The Savant Class - v3.4.0 Update (Patreon)
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Hey all, just finished an exciting update to my favorite piece of homebrew, the Savant Class. A brilliant new class for the world's greatest roleplaying game! Outwit your foes and aid your allies with six Academic Disciplines depending on your type of genius: Archaeologist, Naturalist, Orator, Physician, Seeker, and Tactician!
I will be working through the Patreon Exclusive subclasses and posting the updated versions on this post as I finish them this week.
I've learned a lot about homebrewing as I worked my way through my unofficial subclass compendium series, and I wanted to put that into action with the Savant. I spent a lot of time adjusting the phrasing and abilities so they fit better with the official 5e material. I think the Savant can truly shine as an equal next to any official 5e content.
As always, I'm open to feedback, though I think the Savant is in a great place.
Change Log:
- General - Grammar and phrasing clarifications. New art from Magic: the Gathering.
- Multiclassing / Proficiencies Gained - Changed to Light Armor and one Savant skill.
- Class Features / Skills - Removed Arcana and Sleight of hand (too many skills to choose from in comparison to every other official class)
- Adroit Analysis - Reverted to using Intelligence for attack and damage rolls against the target of your Adroit Analysis.
- Adroit Analysis - Now you can explicitly only use your Intelligence and Wisdom-based skills as a bonus action on your turn.
- Academic Disciplines - 7th level features moved down to 6th level
- Expert Student - Moved to 7th level
- Expert Student - Now limited by your proficiency bonus instead of Intelligence modifier.
- Undisputed Genius - Now also increases Wisdom score, and max Wisdom by 4.
- Archaeologist / Student of History - Replaced Investigation with Religion proficiency
- Archaeologist / Daring Determination - Renamed Adventuring Academic
- Archaeologist / Adventuring Academic- Replaced 5 feet to stand up from prone (overlap with Athlete feat) with a climbing speed.
- Archaeologist / Dungeoneer - Renamed Daring Determination
- Archaeologist / Daring Determination - Reaction to impose disadvantage on an opportunity attack, AA’s opportunity attacks automatically miss.
- Archaeologist / Lore Master - Unlimited uses by takes 1 hour. Can be done over rests.
- Naturalist / Student of Nature - Can learn the creature’s movement speed when you mark them.
- Naturalist / Adapt and Overcome - Renamed Environmentalist
- Naturalist / Environmentalist - Now takes 1 hour to attune to a natural environment.
- Naturalist / Survivalist - Renamed Survivalist Training
- Naturalist / Survivalist Training - Renamed some of the Training features. Buffed a few of the features as well to make them equally powerful but unique.
- Naturalist / Wild Insight - Adjusted to move away from just casting *dominate beast*.
- Naturalist / Master Naturalist - Buffs Wild Insight
- Philosopher - Merged with the Orator Academic Discipline, now known as the Orator.
- Physician / Combat Medic - All features are now an action on your turn.
- Seeker / Astute Offense - limited bonus damage to once per turn.
- Seeker / Adroit Defense - Reaction, add INT mod to AC against one attack (INT times/day)
- Seeker / Peerless Focus - Replacing an attack roll with a 20 or higher counts as a crit.
- Tactician / Unwavering Resolve - Grants advantage on saves to resist enchantment spells.