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The Savant Class - Public 4.4.0 Update!

Hi Everyone! After collecting a ton of feedback from my play testers, Patrons, and suggestions from various Reddit threads I’ve completed another update to the Savant class.

Common Questions

What is the Savant? For those that may not be familiar, the Savant is a class I created to fill what I perceived was an unfulfilled thematic niche in official 5e classes; a non-magical, Intelligence-based support-focused class. The Savant was inspired by various heroes from pop culture like Sherlock Holmes, Indiana Jones, Milo Thatch, Elrond Half-Elven, and Allan Quartermain.

Couldn’t this just be a bunch of Rogue subclasses? …probably. The Rogue does have the Inquisitive and Mastermind Archetypes that came out in *Xanathar’s Guide to Everything*, but I personally feel that the Savant fills a big enough mechanical (and more importantly thematic) niche to warrant a full class. A lot of homebrew classes, while really awesome and cool, strike too narrow of a theme *for me personally*, so I’ve done my best to avoid that with the Savant.

Is this balanced? Yes. The Savant class and all of the subclasses here have undergone extensive play testing at real tables. I am confident that this will not break your game… even if you allow multiclassing with the Savant (Savant 1 / Bladesinger Wizard X is still less powerful than a Hexblade/Paladin or Hexblade/Sorcerer). If anything, the Savant comes in with *slightly* lower than average damage when compared to official 5e classes.

Doesn’t this break one of the three rules of homebrew in the DMG? Yes, the DMG does recommend that homebrew should not grant multiple reactions, but that is the crux of the Savant’s combat power. They don’t get *Spellcasting* or *Extra Attack*, so they needed something to keep up with other official classes. Also, the Artificer (an official class) breaks another one of the DMG homebrew rules by allowing additional magic item attunement slots.

CHANGE LOG

The Savant Class - Public 4.4.0 Update!

Comments

I see now in the changelog here that the "Ready action on start of Initiative" is supposed to be a 7th level(Keen Awareness) feature instead of 5th level(Accelerated Reflexes) as it is in the PDF. This seems more reasonable and enough to make the 7th level feel big even for the Archeologist!

I like all the changes so far except the 7th level feature. Since the Initiative roll is technically already a Dexterity Check. Therefore, the Archaeologist Savant can already add their Unyielding Die on Initiative Rolls. Taking Archaeologist at this update now gives you no 7th level feature except 1/3 of Alert. Adding intelligence on initiative might've been too strong though. Most Savants are probably gonna have decent Dex already, so maybe more initiative isn't essential? Maybe some AC boost on the first attack against you that round could work as an alternative on this feature, not sure though! Otherwise, awesome work, love the new formatting as well! Keep it up!


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