View Full Version : D&D 5e/Next The Savant--non-casting artificer/alchemist (WIP, PEACH)

2018-01-20, 09:18 PM
A misunderstood genius, an adventurer obsessed with things that go *sproing* and *bang.* Presenting the Savant, an experimental non-spell-casting artificer, with a side of explosions!

Note: This is still very much a WIP, but feedback and ideas are more than welcome!
Google Doc (https://docs.google.com/document/d/1eNH1DpxdNWDSXCmGlJ7Ks-4WD2dOQrj43mv1Ftba-pU/edit?usp=sharing)

As a savant, you gain the following 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 5) + your Constitution modifier per savant level after 1st.

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: alchemist kits and one other artisanís tool of your choice
Saving Throws: Dexterity, Intelligence
Skills: Choose three from History, Investigation, Medicine, Nature, Perception, and Sleight of Hand

You start with the following equipment, in addition to the equipment granted by your background.
any martial weapon
(a) two light hammers or (b) a light crossbow and 20 bolts
Scale armor and a shield
(a) a scholarís pack or (b) a dungeoneerís pack
Alchemistís supplies

Catalysts and Schema
No matter their obsession, all savants are alchemists first. At first level you have learned to create alchemical concoctions using patterns called schema. When you take your first level in this class you learn the concussion grenade schema and three more basic schema of your choice. The number of schema you know increases as you gain levels in this class as shown in the Schema Known column of the Savant table. The concussion grenade schema does not count against the number of schemas you can know. In addition, when you gain a level in this class you can trade out one schema for another one you could learn at that level. At 7th level you can learn advanced schema; at 14th level you can learn expert schema.
The concoctions created by your schema are inert until primed by special volatile chemicals called catalysts. These are the limiting factor in the number of concoctions you can use between rests. At the end of a short or long rest, you can create a number of catalysts as shown in the Catalysts column of the Savant table. These catalysts last until you take a long rest, at which time they degrade into uselessness.
Using a concoction requires the Use an Object action unless it specifies otherwise. This action includes extracting the inert base from your pouch, catalyzing it, and throwing it, applying it, or handing it to another character. Catalyzed concoctions can be used by others, but the activated mixture degrades quickly, becoming useless after one minute unless specially prepared (as noted in specific schema descriptions). For another character to use an activated concoction, they must take the Use an Object action.
The available schema are described at the end of the class entry. Your saving throw DC for any concoctions is given by:
Concoction saving throw DC = 8 + your proficiency bonus + your Intelligence modifier

Tool Expertise
Editorís Note: This assumes youíre using the extended tool proficiencies in Xantharís Guide to Everything.
At 2nd level you have become an expert in using your artisanís tools. When you make an ability check involving a tool with which you are proficient, add twice your proficiency bonus to the check result.
As a side effect of your skill with tools, you may also add half your proficiency bonus to ability checks involving dexterity or intelligence that do not otherwise use your proficiency bonus.

You are your best test subject. By 2nd level you have become accustomed to to the effects of your own concoctions and your body has adapted to them, increasing their effect. You no longer suffer any negative effects from your own concoctions and the duration of beneficial effects is increased by 1 round when they affect you.

By 3rd level, savants have all found an Obsession--an invention to which they dedicate their lives and with which they are continually tinkering. Two such Obsessions, the Clockwork Exoskeleton and the Extensible Weapon Augmentation Framework are detailed at the end of the class description.
When you choose your obsession, chose an available augmentation. You gain the benefits of this augmentation at the basic level. When you gain new features from your Obsession (at 6th, 11th, 15th, and 18th levels), you can either increase the rank of a previously-acquired augmentation or take a new augmentation at the basic level.
The Gadgeteer augmentation is available to all savants; each time you increase the rank of this augmentation you gain a new gadget from the list. The same gadget cannot be taken twice.

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 canít 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.

Construct Knowledge
Starting at 7th level, when you make an Intellect check that concerns constructs, you add twice your proficiency bonus to the check.
In addition you can use an action to temporarily confuse a construct that can hear you. The construct must make a Wisdom check opposed by your Intelligence modifier; if it loses it ignores you and your allies for one minute. If it fails by more than 5, it also considers its former allies as enemies for the duration. This effect ends if you or your allies damage it while it is affected. This does not count as a charm effect. Once you successfully affect a construct with this part of the feature, you cannot use it again until you finish a long rest.

Stabilized Catalyst
Starting at 9th level, you can stabilize one catalyst that would expire at the end of a long rest, extending its useful life until you take another long rest. The number of stabilized catalysts you can have increases when you reach 13th (to 2) and 17th level (to 3).

Rapid Catalysis
At 10th level, youíve learned to catalyze your concoctions while doing other tasks. You can take the Use an Object action (catalyzing/using concoctions only) as a bonus action.

Jerry-rigged Catalysis
When you have no catalysts remaining, you can use a bonus action to prepare one more. Once you use this feature, you cannot use it again until you finish a long rest.

Obsession of the Clockwork Exoskeleton
Those savants whose minds are tuned to creations of gears and springs often become obsessed with creating a clockwork exoskeleton, a framework of metal and gearwork that assists their motion and enhances their presence in the thick of the melee. Each exoskeleton is customized and fit to the owner, making it unusable by anyone else.

Exoskeleton Augmentations
When you choose this obsession at 3rd level, choose one of these augmentations. You gain the effects at the basic rank. When you gain features at higher levels from this obsession, you can increase the rank of an augmentation (up to 3 ranks total) or choose a new augmentation at the basic rank. Effects of higher ranks are cumulative with the lower ranks. The Gadgeteer augmentation is always available as well.
Augmented Gauntlets
*Basic: when you attempt to grapple or shove another creature, you can add twice your proficiency bonus to the opposed check.
*Evolved: You can grapple or shove creatures up to two size categories larger than you are. In addition, your speed is no longer reduced while grappling.
*Perfected: When you are grappling a creature, you deal bludgeoning damage equal to twice your proficiency bonus to the creature at the beginning of each of its turns.
Augmented Frame:
*Initial: You count as one size larger when determining how much you can lift, carry, or drag. This is cumulative with the Powerful Build trait.
*Evolved: When hit by an attack dealing bludgeoning, piercing, or slashing damage, you can use your reaction to gain resistance to that damage type (including the triggering attack) until the end of your next turn. Useable 1x/short rest.
*Perfected: While you are incapacitated, you no longer incur failed death saves for taking damage. In addition, you can spend a catalyst activation to heal yourself as if injected by a health serum. The second clause can only be used once per long rest.
Augmented Greaves:
*Initial: Your ground movement speed increases by 5 feet. In addition, you no longer need a running start for full jumping distance and can add your proficiency modifier to the distance you can jump.
*Evolved: Your ground movement speed increases by another 5 feet. In addition, you take half damage from falling and cannot be knocked prone due to falling.
*Perfected: Your ground movement speed increases by another 5 feet (to +15 feet total). You cannot be lifted off the ground or shoved against your will except by teleportation effects.

Obsession of the Extensible Weapon Augmentation Framework
This obsession is for those that like to customize their ranged weapons. Savants with this obsession build a framework that fits around any ranged weapon (such as a bow or a crossbow) and allows hanging all sorts of auxiliary gear (like scopes or concoction launchers) and specialized ammunition. Only the savant can use this augmented weapon, as its construction and operation seem senseless and impossible to anyone else.

Enhanced Loading
Starting when you choose this Obsession at third level, you can ignore the loading property of crossbows.

EWAF Augmentations
When you choose this obsession at 3rd level, choose one of these augmentations. You gain the effects at the basic rank. When you gain features at higher levels from this obsession, you can increase the rank of an augmentation (up to 3 ranks total) or choose a new augmentation at the basic rank. The Gadgeteer augmentation is always available as well.

Pinpoint Scope:
*Initial: You gain the Archery fighting style.
*Evolved: You no longer suffer disadvantage from range out to the long range of your weapon.
In addition, you can use your action to attempt to pin your target to an adjacent surface. Make a ranged weapon attack against a target within range. If your attack hits it deals an additional damage die and the targetís speed is reduced to zero until they take an action to remove the pinning ammo.
*Perfected: You can use your action to make an attack at disadvantage against one of the following locations:
**Head: on hit, the target takes normal damage and must make a Constitution saving throw or be stunned until the end of your next turn.
**Heart: on hit, the target suffers the effect of a critical hit.
**Hands: on hit, the target has disadvantage on all attacks and cannot cast spells with somatic or material components until the beginning of your next turn.

Ammo Storage:
*Initial: You no longer need a free hand to reload your ranged weapon.
*Evolved: Your ammunition now counts as silvered and/or adamantine for overcoming resistance or immunity.
*Perfected: Once per short rest you can fire up to half your proficiency bonus in arrows at once, targeting different targets.

Concoction Launchers
*Initial: You can launch catalyzed bombs up to the normal range of your ranged weapon.
*Evolved: In addition to bombs, you can launch catalyzed elixirs as well, targeting one creature.
*Perfected: When launching elixirs, you can instead choose to affect all targets within 10 feet of the targeted point. Area burst elixirs only have half the effect (lasting half the duration for those without numerical effects).

2018-01-20, 09:20 PM
Schemas come in three varieties: basic, advanced, and expert. This refers mostly to the complexity of the effect, not the power. The power of some schema increases as you gain levels in this class, as noted in the description. The thrown range of all concoctions is 30 feet except where noted.

Concussion Grenade (Bomb, Basic)
This is one of the first schema mastered by adventuring savants. When catalyzed and thrown at a point within range, it explodes. All creatures within a 10-foot radius of the point must make a Dexterity saving throw, taking 2d6 thunder damage on a failed save. Targets that successfully save take half damage. The damage and radius of this effect increase as you gain levels in this class: 4d6 in a 10-foot radius at 3rd level, 6d6 in a 20-foot radius at 5th level, and +2d6 damage for every two levels beyond that, to 14d6 at 17th level.

Incendiary Grenade (Bomb, Basic)
This grenade is an upgraded alchemistís fire. Make an ranged attack roll against a target within range. A target struck takes 2d10 fire damage and then takes 1d6 fire damage at the beginning of its next turn. This fire ignites flammable objects it hits and sheds bright light as a torch. At 3rd level the ongoing damage lasts for two rounds. At 5th level the prompt damage increases to 4d10 and targets within 5 feet of the target when it hits must make a Dexterity saving throw. Those that fail also catch fire, taking the ongoing damage. Every four levels thereafter, the prompt damage increases by 1d10 and the ongoing damage by 1d6, to a maximum of 7d10 prompt and 4d6 ongoing damage for two rounds at 17th level.

Smoke (aoe obscurement)
Poison (status effects)
Tunneling Acid

Elixirs: administered
Healing (similar to cure wounds?)
Restorative (condition purging)
Speed boost (haste)
Mentats (skill boost)
Dyes (camo, disguise)
Caffeine (exhaustion removal)

Whenever you choose the Gadgeteer augmentation, you learn to create a different one of the following gadgets. Construction of each gadget costs an amount of gold and an amount of time as indicated in the gadget entry. Once constructed, the gadget is permanent.

Adaptive goggles
These goggles grant the following benefits while worn. You gain darkvision out to 60 feet; if you already had darkvision its range is increased to 90 feet. You have advantage on any saving throws against being blinded or against gaze effects (such as a basilisk or medusaís gaze).

Motorized grappling hook
This grappling hook is attached to 50ft of fine wire and a launcher/handle. Together it weighs 6 lbs. When fired at any point as an action within the wireís reach, it flies unerringly and attaches. At any point within the next minute you can use your reaction to activate the reel, lifting up to 400 lbs that are attached to the handle. This interrupts any ongoing actions. If you donít use the reel within one minute, it retracts the hook.

Extendable Glider Wings
These wings fold into a backpack wearable by any medium or small creature. The backpack and wings weigh 10 lbs. When activated, the wings extend and provide a gliding flight speed of 30 ft for one minute. Unlike normal flight, while gliding you lose 5 ft of height per round At the end of the duration, the wings automatically retract.

2018-01-22, 06:50 PM
Update (not that it seems anyone cares, but...):

*Added 7th level feature (Construct Knowledge)
*Removed 14th level ribbon
*Added 20th level capstone (Jerry-rigged Catalysis)

Added actual effects to all of the augmentations for the EWAF and the Clockwork Exoskeleton.

Still TODO--
*flesh out schemas
*add more gadgets