

Sigil Crafter Level: 2Īt 2nd level, your study of magic falls into a realm of trickery and forethought in the form of a magical sigil. Your proficiency bonus is doubled for any ability check you make that uses the chosen proficiency. Regardless of your choice, you must have proficiency with the chosen tool or skill. You may choose any one tool, or any one of the following skills: Animal Handling, Arcana, History, Insight, Investigation, Medicine, Nature, Perception, Religion, Survival.

You gain two additional languages of your choice.Īs well, your study on a topic provides you with greater insight. Well Read Level: 1Īt 1st level, you have read many ancient tomes and studied old forgotten ledgers. You are restricted to only using spell scrolls up to a specific level, as detailed in the Scroll Thief column of the Savant table. The DC to cast the spell is equal to 10 + spell’s level. Whenever you attempt to cast a spell from a scroll, you must make an ability check using your Intelligence modifier + your Proficiency bonus to determine whether you cast it successfully. Scroll Thief Level: 1Īt 1st level, your study of magic allows you to utilize spell scrolls and ignore all class restrictions placed upon them. Your weapon attacks deal additional force damage equal to your Intelligence modifier, to a maximum as shown in the Force Bonus column of the Savant table. Starting at 1st level, your knowledge of magic and the weave allows you to imbue your weapon strikes with magical force. Skills: Choose three of the following: Arcana, Stealth, Sleight of Hand, Perception, Investigation, Insight, History, and Deception Force Weapon Level: 1 Make Strength or Dexterity your next highest, depending on if you want to excel within melee or ranged combat respectively. First, Intelligence should be your highest ability score. You can make a savant quickly by following these suggestions. To this end, savants are often willingly to share their findings with anyone curious to learn, hoping that they can use their vast expertise to help others. They value knowledge for knowledge’s sake and detest information being locked away. Nevertheless, many savants do not seek any lofty or material benefits.

Others hoard their knowledge in the pursuit of great wealth or political power. Some savants seek acknowledgement from the greatest kings and wise men. Yet the ultimate goal for attaining mastery is not always clear. Whether it is mundane, outrageous, blasphemous, or forbidden, savants will never overlook or underestimate a valuable new source of knowledge, risking sometimes life and limb to expand their understanding of their specialty. This passion inspires them to seek out information beyond what is contained in academies, libraries, and monasteries. Unlike some scholars though who desire the widest breadth of knowledge possible, savants are guided by their special affinity for a particular type of subject matter. Savants are some of the most educated and well-read individuals alive. Each sigil bears the personalized mark of its creator and has the ability to devastate a surprised foe or aid an ally aware of its location. They are created using a savant’s immense intellect to alter the magical weave in a localized area. Sigils are warped zones of magical energy which possess different magical effects from dismantling armor to bestowing damage resistance, depending on a creature’s awareness of the sigil. Personalized magical traps, known as sigils, embody this worldview. They value strategy and love to make dangerous situations into competitions of wit and acumen. Savants understand the universe like giant logic puzzles. Armed with only magical traps and a driven intellect, they rely on brilliant tactics over sheer brute force to survive. They are obsessed with discovery and travel across the world for phenomena unexplored and knowledge long forgotten.

Savants are scholars who possess an unparalleled knowledge of a chosen field. Inspecting the glowing, unnatural blemishes on his skin, she immediately diagnoses the rare disease which has confounded the greatest healers in the land. She lectures to her allies about the rites and rituals of a civilization erased from history before mapping out the temple from memory.Īn elf asks a dying king about his strange illness. He cannot help but laugh when another trap turns a marauding ogre to stone.Ī dwarf identifies the ancient and otherworldly relics strew on a temple floor. Predicting every move and tactic with ease, he grins when a magical trap propels a foolish orc hundreds of feet in the air. A human anticipates the moves of his enemies in battle with bated breath.
