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Savvy

The man's hands seemed to act on their own accord, as if he had a second brain solely for them. He handled everything he touched with skill, as if he had some minute understanding of how everything in the world worked.   So this is what they call a Savvy? The man didn't look like a fighter, nor did he seem to perform menial tasks, so I initially wondered why the pirates kept him around. Now, though, I wondered if there was anyone in the crew quite as skilled. I doubted it.

LevelProficiency BonusBase SpeedFeatures
1st +2 0 Consistency Dice
2nd +2 1 Gimmick Fighting
3rd +3 1 Ability Score Improvement, Custom Feature
4th +3 1
5th +3 2 Swift Guidance
6th +4 2 Ability Score Improvement
7th +4 2 Saving Advised Proficiency
8th +5 2
9th +5 3 Ability Score Improvement
10th +6 3
hit dice:
hit points at 1st level: 2 + Your Constitution score
hit points at higher levels: 2 + half your Constitution modifier (rounded down) per level after 1
armor proficiencies:
weapon proficiencies: Non-cultured Melee Weapons, Bucklers
tools: One tool of your choice or Thieves Tools
saving throws: Dexterity, Intelligence
skills: Choose any two
starting equipment:
spellcasting:
class features:

Consistency Dice

You've learned several tricks and gimmicks to quickly correct for mistakes you make when performing tasks. You have a number of Consistency Dice equal to your Intelligence Modifier (minimum of 1 die). These dice are d6s, and you can expend one to add it to an ability check in which you rolled lower than 10 on the d20 die used for the check.   You regain all expended Consistency Dice after a long rest.  

Gimmick Fighting

Without time to learn proper fighting styles, you instead incorporate a more unconventional flare to your fighting. At 2nd level, choose one of the following options to alter your fighting with.   Disabler. You may expend a Consistency Die when landing a melee weapon hit on a creature. Choose one of the creature's weapons—all attacks with that weapon subtract the die's total from the hit or aim roll until the start of your next turn.   Feinter. You may expend a Consistency Die as a bonus action prior to attacking a humanoid or beast. When you do, add the number rolled on the die to the hit roll of your next melee weapon attack. This bonus does not persist between turns.   Skirmisher. After landing a melee weapon attack, you may choose to expend a Consistency Die, adding the rolled number to your Armor Class. This bonus lasts until the start of your next turn.   Toppler. You may expend a Consistency Die when attempting a shove, adding the rolled number to the total of the check. If the shove hits and the target falls prone, you may then make a melee weapon attack against them as a bonus action.  

Ability Score Improvement

When you reach 3rd level, and again at 6th and 9th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.  

Custom Feature

By 3rd level, you've developed enough to form a special technique or tactic of your own invention. Pitch a concept of a class feature to your DM, and work with them to fine-tune and alter it for balance. This feature will be unique to your character, and should reflect the individual traits of that character.  

Chaos Made Ordered

By 4th level, you've learned to understand a certain unpredictable occurrence, and through your knowledge, you've learned to have some measure of control over it. Doing so, however, requires hyper-focus.   Unlike all other class features, you may choose to ignore this one upon unlocking it. Doing so will mean that you do not gain any new features. Rather, you instead gain an Ability Score Improvement.   Tunneled Aim. You gain a +2 to aim rolls and a +4 to damage rolls with all firearms, but after making an aim check, all attacks against you gain advantage until the start of your next turn.   Offensive Dedication. You gain a +2 to hit with all melee weapons, but your Armor Class is reduced by 1.   Unset Evasion. You gain a +3 bonus to Dexterity Saving Throws, but a -1 penalty to all other saves.  

Swift Guidance

By 5th level, you've began to learn to apply your smarts to instruct others. Whenever an intelligent humanoid who can hear and understand you attempts an ability check which you're proficient in, you may expend a Consistency Die to grant them a bonus on the check. The bonus equals the number rolled on the die.  

Saving Advised Proficiency

By 7th level, you've learned to more easily avoid a certain peril. You gain proficiency either either Strength, Intelligence, or Charisma saving throws.   In addition, members of your party who are forced to make a save you are proficient in while in your immediate vicinity can use your bonus for the save rather than their own.
subclass options:

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