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The Savant


Savants are first and foremost experts, unique even when compared to arcane or divine sages.

Brilliant detectives, iconic martial artists, and adventurous physicians are counted among their number, each utilizing brilliance where others rely on magic or brute power. For a savant, saving the day means turning leverage and knowledge into weaponry.

Brains Over Brawn

There are many kinds of heroes in myths and in legends-some are strong, others brave or righteous, and a rare few are heroic by virtue of their cunning.

The savant is the ultimate example of the smart and clever hero. They are supremely intelligent and approach their adventuring life in that context: instead of brute force, a savant applies their understanding of force to achieve the right results.

Knowledge Over Magic

A wizard knows formulas, incantations, and positions to access mystical forces, sorcerers know how to unlock the power within their bloodline, and clerics understand the will of their gods and how to appeal to them for aid. The savant also draws power from knowledge but in a different way, and while their “magic” is less showy, it is frighteningly effective in application.

Creating a Savant

The first decision when making a savant is determining why they’ve chosen the intellectual arts over martial or magical disciplines. Were they singled out in their youth for being physically slight and had to rely on their cunning? Are they heir to a dynasty known for the sharpness of their fine minds? Have they been taught at all or did they become a savant by way of self-discovery?

Once you’ve determined your savant’s circumstances, you can choose their aptitude. Those who pursue the path of an adversary understand force, the movement of bodies, how they react to certain pressures, and where to precisely apply that force. A coordinator understands people in a way deeper than intuition could ever reveal, seeing thousands of subtle hints other might miss. Chirurgeons understand the body like few others, with comprehensive knowledge about what different potions do, how to relieve pain, and how to cure the sick.

Quick Build

Quickly building a savant is a simple affair. Your highest ability score should be Intelligence, followed by Dexterity. Your next highest ability score should be Constitution. Choose the Adversary aptitude and for your Fighting Style pick Smart Defense. When selecting your starting equipment, choose a rapier, hand crossbow, and tinker’s tools. For skills, pick Investigation and Perception.

Class Features

Hit Points

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


Armor: None
Weapons: Simple weapons, hand crossbows, improvised weapons, rapiers
Tools: Choose either alchemist’s supplies or tinker’s tools
Saving Throws: Dexterity, Intelligence
Skills: Choose two from Arcana, History, Investigation, Perception, and Sleight of Hand


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

  • a set of traveler’s clothes or common clothes
  • a scholar’s pack
  • (a) a simple melee weapon or (b) a rapier
  • (a) a simple ranged weapon or (b) a hand crossbow and 10 bolts
  • (a) alchemist’s supplies or (b) tinker’s tools
Table: Savant
Level Proficiency Bonus Features
1 +2 Aptitude, Versatile Defense
2 +2 Analyzed Need, Aptitude Feature
3 +2 Savant Tricks
4 +2 Ability Score Improvement
5 +3 Extra Attack
6 +3 Aptitude Feature
7 +3 Intelligent Caution
8 +3 Ability Score Improvement
9 +4 Focused Defense
10 +4 More Tricks
11 +4 Aptitude Feature
12 +5 Ability Score Improvement
13 +5 Extra Attack 2)
14 +5 Aptitude Feature
15 +5 Clockwork Mind
16 +6 Ability Score Improvement
17 +6 Aptitude Feature
18 +6 Mindful Soul
19 +6 Ability Score Improvement
20 +6 Ultimate Schema

Multiclassing Prerequisite(s): Intelligence 13

Proficiencies Gained: Improvised weapons and either alchemists’s supplies or tinker’s tools the start of your next turn it cannot take the Attack action against anyone but you. After you have used this trick against a target, until the end of combat it has advantage on saving throws to resist Draw Out.


Your aptitude defines what kind of savant you are. Choose either Adversary, Chirurgeon, or Coordinator. Your aptitude gives you unique features at 1st level and again at 2nd, 6th, 11th, 14th, and 17th level.

Versatile Defense

You constantly analyze combat situations to improve your defensive posture, reacting instinctively to guide attacks away from yourself. Beginning at 1st level, while you are wearing no armor and have one hand free, your AC equals 10 + your Dexterity modifier + your Intelligence modifier. You can use a shield and still gain this benefit, but while blinded you cannot use Versatile Defense.

Analyzed Need

At 2nd level, when you finish a short or long rest you can choose a skill. When making an ability check using that skill, you use Intelligence instead of the ability score it normally uses.

Savant Tricks

At 3rd level, you can use a bonus action to prepare a trick. A trick is prepared until you use it. You can only have one trick prepared at time. Once you use the trick, you can prepare another trick in the same manner.

You know a number of tricks equal to your Intelligence modifier. Some of your tricks require your target to make a saving throw to resist its effects.

The saving throw DC is calculated as follows:

  • Trick save DC = 8 + your proficiency bonus + your Intelligence modifier

Additionally, when you gain a level in this class, you can choose to replace the tricks you know with other tricks.

Disarming Flourish. When you hit a creature with a melee weapon attack, you can activate this trick to force the target to drop an item in their hand, such as a weapon. The target makes a Strength saving throw with advantage and on a failure, it drops one held item of your choice.

Diversion. On your turn, make a Charisma (Deception) check opposed by the target’s passive Insight. On a success, the target’s attention is drawn to your hand and it has disadvantage on the next attack roll it makes before the start of your next turn.

Draw Out. When you hit a creature with a melee weapon attack, you can use a bonus action to activate this trick. The target makes an Intelligence saving throw or reacts to a strike from you that never comes. As long as you remain within the target’s reach, until the start of your next turn it cannot take the Attack action against anyone but you. After you have used this trick against a target, until the end of combat it has advantage on saving throws to resist Draw Out.

Grounded Reason. You can use your reaction to reroll a Dexterity saving throw that you fail. If you do so, you must use the new roll.

Guiding Steps. When you hit a Large-sized or smaller creature with a melee weapon attack, the target makes a Dexterity saving throw with advantage. On a failure, it is moved up to 10 feet in a direction of your choice.

Off-Balance. When you hit a creature with a melee weapon attack, instead of dealing damage you use pulls, shoves, and strikes to put your target offbalance. Until the end of your next turn, the target moves at half speed and has disadvantage on ability checks.

Redirect. When you are hit with a melee weapon attack, you can use your reaction to force the attacker to make an Intelligence saving throw. On a failure, you take no damage and the attack strikes another creature within 5 feet. A Huge-sized or larger target has advantage on the saving throw. Once you have used this trick against a target, until the end of combat that target has advantage on its saving throw to resist Redirect.

Sidestep. When you are targeted by a spell or weapon attack, you can use your reaction to make a Dexterity check against the opponent’s attack roll. On a success, you take no damage from the spell or attack. Once you have used this trick against a target, until the end of combat you have disadvantage on checks to Sidestep that target.

Sweeping Stride. You cannot activate this trick without moving at least 10 feet and traveling through a square adjacent to a creature of Large size or smaller. The target must succeed on a Dexterity saving throw with advantage or be knocked prone. On a success, your movement ends in a square adjacent to the target.

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.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 13th level in this class.

Intelligent Caution

At 7th level, when you make a saving throw against a spell or effect that deals damage, you can use your reaction to make an Intelligence saving throw instead. On a success, you take no damage. You can use this feature a number of times equal to your proficiency bonus. Expended uses are recharged at the end of a long rest.

Focused Defense

Starting at 9th level, when you are facing more than one enemy you’re able to use them against each other. As long as there’s more than one enemy within 30 feet, you can use a bonus action to choose a creature within range. Until the end of your next turn, it has disadvantage on attack rolls against you.

More Tricks

At 10th level, you can hold a second trick in reserve.

You still require a bonus action to prepare a trick. In addition, you learn two more tricks of your choice.

Clockwork Mind

At 15th level your mind is so ordered and controlled that is harder to influence. You gain proficiency with Wisdom saving throws.

Mindful Soul

At 18th level, your keen mind becomes an asset against all types of obstacles. You have advantage on saving throws against spells and other magical effects.

Ultimate Schema

At 20th level, your mental capabilities transcend the normal limitations mortal minds face. You have advantage on all Intelligence checks and saving throws.

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