Base Class: Artificer
Where some seek to augment the body or create objects of the physical world, Savants instead seek to understand the mind, and to unlock the secrets of perception, sentience, and intelligence for the betterment of their people. Religious zealots sometimes see the Savants as heretics, and claim that what Savants truly seek is to create souls out of magical essence. Others fear the Savants, and claim that these mages of the mind use their power to influence and read the thoughts of those around them.
The successful ascension of a Savant is marked by the creation of their first limited artificial consciousness, which they may use to not only to observe and communicate, but also to expand their own capabilities. As their abilities grow, the conjured consciousness they create merges more and more with their own consciousness, allowing the Savant access to powers of the mind beyond those of normal folk. It is a dangerous process, however, and some claim to have heard rumour of Savants who have lost themselves to the conjured consciousness, losing their humanity in the process.
Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with jeweler's tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Savant Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Savant Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Savant Spells
| Artificer Level | Spell |
|---|---|
|
3rd |
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5th |
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9th |
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13th |
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17th |
Conjured Consciousness
At 3rd level, your extensive study into the mind and the origin of consciousness has taught you how to conjure forth an artificial and disembodied consciousness, which serves you and follows your commands. You use your jeweler's tools to bind this consciousness to a crystal, gem, or dragonshard, which then serves as the core for the consciousness. You can use your action to summon forth the consciousness from its core. The consciousness is friendly to you and your companions, and it obeys your commands.
You determine the physical appearance of the consciousness, choosing either a tiny floating brain, an orb, or some other simple or abstract form, which surrounds and contains the crystal, gem, or dragonshard used as its core. Whatever the appearance of the consciousness, it is always ephemeral and translucent. Regardless of shape, the consciousness has a number of hit points equal to equal the conjured consciousness’s Constitution modifier + your Intelligence modifier + three times your level in this class.The consciousness can then move away from its core, up to a maximum distance of 1 mile, but creatures who can see into the ethereal plane can see a fine, translucent cord connecting the manifestation to its core, no matter the distance it travels. Creatures who can see this cord can attack it, damaging the consciousness as if they had attacked the consciousness directly.
In combat, the consciousness shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take an action in its stat block or the Dash, Disengage, Help, Hide, or Search action.
The consciousness regains 2d6 hit points if the mending spell is cast on the core used to manifest it. If it dies, or you dismiss it as a bonus action, it vanishes, and the core becomes inert. If it has died or been dismissed within the last hour, you can use your jeweler’s tools as an action to revive it, provided you are within 5 feet of the core and you expend a spell slot of 1st level or higher. The conjured consciousness returns to life after 1 minute with all its hit points restored.
At the end of a long rest, you can create a new conjured consciousness if you have your jeweler’s tools with you and an appropriate crystal, gem, or dragonshard for the core. If you already have a conjured consciousness from this feature, the first one immediately perishes.
Expanded Intellect
When you reach 5th level, your mental training and experiments with your conjured consciousness have led to the expansion of your mental abilities in the following ways:
- You gain proficiency with two skills or tools of your choice.
- You learn one new language of your choice.
- You can speak telepathically to any creature within 30 feet of you or your Conjured Consciousness. The creature understands you only if the two of you share a language. You can speak telepathically in this way to one creature at a time.
Awakening Mind
By 9th level, you have grown your conjured consciousness, and forged a greater bond with it as well. You gain the following benefits:
- Your expanded intellect continues to grow. You gain expertise in one skill of your choice with which you are already proficient.
- The range on your telepathy increases to 120ft
- You can now bind the core of your Conjured Consciousness to a non-magical item, allowing the consciousness to take control of that item. Treat this animation as the animate objects spell, except the consciousness is limited to medium or smaller objects and can only animate a single object at a time. The consciousness cannot project itself out from its core and control an object simultaneously, though it can project itself from the object if it ceases to animate it while it is projected. You can still only heal or resurrect the consciousness when in contact with its core, so it can be dangerous to use this power without care. Once you use this feature, you can’t use it again until you finish a short or long rest.
Ascendant Mastermind
By 15th level, your experimentation with the mind and the creation and binding of consciousnesses has peaked. You gain the following abilities:
- You gain resistance to psychic damage, and you are immune to the charmed condition.
- You've mastered the ability to create consciousnesses at will. You can cast animate objects and telepathic bond without expending a spell slot, without preparing the spell, and without material components, provided you use jeweler's tools as the spellcasting focus. Once you cast either spell with this feature, you can't cast that spell with it again until you finish a long rest.
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