# Naturalist
*[savant](savant.md): Academic Disciplines*
*Source: Savant*
> [!tldr] Class and Feature Progression
>
> <table class="class-progression">
> <thead>
> <tr><th colspan='3'></th></tr>
> <tr class="class-progression"><th class"level">Level</th><th class"pb">PB</th><th class"feature">Features</th></tr>
> </thead><tbody>
> <tr class="class-progression"><td class"level">1st</td><td class"pb">+2</td><td class"feature"></td></tr>
> <tr class="class-progression"><td class"level">2nd</td><td class"pb">+2</td><td class"feature"></td></tr>
> <tr class="class-progression"><td class"level">3rd</td><td class"pb">+2</td><td class"feature"><a href='#Naturalist (Level 3)' class='internal-link'>Naturalist</a></td></tr>
> <tr class="class-progression"><td class"level">4th</td><td class"pb">+2</td><td class"feature"></td></tr>
> <tr class="class-progression"><td class"level">5th</td><td class"pb">+3</td><td class"feature"></td></tr>
> <tr class="class-progression"><td class"level">6th</td><td class"pb">+3</td><td class"feature"><a href='#Survivalist (Level 6)' class='internal-link'>Survivalist</a>, <a href='#Wilderness Guide (Level 6)' class='internal-link'>Wilderness Guide</a></td></tr>
> <tr class="class-progression"><td class"level">7th</td><td class"pb">+3</td><td class"feature"></td></tr>
> <tr class="class-progression"><td class"level">8th</td><td class"pb">+3</td><td class"feature"></td></tr>
> <tr class="class-progression"><td class"level">9th</td><td class"pb">+4</td><td class"feature"></td></tr>
> <tr class="class-progression"><td class"level">10th</td><td class"pb">+4</td><td class"feature"><a href='#Advanced Studies (Level 10)' class='internal-link'>Advanced Studies</a>, <a href='#Call of the Wild (Level 10)' class='internal-link'>Call of the Wild</a></td></tr>
> <tr class="class-progression"><td class"level">11th</td><td class"pb">+4</td><td class"feature"></td></tr>
> <tr class="class-progression"><td class"level">12th</td><td class"pb">+4</td><td class"feature"></td></tr>
> <tr class="class-progression"><td class"level">13th</td><td class"pb">+5</td><td class"feature"></td></tr>
> <tr class="class-progression"><td class"level">14th</td><td class"pb">+5</td><td class"feature"></td></tr>
> <tr class="class-progression"><td class"level">15th</td><td class"pb">+5</td><td class"feature"><a href='#Master Naturalist (Level 15)' class='internal-link'>Master Naturalist</a></td></tr>
> <tr class="class-progression"><td class"level">16th</td><td class"pb">+5</td><td class"feature"></td></tr>
> <tr class="class-progression"><td class"level">17th</td><td class"pb">+6</td><td class"feature"></td></tr>
> <tr class="class-progression"><td class"level">18th</td><td class"pb">+6</td><td class"feature"></td></tr>
> <tr class="class-progression"><td class"level">19th</td><td class"pb">+6</td><td class"feature"></td></tr>
> <tr class="class-progression"><td class"level">20th</td><td class"pb">+6</td><td class"feature"></td></tr>
> </tbody></table>
^class-progression
## Class Features
### Naturalist (Level 3)
The Naturalist's classroom begins at the edges of civilization. They study the natural balance of ecosystems and will go to any lengths to maintain that balance. A true Naturalist is a protector of the wild and an expert at predicting the weather, identifying toxic and medicinal plants, and tracking animals.
### Student of Nature (Level 3)
You gain proficiency in both [Nature](/3-Content/Rules/skills.md#Nature) and [Survival](/3-Content/Rules/skills.md#Survival). Whenever you make a check with either of these proficiencies you gain a bonus to your roll equal to one roll of your Intellect Die. If you are already proficient in either skill you gain proficiency in another skill from the Savant skill list in its place.
Also, whenever you make an [Animal Handling](/3-Content/Rules/skills.md#Animal%20Handling) or [Survival](/3-Content/Rules/skills.md#Survival) check you can use your Intelligence in place of Wisdom.
### Naturalist's Journal (Level 3)
You compile your research on fantastical flora and fauna in a Naturalist's Journal. Over the course of 1 hour, which can be during a short or long rest, you can take notes in your Journal, detailing your current environment or a specific beast, plant, or monstrosity (such as a bear or [griffon](/3-Content/Compendiums/bestiary/monstrosity/griffon-xmm.md)) that was your [Focus](/3-Content/Compendiums/classes/savant-llsav.md#Adroit%20Analysis%20(Level%201)) within the last 24 hours. If your Journal is lost, you can spend 1 hour adding each old entry to a new Journal from memory.
You have advantage on all Intelligence checks related to all environments and creatures detailed in your Journal.
Finally, once per turn when you make an attack roll against a creature that is detailed in your Journal, you gain a bonus to your attack roll equal to one roll of your Intellect Die.
### Survivalist (Level 6)
You are a master tracker of wild creatures and any that would threaten them. You can designate a creature as the Focus of your [Adroit Analysis](/3-Content/Compendiums/classes/savant-llsav.md#Adroit%20Analysis%20(Level%201)) by analyzing signs of its passing, such as tracks or marks, even if you can't see the creature. Creatures also remain your Focus even if they become hidden from you.
You also master the [Physical Fitness](/3-Content/Compendiums/optional-features/physical-fitness-llsav.md) Scholarly Pursuit. If you have already mastered this Scholarly Pursuit, you instead master your choice of either [Falconry](/3-Content/Compendiums/optional-features/falconry-llsav.md) or [Perfect Recall](/3-Content/Compendiums/optional-features/perfect-recall-llsav.md).
### Wilderness Guide (Level 6)
Your knowledge allows you and your companions to thrive in the wild places of the world. If you are in an environment that is detailed in your Journal, you and up to ten other creatures that travel with you gain the following benefits:
- You can ignore the effects of nonmagical difficult terrain.
- You cannot become lost, except by magical means.
- You can move stealthily while traveling at a normal pace.
### Advanced Studies (Level 10)
Your knowledge of the wild does not stop with the mundane. You can add specific dragons, giants, oozes, and undead to your [Naturalist's Journal](/3-Content/Compendiums/classes/savant-naturalist-llsav.md#Naturalist's%20Journal%20(Level%203)). For example, you could add notes on a [young blue dragon](/3-Content/Compendiums/bestiary/dragon/young-blue-dragon-xmm.md), [fire giant](/3-Content/Compendiums/bestiary/giant/fire-giant-xmm.md), or [ghast](/3-Content/Compendiums/bestiary/undead/ghast-xmm.md) to your Journal.
Your cutting-edge understanding of the natural world also grants your Naturalist's Journal the following extra benefits:
#### Creatures
You treat the specific creatures in your Journal as if they were your Focus, even if they are not currently designated as the Focus of your [Adroit Analysis](/3-Content/Compendiums/classes/savant-llsav.md#Adroit%20Analysis%20(Level%201)).
#### Environments
You, and up to ten other creatures that are traveling with you can ignore the effects of magical difficult terrain and have advantage on their saving throws to resist the hostile effects of any of the environments you have detailed in your Journal.
### Call of the Wild (Level 10)
As an action on your turn, you can force one beast, plant, or monstrosity within 30 feet to make a Wisdom saving throw against your Intellect save DC, so long as it can hear you. On a failure, it is [charmed](/3-Content/Rules/conditions.md#Charmed) by you for 1 hour. Creatures that have an Intelligence score equal to half your Savant level or higher automatically succeed on this saving throw.
While a creature is charmed, it is friendly to you and your allies. As a bonus action, you can issue a verbal command to the creature, which it does its best to obey on its next turn. Once it completes your command it defends itself to the best of its ability until you command it again with a bonus action.
If the creature takes damage, it repeats its Wisdom saving throw at the beginning of its next turn, ending this charm on a success. When it does so, you can use a reaction to shout at it and subtract one roll of your Intellect Die from its roll.
Once a creature succeeds on its saving throw against this feature it is immune to it for 24 hours. You can only have one creature charmed in this way, and charming another creature ends this effect for any other charmed creatures.
Once you successfully charm a creature you must complete a short or long rest before you can use this feature again.
### Master Naturalist (Level 15)
Your knowledge of the natural world surpasses that of nearly all other scholars. You can add specific creatures of any type, except for constructs and humanoids, to your Journal. Also, the duration of [Call of the Wild](/3-Content/Compendiums/classes/savant-naturalist-llsav.md#Call%20of%20the%20Wild%20(Level%2010)) increases to 8 hours, and creatures detailed in your Journal have disadvantage on their initial save to resist Call of the Wild.
Finally, you have advantage on attack rolls against any creatures detailed in your Journal.
## Optional Features
> [!example]- Optional Features: Naturalist Scholarly Pursuits
> 
^list-optfeature-ll-sp-n