Savant (5e Class)

From D&D Wiki

Jump to: navigation, search

Savant[edit]

What is a Savant?[edit]

A class that takes the learned talents of those who seek the arcane arts, and the martial proteges who are capable of picking up a weapon and flourish it with proficiency, combining the two without honing or perfecting one or the other. A Savant could be a genius at birth that only dabbles in wizardry while having an ambition to become a swordsman, a noblewoman who has had formal teachings of all studies since childhood, or even someone who stumbled across another wizards spellbook and cracked its code who was once a sellsword. Whatever your background, if your affinity for the arcane and martial arts are somewhat equal, then you may just be a Savant.

Creating a Savant[edit]

Quick Build

You can make a Savant quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Intelligence. Second, choose the Noble background. Third, the explorer's pack, and two martial weapons.

Class Features

As a Savant you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light, Shields
Weapons: Simple, Martial
Tools: None
Saving Throws: Constitution, Intelligence
Skills: Choose two from Acrobatics, Arcana, Athletics, History, Insight, Investigation, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) an explorer's pack or (b) a scholar's pack
  • leather armor, longbow, and 20 arrows
  • If you are using starting wealth, you have 4d4x10 Gold in funds.

Table: The Savant

Level Proficiency
Bonus
Features Cantrips Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Spellcasting, Fighting Style 2
2nd +2 Spellstrike 2 2
3rd +2 Savant Archetype 2 3
4th +2 Ability Score Improvement 3 3
5th +3 Improved Spellstrike 3 4 2
6th +3 Extra Attack 3 4 2
7th +3 Savant Archetype Feature 3 4 3
8th +3 Ability Score Improvement, Improved Spellstrike 3 4 3
9th +4 3 4 3 2
10th +4 Ability Score Improvement 4 4 3 2
11th +4 Savant Archetype Feature, Improved Spellstrike 4 4 3 3
12th +4 Ability Score Improvement 4 4 3 3
13th +5 4 4 3 3 1
14th +5 Synchronization, Improved Spellstrike 4 4 3 3 1
15th +5 Savant Archetype Feature 4 4 3 3 2
16th +5 Ability Score Improvement 4 4 3 3 2
17th +6 Improved Spellstrike 4 4 3 3 3 1
18th +6 Spell Mastery 4 4 3 3 3 1
19th +6 Ability Score Improvement 4 4 3 3 3 2
20th +6 Harmonious Spellstrike 4 4 3 3 3 2

Spellcasting[edit]

As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.

Cantrips

At 1st level, you know two cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Savant table.

Spellbook

At 1st level, you have a spellbook containing four 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind.

Preparing and Casting Spells

The Savant table shows how many spell slots you have to cast your wizard 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.

You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your Savant level (minimum of one spell). The spells must be of a level for which you have spell slots. You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.

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

Spellcasting Focus

You can use a simple or martial weapon as a spellcasting focus for your wizard spells. When used in this way, a Savant may use their weapon for Somatic Components, as well as Material Components that's cost does not exceed that of the weapons.

Learning Spells of 1st Level and Higher

Each time you gain a Savant level, you can add one wizard spell of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Savant table. On your adventures, you might find other spells that you can add to your spellbook (see the “Your Spellbook” sidebar).

Fighting Style[edit]

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.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Focused

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with cantrips.

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.

Spellstrike[edit]

At this point in the Savants development and dabbling, they have learned the ability to manifest arcane within their martial attacks, unleashing a display of finesse that a focused sage or knight could never perform.

When you reach 2nd level, you gain the ability to cast a cantrip as a bonus action when you declare a melee or ranged weapon attack. If the spell requires an attack roll to be made, you instead use the attack roll for the weapon attack, meaning either both miss or both hit at the same time. Critical hits double all dice damage involved like normal. If the cantrip has an area, the target becomes the center of the area. If the cantrip requires a saving throw, they will need to roll only if the weapon attack hits.

You may use this ability 1+Int times(Minimum 1). You regain expended uses when you finish a short or long rest.

Savant Archetype[edit]

At 3rd level, you chose a Savant Archetype. Choose between Red Mage, Gestalt, or Spelldancer, all detailed at the end of the class description. Your choice grants you features at 3rd level, and again at levels 7, 11, and 15.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 10th, 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.

Improved Spellstrike[edit]

At this point you have significant training and experience in both using spells as well as weaving in attacks. Having practiced on spells that are far easier to perform, your ability to combine arcane and martial might has unlocked your true potential.

When you reach 5th level, you may use 1st level spells when performing a Spellstrike. In addition, you may use 2nd level spells upon reaching 8th level, 3rd level spells at 11th level, 4th level spells at 14th level, and 5th level spells at 17th level.

Improved Spellstrike does not expend uses of Spellstrike, is it instead consumes a spell slot.

Extra Attack[edit]

Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Synchronization[edit]

A Savant of this caliber has become adept at combining their spell and blade works to the point where he may unleash a follow-up cantrip in a secondary attack.

When you reach 14th level, when using the Extra Attack feature and the Improved Spellstrike feature, you may use a Cantrip on the Extra Attack as per the Spellstrike feature. You may use this feature up to your Intelligence Modifier (Minimum 1) times before you must finish a long rest before you may use it again.

Spell Mastery[edit]

At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.

By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.

If used with the Spellstrike ability, this consumes a use of the feature as per a cantrip.

Harmonious Spellstrike[edit]

The peak of a Savant's mastery over sword and sorcery, their body and mind as one as their ability to sling spells is no longer one step behind their martial arts.

When you reach 20th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn. You may also use Synchronization for all three attacks. This counts as one use of Synchronization.

Red Mage[edit]

Some Savant's like to take their ability to dabble in a little bit of everything to the next level. A Red Mage is a master of none, but a jack of all trades. Having opted in to not specialize and instead growing to become learned in not just the arcane, but even divine arts.

A Red Mage gains an additional skill proficiency of their choice.

Dabbler

When you reach 3rd level, when choosing a spell to learn, you may choose any spell level you currently have access to from the Cleric spell list and add it to your Savant spellbook in place of a Wizard spell.

Crimson Knight

As you take on the aspects of multiple pursuits and professions, you have learned to maneuver in more restrictive armors.

When you reach 7th level, you gain proficiency in Medium armor. If you are already proficient, gain the Medium Armor Mastery feat.

Jack of All Trades

The abundant dabbling of the Red Mage has allowed them to become adept in many various situations.

When you reach 11th level, you may add half your proficiency to any skill you are not proficient in.

Dual Casting

A Red Mage no longer needs the supplement of their swords as a focus to be able to swiftly release their spells.

When you reach 15th level, you may cast another spell as a bonus action, granted it only requires a single Action to cast.

Gestalt[edit]

A warrior that takes the disciplined path of both might and magic, the Gestalt is a scion of balance in all things. A more strict and forthright choice, they take on both aspects of knight and scholar to the fullest of their ability.

You gain proficiency in Medium armor.

Sword and Sorcery

Honing your skills on both Arcanum and blade, you have learned to press your strengths on both fronts.

When you reach 3rd level, your weapon attacks and cantrips deal an additional 1 damage. This bonus increases by +1 at 9th, and 15th level.

Living Bulwark

You have grown accustomed to the heavier set armors so much so it allows you to perform your talents even while hindered by the most encumbering of metal.

When you reach 7th level, you gain proficiency in Heavy armor. If you are already proficient, gain the Heavy Armor Master feat.

Multiattack

Beginning at 11th level, you gain one of the following features of your choice.

Volley

You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.

Whirlwind Attack

You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.

Twinned Spellstrike

As you have developed in the efficacy of your martial prowess, so too has your arcane expenditures lessened.

Beginning at 15th level, whenever you use the Spellstrike feature, if your Extra Attack hits a separate target, you may use the same spell without expending a spell slot on the second attack.

Spelldancer[edit]

The swift yet subtle way a Spelldancer performs their magical dervishes can captivate and decimate a battlefield. Combining not only their ability to manifest spells and swordplay, but the art of the dance alongside it allows their to fully express oneself on the battlefield.

Your uses of the Spellstrike feature increases to 3+Int(Minimum 3).

You gain proficiency in the Perform skill. In addition, your proficiency bonus is doubled whenever you use the Perform skill while dancing.

Spelldance

The quintessential aspect of the Spelldancer is the art of the dance itself, in conjunction with their arcane spell weave and martial arts.

When you reach 3rd level, you may use a bonus action to roll a Perform check. This can only be used for beginning a dance. In addition, while you maintain your dance, it no longer requires a bonus action to perform a Spellstrike.

Spelldance requires concentration up to a minute as if it were a spell.

Crescendo

In the midst of your performance, you are able to truly capture your audience in breathtaking fashion.

When you reach 7th level, you may roll a Perform check during your Spelldance as an action. In doing so, all targets within range (10 feet + Perform checks result, round down), must roll a Charisma Saving throw equal to your spellcasting DC or be stunned until the end of your next turn. Once you use this feature, you must finish a short or long rest before you can use it again.

Stacatto

The significance of symmetry in the dance has become prominent in not only your footwork but in combat as well.

Beginning at 11th level, when performing a Spellstrike during a dance, you may also use it on your bonus action attack used by dual-wielding.

Stacatto only expends one use of the Spellstrike ability.

Finale

The last step to a performer's development is to know when to end their display in the most desirable fashion.

When you reach 15th level, you may choose to end your performance. In doing so, you may attack twice instead of once when using your bonus action attack. You must at least use a 1st level spell slot in order to use Synchronization on the bonus action Extra Attack granted by Finale.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Savant class, you must meet these prerequisites: Con 13, Int 13

Proficiencies. When you multiclass into the Savant class, you gain the following proficiencies: Light Armor, Simple Weapons, Martial Weapons, Shields


Back to Main Page5e HomebrewClasses

Home of user-generated,
homebrew pages!


Advertisements: