TEXT: EN World EN5idEr | Metropolitan Arcana
  Metropolitan
  Arcana
   
  writing Andrew Engelbrite
   color art Héctor Rodríguez
   
  editing Mike Myler
   
  layout Eric Life-Putnam
  S
  crutinizing the half-orc’s doc-
  ument carefully, the captain 
  carefully analyzes every line of the 
  supposed pardon until suddenly the 
  writ explodes in a puff of scrap paper, 
  the rapidly shrinking form of the crimi-
  nal racing away and cackling mad as 
  a hatter. He reaches for his sword but 
  grasps at nothing, the illusion of his 
  weapon disappearing just as he spots 
  the fleeing half-orc raising the blade in 
  triumph. The captain cracks a smile 
  in response and concentrates on the 
  invisible mark cast upon his sword, 
  the location of the thieves’ den finally 
  about to be revealed. 
  Metropolitan
  Arcana
  EN World EN5ider | Savant: Basic
   
  hen there’s the evidence of demonic incursions in the Duke’s cellars. When his 
              manservant was questioned we were told that the Duke had arrived at sundown yet 
              all signs indicated that he died hours earlier. This would suggest a shapechanger or 
  possibly an illusion, making the Duke’s son—a known mage—a possible suspect. However 
  when speaking with the servant I noticed something peculiar: his use of the local dialect is 
  commensurate yet his accent and idioms suggest another region entirely. Far be it from me 
  to judge someone based on their nationality, but the corresponding cultures to that flavor 
  of speech are infamous for a kindness towards cults of the Abyssal Lords. Add into that the 
  slight yellowing of his hand from the use of sulfur, his curious aversion to our cleric, and it 
  became clear he was the infernalist. A mystery solved but not the last—for he is not the 
  murderer!”
  The tiny needle slid into the wizard’s gut as the chirurgeon gently slapped his face. “What  
  in the hells?!,” cried the mage. “Why are you sticking a needle in me?”
  “Because you were dead and I needed to reset your humors to bring you back,” she  
  replies with an unnerving calm.
  “I was dead?” he asks, aghast.
  “Yes.” The chirurgeon answers, a bit frustrated. “Well, only temporarily.”
  Rubbing at his temples, the mage continues, “and you brought me back...from the 
  dead?”
  “A little, yes.” She gestures behind her with one thumb. “Now try and keep up. The others 
  are trying to kill that lich by themselves and it is not going well.”
  Savant: Advanced
  Writing	
  Jeremiah McCoy
  Color	Art	
  Matthew Berger
  Editing		
  Mike Myler
  T
  
  EN World EN5ider | Savant: Basic
  a healer, and though you have access to poisons and 
  other forms of attack your abilities primarily focus on 
  keeping your allies alive. 
  Bonus Proficiencies
  When you choose this aptitude at 1st level, you gain 
  proficiency with Medicine and the poisoner’s kit.
  Knowledge of the Form
  At 1st level, your knowledge of the body and its func-
  tioning eclipses that of most simple healers. Your pro-
  ficiency bonus is doubled for all Wisdom (Medicine) 
  checks. In addition, you can use Intelligence instead 
  of Wisdom when making a check that uses Medicine.
  Chirurgy
  At 2nd level, you have a small collection of tools and 
  superior medical know-how you can use to tremen-
  dous effect. You gain a pool of 4d4 chirurgy dice. You 
  can use an action to spend one or more chirurgy dice 
  and heal a creature you touch with your tools. For 
  each chirurgy die you spend, the creature regains 
  hit points equal to 1d4 + your Intelligence modifier. 
  When you spend a chirurgy die, it is unavailable until 
  you finish a short or long rest. 
  Your chirurgy dice change when you reach certain 
  levels in this class. The dice become 5d4 at 7th level, 
  6d4 at 10th level, 7d6 at 13th level, 8d6 at 16th level, 
  and 9d6 at 19th level. 
  Chirurgeon Tricks
  These tricks are only available to Chirurgeons.
  Always With a Tonic. You can use a bonus ac-
  tion to activate this trick, administering a potion 
  to an adjacent ally.
  Exhausting the Body. When you hit a creature 
  with a weapon attack, instead of dealing damage 
  you can give the target one level of exhaustion for 
  1 minute. On a critical hit, the target gains two 
  levels of exhaustion instead. You cannot use this 
  trick to give a target exhaustion more than once 
  between short rests.
  Relief to the Suffering. You can use your action 
  to activate this trick. If you do, one ally you can 
  see can use their reaction to take the Disengage 
  action and move up to their speed.
   
  Knowledge Over Magic
  A wizard knows the right formulas, incantations, and 
  positions to access mystical forces, sorcerers know 
  how to pull the raw power of their blood, and clerics 
  understand the will of their gods (and how to appeal 
  to them for aid). The savant is also drawing power 
  from knowledge but in a different way and while their 
  “magic” is less showy, it is frighteningly effective in its 
  application.
  Creating A Savant
  The first decision when making a savant is deciding 
  why they’ve chosen the intellectual arts over martial 
  or magical disciplines. Were they singled out in their 
  youth for being physically slight and had to rely on 
  their cunning? Are they heir to a dynasty known for 
  the sharpness of their fine minds? Have they been 
  taught at all or did they become a savant by way of 
  self-discovery? 
  Once you’ve determined your savant’s circum-
  stances, you can choose their aptitude. Those who 
  pursue the path of an Adversary understand force, 
  the movement of bodies, how they react to certain 
  pressures, and where to precisely apply that force. A 
  Coordinator understands people in a way deeper than 
  intuition could ever reveal, seeing thousands of sub-
  tle hints other might miss. Chirurgeons understand 
  the body like few others, knowing comprehensively 
  what different potions do, how to relieve pain, and 
  how to cure the sick. 
  The	core	rules	for	this	class	appear	with	the	Adver-
  sary	aptitude	in	EN5ider – Savant: Basic.
  CHIRURGEON
  Knowledge of the body is often considered arcane—
  the odd relationship of natural humors, the impor-
  tance of different organs to various functions, and 
  even the correct use of herbs can seem like a magic. 
  When clerics can use the power of gods to heal how-
  ever it is not of enormous importance, yet still the 
  study of the body calls to some people. These savants 
  want an understanding of life beyond the positive ef-
  fects spells can have, taking to wandering battlefields 
  or back alleys in search of suffering to heal with noth-
  ing more than their hands and the right bits of knowl-
  edge. As a Chirurgeon your role is primarily that of 
  
  EN World EN5idEr | Metropolitan Arcana
  Metropolitan
  Arcana
   
  writing Andrew Engelbrite
   color art Héctor Rodríguez
   
  editing Mike Myler
   
  layout Eric Life-Putnam
  S
  crutinizing the half-orc’s doc-
  ument carefully, the captain 
  carefully analyzes every line of the 
  supposed pardon until suddenly the 
  writ explodes in a puff of scrap paper, 
  the rapidly shrinking form of the crimi-
  nal racing away and cackling mad as 
  a hatter. He reaches for his sword but 
  grasps at nothing, the illusion of his 
  weapon disappearing just as he spots 
  the fleeing half-orc raising the blade in 
  triumph. The captain cracks a smile 
  in response and concentrates on the 
  invisible mark cast upon his sword, 
  the location of the thieves’ den finally 
  about to be revealed. 
  Metropolitan
  Arcana
  EN World EN5ider | Savant: Basic
  Chirurgeon’s Care
  At 2nd level, you can optimize the effects of a short 
  rest. You and any friendly creatures that take a short 
  rest with you regain an additional amount of hit 
  points equal to your proficiency bonus + your Intelli-
  gence modifier.
  In addition, you can choose one creature taking a 
  short or long rest with you. Using the right combina-
  tion of herbs and pressure points, you remove a level 
  of exhaustion from the target.
  Study Of Suffering
  At 6th level, you can identify maladies and rout them 
  from a creature. Identifying a disease or poison re-
  quires a successful DC 15 Medicine (Wisdom) check 
  (at the GM’s discretion, more obscure maladies may 
  have a higher DC). Once you know the disease or poi-
  son, if it isn’t magical you can use a bonus action to 
  give the afflicted creature a new saving throw to resist 
  it. A creature can only benefit from Study of Suffering 
  once per disease or poison.
  Superior Chirurgy
  At 11th level, your chirurgy dice change to d6s instead 
  of d4s.
  Exposure Immunity
  At 14th level, countless minor exposures to toxins of 
  all kinds have made you immune to disease and poi-
  son. You can still be affected by magical poisons or 
  diseases, such as lycanthropy or mummy rot. 
  In addition, you can use your reaction to apply 
  poison to a weapon. You may choose to do so after 
  hitting a creature but before damage is dealt.
  Resuscitate
  Also at 14th level, you can revive the dead if you reach 
  them soon enough. You can spend an action touch-
  ing a creature that has died within the last 2 minutes, 
  making a DC 25 Wisdom (Medicine) check. On a suc-
  cess, the creature returns to life with 1 hit point. A 
  creature can only benefit from Resuscitate once be-
  tween long rests.
  Superior Physician
  At 17th level, you can use a bonus action to touch a 
  creature. The creature regains hit points equal to 1d8 
  + your Intelligence modifier.
  Uncanny Immunity
  Also at 17th level, you become immune to magical 
  diseases and poisons.
  COORDINATOR
  Coordinators are exemplars of the notion that knowl-
  edge is power. They use their cunning to aid in many 
  endeavors—sometimes by solving mysteries and oth-
  er times more militantly as they help allies to find a 
  foe’s weaknesses. These savants are skilled experts 
  who use their knowledge to guide people. While their 
  talents might seem magical, Coordinators need no in-
  cantations to achieve the seemingly impossible. As a 
  Coordinator you are best at supporting teammates, 
  using your abilities to make your companions more 
  effective. That’s not all you do though, and between 
  your superior deductive reasoning and broad base of 
  knowledge you’re quite a sleuth as well. 
  Bonus Proficiencies
  When you choose this aptitude at 1st level, you gain 
  proficiency with Insight, Persuasion, and thieves’ 
  tools. In addition, you learn two languages.
  Expertise
  At 1st level, choose two of your skill proficiencies, or 
  one of your skill proficiencies and a tool kit proficien-
  cy. Your proficiency bonus is doubled for any ability 
  check you make that uses either of the chosen profi-
  ciencies.
  At 7th level, you can choose two more of your 
  proficiencies to gain this benefit.
  Informed Coordinator
  At 2nd level, you can use a bonus action to give 
  an ally a bonus to their next d20 roll equal to your  
  proficiency bonus. You can use this feature a number 
  of times equal to your Intelligence modifier (a mini-
  mum of once). You regain any expended uses when 
  you finish a short or long rest.
  	
  
  EN World EN5ider | Savant: Basic
  Open	Game	Content	| The game 
  rule information in this article is 
  designated Open Game Content. 
  All other material in this article, 
  including maps and illustrations 
  (including illustrations in the 
  public domain), in-character and 
  out-of-character narrative and descriptive text, char-
  acter and place names, trade dress, “EN Publishing,” 
  “EN World,” “EN5ider,” EN Publishing product and 
  article titles, and EN World and EN Publishing logos, 
  are designated Product Identity.
  Coordinator Tricks
  These tricks are only available to Coordinators.
  Coordinating the Attack. When you hit a crea-
  ture with a weapon attack, instead of dealing 
  damage you reposition your target and leave it 
  vulnerable. An ally within reach of the target can 
  use their reaction to attack it with advantage, 
  dealing 1d6 extra damage on a successful hit.
  Precipitous Rescue. You can activate this trick as 
  a reaction when an ally within 5 feet of you fails a 
  saving throw. If you do so, the ally may reroll their 
  saving throw but must use the new roll. 
  Prepared Partner. As a reaction when you are 
  targeted by a spell or weapon attack, you can 
  switch places with a willing ally that is adjacent to 
  you. After you have switched places, the attack re-
  solves normally (targeting the ally’s AC and deal-
  ing damage to them if it hits).
  Languages
  At 6th level, you learn two languages. In addition, you 
  gain advantage on ability checks made to decipher 
  codes and hidden messages. 
  Superior Deduction
  Also at 6th level, you can spend 1 minute observing 
  a creature to make a Wisdom (Perception) check 
  against a DC equal to the target’s CR + 5. On a success, 
  the GM reveals up to three of the following pieces 
  of information (or other relevant details at their dis-
  cretion). If you succeed the check by 5 or more, you 
  choose the categories instead.
  • One part of the target’s alignment (if it is chaotic, 
  neutral, lawful, good, or evil)
  • If the target is disguised
  • If the target is armed
  • If the target is under the effects of spell
  • What language the target speaks
  • If the target has a native terrain and the type of 
  that terrain
  Combat Deductions
  At 11th level, you can use a bonus action to quickly 
  observe a creature and make an Intelligence (Inves-
  tigation) check against a DC equal to CR + 5. On a 
  success, the GM reveals up to three of the following 
  pieces of information. If you succeed the check by 5 
  or more, you choose the categories instead.
  • Armor class
  • Vulnerabilities
  • Damage Resistances
  • Damage Immunities
  • Condition Immunities
  • Whether the target has lair or legendary actions
  • Weakest saving throw
  • Highest ability score
  Languages
  Also at 11th level, you learn two languages. In addi-
  tion, your skill and breadth of knowledge allows you 
  to see the commonalities of all languages. By spend-
  ing 10 minutes studying you can make a DC 15 Intelli-
  gence check to translate any script, even if you cannot 
  recognize the language it is written in. 
  Observations In Darkness
  At 14th level, you do not have disadvantage when at-
  tacking invisible targets and creatures do not gain any 
  benefit from cover against your attacks unless they 
  have total cover.
  Intellect Over Luck
  At 17th level, you never have disadvantage. You still 
  have to roll a die normally, and you can still have ad-
  vantage on a check cancelled by an effect that applies 
  disadvantage, but you cannot be forced to make a roll 
  with disadvantage.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/EN World EN5ider/EN5ider 250 - Savant Advanced v3.pdf