Your brightest moments are met with bursts of relentless genius. Information floods your brain in critical moments of thought, causing revelations of truth and doses of pleasure to your mind. You gain the following bonuses:
- Your Intelligence Score increases by 1 (up to a maximum of 20).
- When you roll a 20 on a d20 when making a Intelligence (History), Intelligence (Investigation), or Intelligence (Religion) skill check, you gain a Savant Discipline effect for 1d4 minutes; roll on the Savant Discipline Table:
- This Savant Discipline effect ends after the duration and you resort to your normal character traits and personality and you forget what happened for the duration of your Savant Discipline.
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Savant Discipline Table
1d100
Discipline
1d100
Discipline
01-03
Nothing special happens except you know the food cravings of anyone you are familiar with.
49-51
You have advantage on Wisdom (Medicine) checks.
04-06
You know the amount of coin a person carries from the sound it makes in their purse.
52-54
You have advantage on Intelligence (Arcana) checks.
07-09
You have advantage on Wisdom (Insight) checks.
55-57
You have advantage on all Intelligence ability checks. You immediately know all the history of your current immediate location.
10-12
You can speak in Celestial or Abyssal, as if proficient.
58-60
You have advantage on all Intelligence and Wisdom ability checks. You have a desire to purify and help the characters you consider friends.
13-15
You can cast Find Familiar without material components and it only takes 30 seconds.
61-63
You can speak in Deep Speech and Infernal, as if proficient.
16-18
You have advantage on all Intelligence rolls that would help you estimate, count, or predict a number of objects or people.
64-66
You can speak any language that another humanoid within 100 feet of you speaks, as if proficient.
19-21
You know the location of the nearest portal, conduit, or gate leading to a plane, and to which plane it opens.
67-69
You can take an extra reaction every round. You have advantage on Dexterity saving throws.
22-24
Once on each of your turns when you hit a creature with a weapon, you can deal an extra 1d8 psychic damage to that target.
70-72
You are drawn towards illicit drugs and what they do. You have advantage on Intelligence (Investigation) checks that would help you gain access to these substances or understand any type of chemical.
25-27
You cannot become Blinded and at any time you may switch your vision to see yourself from a third-person view.
73-75
You learn the vulnerabilities and fears of every creature that you see.
28-30
Your mind stimulates your body, rejuvenating you. Your movement speed is doubled.
76-78
You cast Detect Thoughts on yourself without expending a spell slot, and it lasts for the duration of your discipline.
31-33
You have advantage on any ability check to interact socially with employees of government, including soldiers and leadership.
79-81
One creature within 10 ft of you take 21 (10d4) psychic damage every minute if you choose.
34-36
If a creature communicates telepathically with you, you learn the creature's greatest desires and vulnerabilities.
82-84
You cast Etherealness on yourself without expending a spell slot, and it lasts for the duration of your discipline.
37-39
Creatures charmed by you take 13 (4d6) psychic damage if you choose, and you regain Hit Points equal to half the damage the creature takes.
85-87
You cast True Seeing on yourself and anyone you touch, without expending a spell slot.
40-42
You have Blindsight 30 ft.
88-90
You regain all Hit Points, and your discipline effect ends.
43-45
You have advantage on Intelligence (Nature) checks.
91-93
Your Intelligence score changes to 20+ your Proficiency Modifier for the duration. This has no effect on you if your Intelligence is equal to or greater than that score.
46-48
You have advantage on Charisma (Performance) checks.
94-100
Your Intelligence score changes to 21+ your Proficiency Modifier for the duration. This has no effect on you if your Intelligence is equal to or greater than that score.
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