makes a melee attack against you or otherwise
 +touches you, you can make a Sleight of Hand check against them as
 +a reaction. Additionally, when you spend at least a minute interact-
 +ing with someone within arm’s reach, you gain an expertise die on
 +Sleight of Hand checks involving them until the interaction ends.
 +
 +==== Local Informants ====
 +
 +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 ex-
 +pertise die on Culture and Investigation checks related to the area.
 +
 +==== Meeting of Minds ====
 +
 +You gain an expertise die on Charisma checks with Arcana, History,
 +Nature, or Religion when trying to interact with someone who is
 +trained in the same skill.
 +
 +==== Motto of the Tropezaros ====
 +
 +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 traveling on.
 +Pay the appropriate price for it. Limits of causality apply.
 +
 +==== Physical Education ====
 +
 +Once per hour, when you succeed on an Acrobatics or Athletics
 +check to climb, swim, or jump you can offer advice and encourage-
 +ment to your allies. For the next minute, each ally who attempts a
 +check to traverse the same area gains an expertise die.
 +
 +==== Read You Like a Spellbook ====
 +
 +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 de-
 +meanor, fashion, and accoutrements what cantrips they know and
 +the last non-cantrip spell it cast, if any.
 +
 +==== Reinforce Apotropaics ====
 +
 +Apotropaics (page 82) are specific items that can repel or harm
 +certain creatures, like bells driving away fiends. You can spend an
 +action to reinforce an apotropaic you are touching for one day.
 +If you brandish a reinforced apotropaic to repel a creature, add
 +an expertise die to your opposed Charisma check. If a creature
 +tries to bypass the repellent effect of a reinforced apotropaic bar-
 +rier (like an undead crossing a line of salt), add an expertise die
 +to the flat DC the creature must overcome. If a reinforced item is
 +used to harm a creature (like jade dust against an aberration), you
 +can also make an opposed Charisma check to repel that creature
 +without needing to spend a separate action (and you add an exper-
 +tise die to your check).
 +
 +==== Reserved Seating ====
 +
 +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 Persuasion check or owe someone a favor.
 +
 +==== Run Silent, Run Deep ====
 +
 +Once per hour, when you succeed on a Stealth check you can
 +discreetly direct your allies. For the next minute, each ally who at-
 +tempts 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.
 +
 +==== Student of Technology ====
 +You instead gain an expertise die on Engineering checks and when
 +using tools to build, repair, or understand a technological device.
 +Unstable Poison
 +You gain an expertise die on checks made with the poisoner’s kit.
 +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.
zeitgeist/rules/savant.1649721590.txt.gz · Last modified: 2025/05/21 21:07 (external edit)