Savant
In Inazria, Savants are professionals of rare talent and a knack for learning difficult skills. As adventurers, they journey as field doctors, duelists, scholars, and explorers whose work demands complete confidence no matter the circumstances. They adapt quickly when a problem shifts, and when able to Focus, they impose that mastery with unparalleled authority and grace. A Koboda keeps a caravan alive through the Marram. A Hari-Yudha ends a fight that others prolong. A Loremaster names the answer before the room finds the question. A Ranger leads the team where maps fail. As with all classes in Inazria, your context supplies some of your identity and mechanics; the base class provides the core engine.
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
Proficiencies
- Armor: Light armor, shields
- Weapons: Simple weapons
- Tools: None (your context may grant tools)
- Saving Throws: Wisdom, Charisma
- Skills: Choose three skills from any skill list
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a martial weapon (if proficient from your context) or (b) any simple weapon
- (a) a diplomat’s pack or (b) an explorer’s pack or (c) a scholar’s pack
- (a) a shield or (b) two simple weapons
- Leather armor and a dagger
Class Rules
- Ongoing Features and Concentration. If a feature creates a lasting zone, form, or summoned ally, you concentrate on it as if concentrating on a spell, unless the feature says otherwise.
- Once on Each of Your Turns. When a feature could trigger multiple times in a round, it can do so no more than once on each of your turns unless the feature says otherwise.
- Limited Uses. If a feature has a limited number of uses and doesn’t specify a recharge, you can use it a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
- Multiclassing. You may take levels in as many civil classes and contexts as you wish, up to 20 total character levels. You may have only one primal class and one primal context, ever. Features from different classes stack unless they say otherwise, but overlapping resources do not replace one another. Focus Points, Focus die size, Discipline Expertise, and Presence uses scale with your savant levels only.
Core Class Features
| Level | Proficiency Bonus | Focus Points | Focus Die | Features |
|---|---|---|---|---|
| 1st | +2 | 2 | d6 | Discipline, Focus, Focused Effort, Presence, Context |
| 2nd | +2 | 2 | d6 | Adaptive Study |
| 3rd | +2 | 2 | d6 | Context feature |
| 4th | +2 | 2 | d6 | Ability Score Improvement |
| 5th | +3 | 4 | d8 | Context feature |
| 6th | +3 | 4 | d8 | Expertise |
| 7th | +3 | 4 | d8 | Context feature |
| 8th | +3 | 4 | d8 | Ability Score Improvement |
| 9th | +4 | 4 | d8 | Context feature |
| 10th | +4 | 4 | d8 | Adaptive Study, Context feature |
| 11th | +4 | 5 | d10 | Breakthrough |
| 12th | +4 | 5 | d10 | Ability Score Improvement |
| 13th | +5 | 5 | d10 | Context feature |
| 14th | +5 | 5 | d10 | Context feature |
| 15th | +5 | 5 | d10 | Context feature |
| 16th | +5 | 5 | d10 | Ability Score Improvement |
| 17th | +6 | 7 | d12 | Context feature |
| 18th | +6 | 7 | d12 | Context feature |
| 19th | +6 | 7 | d12 | Ability Score Improvement |
| 20th | +6 | 7 | d12 | Unshakable Focus |
- Discipline (1st Level). Your context grants you a Discipline: two skills and often a tool. You gain proficiency in those skills and that tool if you do not already have it. Charisma is your ability for Focus features. Your Focus save DC = 8 + your proficiency bonus + your Charisma modifier.
- Focus (1st Level). You have a pool of Focus Points as shown on the Savant table. You regain all expended Focus Points when you finish a short or long rest. You spend Focus to fuel Focused Effort, Presence (when a feature says so), and your context’s Focused features. Your Focus die is shown on the Savant table.
- Focused Effort (1st Level). When you make an ability check that uses a Discipline skill or tool, you can spend 1 Focus Point to roll your Focus die and add it to the check. You can do so after you roll, but before the GM says whether you succeed or fail. Once per short or long rest when you make an attack roll that your context treats as part of your Focused craft, you can spend 1 Focus Point to add your Focus die to that attack roll the same way.
- Presence (1st Level). As a bonus action, choose one creature other than yourself within 60 feet that can hear you. That creature gains one Presence die, which is your Focus die. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20, but must decide before the GM says whether the roll succeeds or fails. A creature can have only one Presence die at a time. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest.
- Context (1st Level). Choose one Savant context: Koboda, Hari-Yudha, Loremaster, or Ranger. Your choice grants features at the levels listed in that context.
- Adaptive Study (2nd Level). You can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus. At 10th level, you gain proficiency in one skill or tool of your choice.
- Ability Score Improvement (4th, 8th, 12th, 16th, 19th Levels). Increase one ability score by 2, or two ability scores by 1 (to a maximum of 20).
- Expertise (6th Level). Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At least one of those choices must be a Discipline skill.
- Breakthrough (11th Level). When you roll a 20 on an ability check that uses a Discipline skill or tool, you regain 1 expended Focus Point. Once you regain Focus this way, you can’t do so again until you finish a short or long rest.
- Unshakable Focus (20th Level). When you roll initiative, if you have 0 Focus Points remaining, you gain 1 Focus Point. In addition, when you roll a 1 on your Focus die, you can reroll it and must use the new roll.
Contexts
Koboda
Koboda are field medics trained for quick care in hostile environments and worse weather. The Dalvas first perfected the Koboda practice of medicine, meant to work in any camp, caravan, or battlefield - even if the Koboda himself is the one fighting. Rural communities rely on them, and parties crossing the Violet Sea, the Marram, or the Veldt often will not leave without one.
Discipline. Medicine and Survival. You also gain proficiency with the herbalism kit or the healer’s kit (your choice).
- Field Kit (1st Level). You gain proficiency with martial weapons that lack the two-handed or heavy property. You can use a healer’s kit as a bonus action. When you stabilize a creature with a healer’s kit or Medicine check, that creature also regains hit points equal to your Charisma modifier (minimum 1).
- Focused Care (1st Level). As an action, you can spend 1 Focus Point to touch a creature and restore hit points equal to one roll of your Focus die + your Charisma modifier + your savant level. Alternatively, when you hit a creature with a weapon attack, you can spend 1 Focus Point to end the poisoned condition on yourself or on one ally within 5 feet of you.
- Steady Hands (2nd Level). You have advantage on Constitution saving throws to maintain concentration (including on Koboda features that require concentration). When you use Focused Care to restore hit points, you can move up to half your speed before or after the action without provoking opportunity attacks.
- Trail Remedy (3rd Level). During a short rest, you can tend up to six creatures. Each tended creature that spends at least one Hit Die to regain hit points also regains extra hit points equal to one roll of your Focus die. You must be able to work for at least 10 minutes of the rest to use this feature.
- Combat Medic (5th Level). When a creature you can see within 30 feet is reduced to 0 hit points but not killed outright, you can use your reaction to spend 1 Focus Point and move up to your speed toward that creature. If you end this movement within 5 feet of it, that creature regains hit points equal to one roll of your Focus die + your Charisma modifier. Once you use this feature, you can’t use it again until you finish a short or long rest.
- Hardened Frame (7th Level). You gain proficiency in Constitution saving throws if you don’t already have it. You have advantage on saving throws against disease and exhaustion from travel, heat, cold, or thirst.
- Field Authority (9th Level). When you use Focused Care, you can also end one of the following on the target: blinded, deafened, paralyzed, or one disease. You can choose resistance instead: until the end of your next turn, the target has resistance to one damage type you name.
- Triage Network (10th Level). When you use Presence, the target also gains temporary hit points equal to your Charisma modifier (minimum 1). Allies within 10 feet of you have advantage on death saving throws.
- Crisis Protocol (13th Level). As an action, spend 2 Focus Points. Up to three creatures of your choice within 30 feet that can hear you regain hit points equal to two rolls of your Focus die + your Charisma modifier. Once you use this feature, you can’t use it again until you finish a long rest.
- Iron Constitution (14th Level). When you restore hit points with Focused Care or Combat Medic to a creature that is below half its hit point maximum, roll one additional Focus die and add it to the hit points restored.
- Walking Hospital (15th Level). You ignore difficult terrain caused by natural debris, mud, sand, or snow. When you restore hit points to a creature other than yourself, you gain temporary hit points equal to your Constitution modifier (minimum 1).
- Last Road (17th Level). When you use Combat Medic, you can restore hit points equal to three rolls of your Focus die + your Charisma modifier, and the target can stand up if it wishes. You can use Combat Medic twice per short or long rest.
- Keep Them Alive (18th Level). Once per long rest as an action, spend any number of Focus Points. Choose one creature within 5 feet. That creature regains hit points equal to 5 × the Focus Points spent + your Charisma modifier, and for 1 minute it has advantage on death saving throws and on saving throws against being frightened. If it would drop to 0 hit points during that minute, it drops to 1 hit point instead (once during the duration).
Hari-Yudha
Hari-Yudha is an Azergad-wide name for a master of arms. The exact gloss shifts by Realm, but the calling is the same: a duelist who owns the floor with extreme technical skills and effortless athleticism. They find the gap others miss, throw stronger foes, and carry a fight with athletic confidence. From the first exchange, a Hari-Yudha’s Focus makes it clear who the duel belongs to.
Discipline. Athletics and Performance. You also gain proficiency with one martial melee weapon of your choice (your favored weapon). You gain proficiency with medium armor.
Hari-Yudha save DC = your Focus save DC.
- Favored Form (1st Level). You gain a +1 bonus to attack rolls you make with your favored weapon. While you are wielding it, you have advantage on saving throws and ability checks against being moved against your will or knocked prone.
- Duel Mark (1st Level). As a bonus action, you can spend 1 Focus Point to mark one creature you can see within 30 feet until the start of your next turn. When you hit that creature with a melee weapon attack while it is marked, you deal extra damage equal to your Focus die, and the first time you hit it during this mark you can choose one: the target has disadvantage on the next attack roll it makes before the end of its next turn; the target’s speed becomes 0 until the start of its next turn; or the target can’t take reactions until the start of its next turn.
- Mat Pressure (2nd Level). When you hit a creature marked by your Duel Mark with a melee weapon attack, you can try to shove that creature as part of the same attack (no extra ability check beyond the shove contest). You have advantage on the Athletics check for that shove.
- Challenge Display (3rd Level). As a bonus action, you can force one creature marked by your Duel Mark that can see or hear you to make a Wisdom saving throw against your Hari-Yudha save DC. On a failed save, until the start of your next turn the creature has disadvantage on attack rolls against creatures other than you. You can use this feature a number of times equal to your Charisma modifier (minimum 1), and you regain all expended uses when you finish a long rest.
- Extra Attack (5th Level). When you take the Attack action on your turn, you can attack twice instead of once.
- Riposte (7th Level). When a creature marked by your Duel Mark misses you with a melee attack, you can use your reaction to make one melee weapon attack against it with your favored weapon. If you hit, you can spend 1 Focus Point to knock the target prone if it is no more than one size larger than you.
- Pinpoint (9th Level). Once per turn when you hit a marked creature with your favored weapon, you can spend 1 Focus Point to score a critical hit on a roll of 19–20 for that attack, or to treat the attack as a critical hit if you already rolled a 20. You also gain temporary hit points equal to your Charisma modifier (minimum 1).
- Floor Owner (10th Level). Difficult terrain doesn’t cost you extra movement while you move toward a creature marked by your Duel Mark. Opportunity attacks against you have disadvantage while you are within 5 feet of a marked creature.
- Throw the Exchange (13th Level). When you shove a creature with Mat Pressure, you can also knock it prone on a success, and you can move it up to 10 feet instead of 5. If you knock a marked creature prone, you can make one melee weapon attack against it as a bonus action.
- Grit of the Mats (14th Level). When you use Duel Mark, you gain temporary hit points equal to one roll of your Focus die. When you are hit by an attack from a marked creature, you can use your reaction to spend 1 Focus Point and reduce the damage by one roll of your Focus die + your Strength modifier.
- Unbroken Form (15th Level). You can maintain a Duel Mark without spending Focus once per short or long rest (still a bonus action). While a creature is marked by you, your favored weapon attacks against it score a critical hit on a roll of 19–20.
- Master of Arms (17th Level). When you take the Attack action against a marked creature, you can make one additional attack with your favored weapon as part of that action (three attacks total with Extra Attack). Once you use this feature, you can’t use it again until you finish a short or long rest.
- The Floor Is Yours (18th Level). Once per long rest as a bonus action, spend 2 Focus Points. For 1 minute, Duel Mark does not require Focus to apply (still a bonus action), Riposte does not require the attack to miss (you can use it when a marked creature hits you as well), and when you hit a marked creature you can force it to make a Strength saving throw against your Hari-Yudha save DC or be knocked prone.
Loremaster
Loremasters study Azergad itself: its history, peoples, and creatures. It is often the case that nobility is their prize. A quiet network of Loremasters aids its own with gifts and secret knowledge when the need is dire. They speak the Archive Tongue, a scholarly cant with little relation to Common or the other tongues of the Realms. A Loremaster Focuses to find answers, shape supportive rituals, and speak solutions into being.
Discipline. History and Investigation. You also gain proficiency with calligrapher’s supplies or the forgery kit (your choice).
- Archive Tongue (1st Level). You can speak, read, and write the Archive Tongue. You can hide a short scholarly message in ordinary speech or writing so that only a creature that knows the Archive Tongue understands the hidden meaning. It takes twice as long to convey a hidden message this way.
- Focused Inquiry (1st Level). As an action, spend 1 Focus Point and choose one of the following about a creature, object, or place you can see within 30 feet: one damage resistance or immunity; one damage vulnerability (if any); one language it knows; or whether it is magical or under a magical effect (yes or no). The GM answers truthfully in brief terms. This is encyclopedia knowledge, not a detailed analysis.
- Ritual Focus (2nd Level). You learn two rites from the following list: comprehend languages, detect magic, identify, illusory script. By spending 1 Focus Point and 10 minutes (or the spell’s casting time, whichever is longer), you can cast a rite you know without a spell slot. Charisma is your spellcasting ability for these rites. At 5th, 9th, and 13th level, you learn one additional rite from the list, adding augury, locate object, and tongues to the available choices when you reach the level that unlocks them (augury at 5th, locate object at 9th, tongues at 13th). You can replace one known rite when you gain a savant level.
- Court Presence (3rd Level). You gain proficiency in Persuasion or Insight (your choice). When you use Presence, you can choose to grant the die to two allies within range instead of one (each gets its own die, still only one die per creature).
- Network of the Ledger (5th Level). During a long rest in a settlement, you can contact the Loremaster network. The GM provides one of the following: a reliable answer to one factual question about local history or law; a letter of introduction good for one audience; safe lodging for the night; or the name of a specialist in town. You can use this feature once per long rest.
- Spoken Solution (7th Level). As a bonus action, spend 1 Focus Point and choose one creature that can hear you within 60 feet. That creature has advantage on the next Intelligence or Wisdom check it makes within 1 minute, or advantage on its next attack roll against a creature you have studied with Focused Inquiry since the start of your last turn.
- Reveal the Pattern (9th Level). When you hit a creature you have examined with Focused Inquiry during this combat, you can spend 1 Focus Point to deal extra psychic damage equal to your Focus die, and the target has disadvantage on the next saving throw it makes before the end of your next turn.
- Committed Memory (10th Level). Choose two spells of 1st through 3rd level from any class spell list. You learn those spells. They count as Loremaster rites for you (cast by spending Focus Points equal to the spell’s level, minimum 1, with the same timing rules as Ritual Focus unless the spell’s casting time is 1 action, in which case you may cast it as an action by spending the Focus). You must be able to cast rites of a high enough Focus cost (you need at least as many Focus Points as the cost). Charisma is your spellcasting ability for them.
- Deep Archive (13th Level). You learn two additional rites from any of: clairvoyance, dispel magic, glyph of warding, sending, speak with dead. Focus cost equals the spell’s level.
- Committed Memory (14th Level). Choose two more spells of 1st through 4th level from any class list, following the same rules as Committed Memory (10th).
- Unbaffled (15th Level). You have advantage on saving throws against being charmed or frightened. You cannot be compelled to speak a falsehood by magic while you are conscious.
- Master Inquiry (17th Level). When you use Focused Inquiry, you can ask two questions instead of one, and you can target a creature you have heard of but cannot see if you have a scrap of reliable testimony or a personal belonging of theirs within reach.
- Committed Memory (18th Level). Choose two more spells of 1st through 5th level from any class list, following the same rules as Committed Memory (10th). Once per long rest when you cast a Committed Memory spell, you can do so without spending Focus Points.
Ranger
Rangers are walkers of the great horizons: explorers who read land, weather, and wild creatures, leading others through country that has no road. They fight at range with Focused aim that reaches farther than most travelers believe possible. Many keep an animal companion. Their authority is the confidence of someone who has already walked the next mile.
Discipline. Survival and Nature. You also gain proficiency with the herbalism kit or navigator’s tools (your choice).
- Horizon Arms (1st Level). You gain proficiency with martial ranged weapons and with martial melee weapons that have the thrown property. When you attack with a ranged weapon, its normal and long ranges each increase by 20 feet.
- Native Lands (1st Level). Choose two types of terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or subterranean. When you make an Intelligence or Wisdom check related to your native lands, your proficiency bonus is doubled if it applies. While traveling for an hour or more in a native land, difficult terrain doesn’t slow your group’s travel, and you cannot become lost except by magical means.
- Focused Shot (1st Level). When you hit a creature with a ranged weapon attack, you can spend 1 Focus Point to deal extra damage equal to your Focus die and ignore half cover against that target for the attack. If the target is more than 30 feet away from you, you can add your Charisma modifier to the damage as well (minimum +1).
- Trail Lead (2nd Level). You can use Presence to affect yourself when the roll is a Wisdom (Survival) or Dexterity (Stealth) check made while traveling or navigating. As a bonus action, you can Help an ally within 30 feet who can see or hear you on a Survival or Stealth check without spending Presence.
- Companion Bond (3rd Level). You gain a bond with one beast companion of CR 1/4 or lower (GM approval; no fly speed unless you are 7th level or higher). It uses the shared summons rules in
player/rules/summons-and-companions.md, except it does not require concentration and remains until it dies or you bond a different beast during a long rest. Your companion adds your proficiency bonus to its AC, attack rolls, and damage rolls, and to any saving throws and skills in which it is proficient. Its hit point maximum equals its normal maximum or 4 times your savant level, whichever is higher. You can spend 1 Focus Point as a bonus action to command it to take the Attack action (in addition to the usual bonus-action command options). - Extra Attack (5th Level). When you take the Attack action on your turn, you can attack twice instead of once.
- Horizon Step (7th Level). Your walking speed increases by 10 feet. You can ignore nonmagical difficult terrain. When you use Focused Shot against a creature more than 60 feet away, you can move up to 10 feet after the attack without provoking opportunity attacks.
- Pack Signal (9th Level). When you hit a creature with Focused Shot, one ally of your choice within 30 feet of the target (including your companion) can use its reaction to move up to half its speed toward the target or to make one weapon attack against it.
- Living Map (10th Level). Choose two additional favored country types. When you finish a short rest in favored country, you and up to six allies regain 1 expended Hit Die (no roll; the die is simply available again).
- Pinning Fire (13th Level). When you deal Focused Shot damage, you can force the target to make a Strength saving throw against your Focus save DC. On a failed save, its speed is halved until the end of your next turn, and the area within 5 feet of it is difficult terrain for it.
- Companion Focus (14th Level). Your companion can attack twice when you command it to take the Attack action by spending Focus. When you use Presence, you can give the die to your companion.
- Unreachable Aim (15th Level). The range increase from Horizon Arms becomes 50 feet. Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
- First Contact (17th Level). Once per long rest when you meet a creature that does not share a language with you, you can spend 1 Focus Point over 1 minute of calm interaction to establish enough shared signs for basic trade, warning, and travel agreement (GM discretion on hostility). In combat, once per short rest when you hit with Focused Shot, each ally within 30 feet of you can use the Dash action as a reaction.
- Horizon Claim (18th Level). Once per long rest as an action, spend 2 Focus Points to claim a 60-foot radius of outdoor terrain centered on a point you can see within 120 feet for 1 minute. The area is difficult terrain for hostile creatures. You and your allies ignore that difficult terrain. Ranged attacks you make in the area add your Focus die to damage once per turn without spending Focus. Your companion has advantage on attack rolls while in the area.