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Steward

Class

Some savants see themselves as guides, mentors, or helpers, using their knowledge to help their allies and generally eschewing a direct role in any physical altercation. It often falls to them to repair the wounds of battle – physical, mental, and spiritual – and they may find themselves repairing dented armor, coordinating watches, or preparing equipment for the day’s adventures.

Stewards serve as physicians, military officers, constables of the law, academic faculty, and all manner of other roles throughout society.


1st LevelBonus Proficiencies

When you choose this archetype at 1st level, you gain proficiency with Culture, one language, and with either light armor or one of the following skills: Animal Handling, Insight, Medicine, Perception, Survival.


1st LevelWord of Advice

At 1st level, when you prepare an aegis trick, you can instead communicate the idea to an ally that can understand you within 10 feet. Until the end of your next turn, that ally can use that trick as if they had prepared it. The trick still uses your trick DC.

If either of you use the trick, it expends it for both of you. If the ally doesn’t use the trick before the end of your next turn, it remains available for you until you use it.

At 6th level, the range of this ability increases to 30 feet.


2nd LevelBolster Ally

At 2nd level, you can use your reaction to let an ally re-roll a failed saving throw or ability check. Once you use this feature, you must complete a short rest before you can use it again.


2nd LevelSteward’s Care

Also at 2nd level, you can optimize your group’s resources to aid in resting. Whenever you take a short rest, you and any allied creatures regain additional hit points equal to your proficiency bonus + your Wisdom bonus.

Additionally, you can choose one creature resting with you and give it extra care, perhaps involving emotional counsel, massage, or herbal medicine. That creature can remove a level of strife.


6th Level

Expert Help

At 6th level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you, if the target can understand you.


11th LevelThe Best of Your Abilities

At 11th level, with a mix of planning and motivation you can help someone maximize their efforts at one type of task. Spend an action and choose a creature within 30 feet that can understand you, and choose one ability score. For the next hour, that creature gains the benefits of enhance ability for the chosen ability score. This is not a magical effect, and you do not need to concentrate to maintain it.

Once you use this feature, you must finish a short or long rest before you can use it again.


14th Level

I Will Please

At 14th level, you can spend an action and use a mix of soothing remedies and confident bedside manner to help an ally overcome some ailment. This can make the creature suffer no effects from one disease for a day, or can let it ignore one of the following conditions: blinded , deafened , paralyzed , or poisoned .

If you use this technique too often, you lose the necessary confidence for the placebo to work. Once you use this feature, you must complete a short or long rest before you can use it again.


17th LevelThis Is No Place to Die

At 17th level, your presence is enough to help allies cling to life a little longer, confident that you have a plan to save them. If one of your allies that you’re aware died in the past round, you can use your action to entreat them to hold on. If you do, they briefly return to life at 0 hit points, are stable, and for the next minute cannot be required to make death saving throws from taking damage. If they remain at 0 hit points at the end of one minute, they actually die.

At the Narrator’s discretion, some actions can kill a helpless creature despite this ability, such as decapitation or falling in lava.

Once you use this feature, you must finish a short or long rest before you can use it again.