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Laurel

1) The document describes a Savant character class that gains abilities from choosing an "Ardent Soul" which grants features at levels 1, 3, 7, 15, and 20. 2) One of the Ardent Soul options described is "Miasmic Soul" which at 1st level grants immunity to poisoned condition, resistance to poison damage, and knowledge of the poison spray trick. 3) The Rallying Presence feature allows the Savant to use a pool of inspiring energy to restore hit points to allies or help them make saving throws against charmed/frightened conditions.

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0% found this document useful (0 votes)
28 views2 pages

Laurel

1) The document describes a Savant character class that gains abilities from choosing an "Ardent Soul" which grants features at levels 1, 3, 7, 15, and 20. 2) One of the Ardent Soul options described is "Miasmic Soul" which at 1st level grants immunity to poisoned condition, resistance to poison damage, and knowledge of the poison spray trick. 3) The Rallying Presence feature allows the Savant to use a pool of inspiring energy to restore hit points to allies or help them make saving throws against charmed/frightened conditions.

Uploaded by

Cam
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Human (Standard) Doctor

Savant
Laurel
1 Venomous Duality

+2 13 Strong Will

Once when you fail a saving throw, you can


14 +1 30 choose to reroll it with advantage. You must finish a

13 long rest
before you can use this trait again.

12 Human Determination.

Once when you're reduced to 0

13 10 hit points but not killed outright, you can choose to fall to 1
hit point instead. You must finish a long rest before you can
use this trait again.
+1
Ardent Soul
Your soul flares with a passion unlike the common man,
1
0 1
13
which manifests occasionally as a disposition towards
elemental forces: Burning Passion, Caustic Spite, Cold
+3 Indifference, Fulminating Glee, Mindful Insight, Radiant

D10 Superiority or Venomous Duality, all detailed at the end of the
class description.
Your choice grants you features at 1st level, and then again

+1 at 3rd, 7th, 15th and 20th level.

Dagger +3 1d4 Piercing Rallying Presence


1
Whip +3 1d4 Slash, Reach See below
15 Pistol +3 1d6 Piercing M:2 R:4
+2
RESOURCE NAME Miasmic Soul
1
Beginning when you unlock this ardent soul at 1st level, you

16
gain immunity to the poisoned condition, and resistance to
+5 13 poison damage. Additionally, you learn the poison spray trick
if you don't already know it.
RESOURCE VALUE

+3 ● +5

FEATURE
◆ +5
Inspiring Energy Max: 5
17 ● +5 Used: 0
+3 poison spray 10 feet 1 action
FEATURE
The creature must succeed on a Constitution saving throw or take 1d12 poison damage.
◆ +5

16 ● +5

+3 ● +5

FEATURE

FEATURE

Common FEATURE
● ●

● ●

Alchemist's Supplies,
● ● Herbalism Kit
Rallying Presence: At 1st level, Includes a backpack, a bedroll, a
your strong personality inspires mess kit, a tinderbox, 10 torches,
allies on the 10 days of rations, and a
battlefield, allowing them to Heavy Longcoat waterskin. The pack also has 50
catch their breath and have a feet of hempen rope strapped to
second wind. the side of it.
You have a pool of inspiring five javelins and a dagger
energy equal to five times your Heavy Longcoat
savant level. As an action, you A set of common clothes, a
can touch a willing creature herbalism kit, a
50,000 Beri
and draw power from the pool to stethoscope, encyclopedia on
restore a number of hit medicinal herbs and plants,
points to that creature, up to the
maximum amount
remaining in that pool.
Alternatively, you can expend 5 of
these hit points to help
the ally snap out of a stupor. The
ally can immediately make a
saving throw to remove one
effect that has it charmed or
frightened. You can aid it in
removing several of these effects
at once, expending hit points for
each effect.

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