Strongholds
Stronghold
Rules for Strongholds appear in the “Stronghold” section of Strongholds & Followers (p. 8). Using those rules, you can add the following savant stronghold to your game!
The Savant's Study
The savant's study is a place for academic mastery, creating one or more of the following effects at the GM's discretion.
Demesne Effects
- Research conducted in the savant's demesne is exceedingly efficient, taking half the usual amount of time and costing half as much to complete.
- After anyone resides in the savant's demesne for a year, they gain proficiency with a tool, simple weapon, or language of their choice.
- Expertise in the savant's demesne results in construction and other projects turning out sturdier and longer-lasting, as superior techniques percolate the realm.
Stronghold Actions
On initiative count 20 (losing initiative ties), the savant can take a stronghold action to cause one of the following effects. The savant must be in the same hex or province as their stronghold, and can't use the same effect again until after a short or long rest:
- Several traps you had prepared which had previously not been revealed are activated. Up to three enemies within 60 feet of you, or anywhere within your stronghold, take 8d6 magical bludgeoning, piercing, or slashing damage (your choice), and are knocked prone and have their speed reduced to 0 until the end of their next turn.
- You mark all enemies you can see within 60 feet with Adroit Analysis. For the next minute, you have half cover against any marked enemies.
- Choose an enemy you can see. You learn all statistics, features, and abilities of your chosen foe.
Alternate Class Feature Improvement:
Lethal Observation
When you use your Potent Observation to increase the damage of an attack, you can make the target vulnerable to the damage of that attack. You can do this a number of times equal to your stronghold level, after which you must take an extended rest to refresh this ability.
Savant Followers
D100 | Follower |
---|---|
01–03 | Veteran Light Infantry (Size 1d6), Unit |
04–06 | Regular Light Infantry (Size 1d4), Unit |
07–09 | Seasoned Light Infantry (Size 1d4), Unit |
10 | Seasoned Light Cavalry (Size 1d4), Unit |
11 | Enchanter (3rd Level), Retainer |
12 | Seer (3rd Level), Retainer |
13 | Warlord (3rd Level), Retainer |
14–15 | Guild Adept (3rd Level), Retainer |
16–18 | Shaper (3rd Level), Retainer |
19–20 | Tracker (5th Level), Retainer |
21–23 | Loremaster (5th Level), Retainer |
24–27 | Justicar (5th Level), Retainer |
28–31 | Alienist (5th Level), Retainer |
32–34 | Illusionist (7th Level), Retainer |
35–37 | Troubador-Warrior (7th Level), Retainer |
38–40 | Curate (7th Level), Retainer |
41–42 | Mason |
43–44 | Miner |
45–46 | Carpenter |
47–48 | Blacksmith |
49–51 | Sage |
52–54 | Tailor |
55–57 | Scribe |
58–60 | Captain |
61–63 | Spy |
64–65 | Alchemist |
66–71 | Elf Ambassador |
72–75 | Dragonborn Ambassador |
76–78 | Dwarf Ambassador |
79–84 | Gnome Ambassador |
85 | Kobold Ambassador |
86–100 | Roll on the Special Allies table (S&F p. 67) |