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The focus of combat is often geared towards the use of maximum force but these savants approach fighting from a different mindset, seeking to control a battle through the correct application of force instead. Rather than try to overpower an opponent they maneuver them into a perilous position by way of a superior intellect.

As an adversary you are a master of violence.

Whether you choose to do that up close or at range, you are as effective as any standard warrior and what’s more, because of your subtleties you are easily underestimated.

Bonus Proficiencies

When you choose this aptitude at 1st level, you gain proficiency with martial weapons as well as light and medium armor. In addition, you can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes, and you can roll a d4 in place of the normal damage of your unarmed strike.

Fighting Style

At 1st level, 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.
  • Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  • Smart Defense. While you are wearing armor, you gain a +1 bonus to AC. In addition, while wearing light armor if you have one hand free, you gain a bonus to AC equal to your Intelligence modifier (up to a maximum no higher than your proficiency bonus). Alternatively, while wearing medium armor, you may use Intelligence instead of Dexterity when calculating AC.

Studied Target

At 2nd level, you can spend an action and bonus action studying a creature. For the next minute, you gain a +1 bonus to weapon damage rolls, attack rolls, and ability checks made against the target. You may only have one Studied Target at a time. This bonus increases to +2 when you reach 10th level in this class, and again to +3 at 20th level.

Adversary Tricks

These tricks are only available to adversaries.

  • Accurate Strike. When you make a weapon attack against a creature you can see, your proficiency bonus is doubled for the attack roll.
  • Blinding Strike. When you hit a creature with a weapon attack, instead of dealing damage the target is blinded until the start of your next turn.
  • Marksman’s Interruption. You can use your reaction to make a ranged weapon attack against a creature you can see. On a successful hit, instead of dealing damage the target’s speed is reduced by half until the start of its next turn as your attack disrupts its movement. Alternatively, you can use this trick while taking the Attack action with a ranged weapon. If you do, on a successful hit you also deal damage.
  • Tangled Dance. You can use a bonus action to activate this trick. Until the end of your next turn, your AC increases by 1 for each creature within 5 feet of you (to a maximum bonus equal to your Intelligence modifier).

Brains Over Brawn

Starting at 6th level, you can use Intelligence instead of Strength or Dexterity for attack and damage rolls using weapons.

Tactica Dice

Also at 6th level, you gain a pool of 4d6 tactica dice to deal extra damage with weapon attacks. When you hit a creature with a weapon attack on your turn, you can use a bonus action to apply one or more tactica dice. Damage from tactica dice does not double on a critical hit. When you spend a tactica die, it is unavailable until you finish a short or long rest, during which you practice your techniques. You must spend at least 30 minutes of the rest practicing to regain your tactica dice.

Your tactica dice change when you reach certain levels in this class. The dice become 5d8 at 9th level, 5d10 at 13th level, and 5d12 at 18th level.

Exploit the Patterns

At 11th level, as a bonus action, you can choose a creature you can see within 30 feet and make a Wisdom (Perception) against a DC equal to its CR + 5. On a success, the next time you hit the target with a weapon attack you can impose one of the following effects:

  • Until the end of its next turn, the target’s AC is reduced by an amount equal to half your proficiency bonus.
  • Your attack ignores damage resistances.
  • Until the end of its next turn, any attacks the target makes against you take a penalty to damage equal to your proficiency bonus.

Subject Mastery

At 14th level, choose one weapon you are proficient with. Your attacks with this weapon score a critical hit on a roll of 18-20.


At 17th level, you learn how to immobilize an enemy.

Once per turn when you have advantage on your attack roll and hit a creature of Large size or smaller with a melee weapon attack, you can force it to make a Constitution saving throw. On a failure, the target is paralyzed for a number of rounds equal to your Intelligence modifier. At the end of each of its turns, the target can make a Constitution saving throw, ending the effect on itself on a success.

Section 15: Copyright Notice

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