User:Ubergeek63/Idiot Savant (5e Class)

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Author: Ubergeek63 (talk)
Date Created: 11/03/2018
Status: Developement
Editing: Clarity edits only please
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Idiot Savant[edit]

There are people that excel in their classes and then there are people with THE KNACK. While not necessarily idiots, Savants are completely obsessed with a particular occupation to the exclusion of others. While often a craft of sorts, it could be almost anything. Savants might not be flashy but they consistently supply damage and gear. The latter is a tremendous boon to any party, particularly when magic is hard to come by.


Savants may take their class name from the classic completely mentally dysfunctional sort that is beyond excellent in a single area, but any with a singular obsession about a particular skill often fall, literally, into this class. Some go adventuring, usually for the money to continue the courtship of their craft. A love affair that consumes them when they can afford it, they would labor day and night if it were possible, putting their heart and soul into their creations.

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Creating a <- class name ->[edit]

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Quick Build[edit]

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Class Features[edit]

As a Idiot Savant, you gain the following class features.

Hit Points[edit]

Hit Dice: 1d8 per Idiot Savant level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Idiot Savant level after first


Armor: Light armor, medium armor and shields
Weapons: Simple weapons
Tools: see Obsession
Saving Throws: Strength, Dexterity
Skills: Choose All from Template:5ed.


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

The Idiot Savant

Level Proficiency
1st +2 Obsession, Heart
2nd +2 Nova
3rd +2
4th +2 Ability Score Improvement
5th +3 Obsession feature
6th +3
7th +3
8th +3 Ability Score Improvement
9th +4 Obsession feature
10th +4 Nova 2x
11th +4
12th +4 Ability Score Improvement
13th +5 Obsession feature
14th +5
15th +5
16th +5 Ability Score Improvement
17th +6
18th +6 Nova 3x
19th +6 Ability Score Improvement
20th +6


A Savant forfeits all mental skill and tool proficiencies but gains double proficiency in every skill and tool check used in pursuit of the obsession. If you have proficiency from another source you only gain that proficiency added to your obsession checks effectively doubling your proficiency for tools and skills. Other mental skills or tools, such as from background or race, may be replaced with physical ones or ones appropriate to the obsession. A savant progresses at a rate of 10gp times proficiency per day when crafting their obsession.



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You are only truly yourself when you are crafting and completely lose track of all else while you do, working tirelessly for 16 hours a day. Your love affair with every aspect of your craft gives you a seemingly supernatural instinct of how to coax the best aspects of every fine detail of how the components interact. A work of love. A work of art.

Your one true love is your craft and you can use your proficiency bonus to reduce production time (bonus divided into production time) or increase the numeric bonuses.


Nova is an obsession specific combat boost. He can not use this feature again until he completes a rest



A Smith savant has a love affair with metal. When he makes weapons and armor he blends the knowledge of battle forms with the knowledge of metals to create superior arms and armors. Typically a savant starts adventuring with a rapier and chain mail he made himself.

IF you choose this obsession at 1st level, you gain get damage reduction from armor and damage dealt by weapons of your own making of the proficiency bonus from your Savant class levels. These advantages are due to the intimate familiarity that the Savant has with items of his own making.

Armor savant bonuses (segmented and reinforced) only apply to the person the armor was made for due to it's taking all physical characteristics of that person into account. Use by any other imposes a penalty instead.

you gain proficiency with heavy armor, martial weapons

Techniques at lvl 1: Acid wash (advantage vs acid), ornate (persuasion or intimidation), resilient (+5HP), deceptive (weapon, slight of hand), Environmental (armor, proficiency bonus), Light Weight (-20%, only plate has str req: str 13), +100gp each

Level 5: Segmented (armor max dex, can not be reinforced), Sharp (weapon dmg), +500gp, Extra Attack

Level 9: Reinforced (armor AC, can not be segmented), Serrated (weapon crit threat range), +1000gp

Level 13: Sever: on a nova the smith savant may forgo his attack bonus for the remainder of the battle to cut the armor straps instead reducing the armors effectiveness by his proficiency bonus until it can be repaired. Smiths are feared by armored opponents but generally go unidentified until they use their sever, at which time it is to late.

Nova: Observant[edit]

A Smith Savant can, as a free action, make a perception check on a single opponent's manufactured armor vs his AC. This check represents his intimate knowledge of armor types and how to bypass them and has nothing to do with critical damage. If he succeeds he gains an attack bonus of his proficiency for the remainder of battle against that opponent.



Nova: Flash of Genious[edit]

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