
An archaeologist learns about the long-lost and fallen cultures of the past by studying their remains — their bones, their ruins, their surviving masterworks, and their tombs. Those who practice archaeology travel to the far corners of the world to root through crumbled cities and lost dungeons, digging in search of artefacts that might tell the stories of monarchs and high priests, wars and cataclysms.
- Skill Proficiencies: Your desire to study ruins has lead you to hone your mind and body alike to traverse the depths and comprehend the treasures you discover. Gain proficiency in 2 skills of your choice from Acrobatics, Arcana, Athletics, History, Investigation, Perception, Religion, Stealth, and Survival.
- Tool Proficiencies: The time you've spent studying artefacts has lead you to desire to study ruins and travel the world. Gain proficiency in 1 tool of your choice from Cartographer's Tools, Jeweler's Tools, Navigator's Tools, Thieve's Tools, or Tinker's Tools.
- Languages: In your attempts to study ancient ruins, you have come across many languages etched in the architecture that you don't understand. You chose to study these languages to better understand the nature of the civilizations you uncover. Choose one additional language, which you can speak, read, and write.
- Equipment: A wooden case containing a map to a ruin or dungeon, a bullseye lantern, a miner's pick, a set of traveller's clothes, a shovel, a two-person tent, a trinket recovered from a dig site, a pouch containing 25 gp, and a signature item
Prior to becoming an adventurer, you spent most of your young life crawling around in the dust, pilfering relics of questionable value from crypts and ruins. Though you managed to sell a few of your discoveries and earn enough coin to buy proper adventuring gear, you have held onto an item that has great emotional value to you. Roll on the Signature Item table to see what you have, or choose an item from the table.
d8 | Signature Item |
---|---|
1 | 10-foot pole |
2 | Battered protective helmet or hat |
3 | Crowbar |
4 | Grappling hook and 50 feet of rope |
5 | Magnifying glass |
6 | Monogrammed stationary kit containing a book, ink pen, and ink pot |
7 | Sledgehammer |
8 | Whip (you become proficient with Whips if you are not already proficient) |
When you enter a ruin or dungeon, you can correctly ascertain its original purpose and determine its builders, whether those were dwarves, elves, humans, yuan-ti, or some other known race. In addition, you can determine the monetary value of art objects more than a century old. Also, your scholarly knowledge allows you to attempt on-the-fly translation of ancient texts. When you encounter a language written on a surface within a dungeon or similar environment that you are unfamiliar with, you can roll a d20. On a 1-5 you are convinced of the wrong translation. On a 6-10, you have no idea of the translation. On an 11-16, you get the gist of the translation. Finally, on a 16-20, you know the exact translation of the text. Your DM may decide if this applies for an entire room or area of a dungeon or if it only is applied for a single reading.
Spell List
Time spent with fellow treasure seekers has led you to learn some tricks. If you are a spellcaster, the following spells become a part of your spell list.
Spell Level | Spells |
---|---|
1st | distort value, identify |
2nd | knock, locate object |
3rd | speak with dead, water breathing |
4th | arcane eye, stone shape |
5th | legend lore, telekinesis |
Suggested Characteristics
Few archaeologists can resist the lure of an unexplored ruin or dungeon, particularly if such a site is the source of legends or is rumoured to contain the treasures and relics of wizards, warlords, or royalty. Some archaeologists plunder for wealth, fame or political power, while others consider it their calling to illuminate the past or keep the world's greatest treasures from falling into the wrong hands. Whatever their motivations, archaeologists combine the qualities of a scrappy historian with the self-made heroism of a treasure-hunting scoundrel.
d8 | Personality Trait |
---|---|
1 | I love a good puzzle or mystery |
2 | I'm a pack rat who never throws anything away. |
3 | Fame is more important to me than money. |
4 | I have no qualms about stealing from the dead. |
5 | I'm happier in a dusty old tomb than I am in the centers of civilization. |
6 | Traps don't make me nervous. Idiots who trigger traps make me nervous. |
7 | I might fail, but I will never give up. |
8 | You might think I'm a scholar, but I love a good brawl. These fists were made for punching. |
d8 | Ideal |
---|---|
1 | Preservation. That artefact belongs in a museum. (Good) |
2 | Greed. I won't risk my life for nothing. I expect some kind of payment. (Any) |
3 | Daredevil. Nothing is more exhilarating than a narrow escape from the jaws of death. (Chaotic) |
4 | Dignity. The dead and their belongings deserve to be treated with respect. (Lawful) |
5 | Immortality. All my exploring is part of a plan to find the secret of everlasting life. (Any) |
6 | Danger. With every great discovery comes grave danger. The two walk hand in hand. (Any) |
7 | Glory. All I do, I do in pursuit of great social and professional recognition. (Any) |
8 | Conquest. I chase ancient knowledge in order to secure my position as superior to all others. (Evil) |
d6 | Bond |
---|---|
1 | Ever since I was a child, I've heard stories about a lost city. I aim to find it, learn its secrets, and earn my place in the history books. |
2 | I want to find my mentor, who disappeared on an expedition some time ago. |
3 | I have a friendly rival. Only one of us can be the best, and I aim to prove it's me. |
4 | I won't sell an art object or other treasure that has historical significance or is one of a kind. |
5 | I'm secretly in love with the wealthy patron who sponsors my archaeological exploits. |
6 | I hope to bring prestige to a library, a museum, a university, or a society. |
d6 | Flaw |
---|---|
1 | I have a secret fear of some common wild animal – and in my work, I see them everywhere. |
2 | I can't leave a room without searching it for secret doors. |
3 | When I'm not exploring dungeons or ruins, I get jittery and impatient. |
4 | I have no time for friends or family. I spend every waking moment thinking about and preparing for my next expedition. |
5 | When given the choice of going left or right, I always go left. |
6 | I can't sleep except in total darkness. |
The nature of an archaeologist as a bookish scholar travelling far from home makes the perfect cover for a spy wishing to study enemy lands closely. You are able to act as a scholar or researcher and no one will pay you any mind, and you will have access to many places off limits to common folk, such as university libraries or the backrooms of archives where you can gather information most people could not. When disguised as a researcher you can observe odd things that would be suspicious for most people to observe, like the keyhole of a locked door to find out how to pick it while pretending to study its craftsmanship.
Previous Versions
Name | Date Modified | Views | Adds | Version | Actions |
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1/20/2023 11:57:08 AM
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39
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30
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Coming Soon
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