Artificer
Base Class: Artificer

Arcane Archeologists are treasure hunters, relic seekers, and anthropologists. These artificers actively seek out lost technology and magic from the ancient world or from hidden civilizations. Many learn how to incorporate these timeless secrets into their own craft. They actively press the horizons of new technology, just as much as other artificers, but they prefer to draw upon the wisdom of their ancestors as a guide and as a muse.

Bonus Proficiencies

3rd-level Arcane Archaeologist feature

Your knowledge is focused on learning the lost secrets of magic that have been hidden by time. When you adopt this specialization at 3rd level, you gain proficiency in the Arcana and Investigation skills if you don’t already have it. Your proficiency bonus is doubled for these ability checks. You also learn two tools of your choice.

Arcane Archeologist Spells

3rd-level Arcane Archaeologist feature

You always have certain spells prepared after you reach particular levels in this class, as shown in the Arcane Archeologist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Arcane Archeologist Spell Table

Artificer Level Spell

3rd

identify, shield

5th

misty step, pass without trace

9th

haste, speak with dead

13th

death ward, dimension door

17th

passwall, wall of force

 

Arcane Compendium

3rd-level Arcane Archaeologist feature

You have become adept at translating and understanding the magical lore you uncover in your travels. To aid you in this endeavor, you create a special magical storage called an Arcane Compendium. The Arcane Compendium is used to record the magic that you discover during your excavations and study of the past. The compendium functions as an arcane focus and can store your magical energy inside of it. Instead of using spell slots you now use spell points to represent the pool of magical energy. (Page 288-289 of the Dungeon Master's Guide) Due to the compendium condensing and empowering your magic, you will have spell points equal to a wizard of your artificer level, however you may still only cast up to 5th level spells.

Your Compendium can also be used to prepare and cast spells from both the wizard and artificer spell list of a level that you are able to cast. The number of spells you can prepare is doubled and any spell you cast from the compendium is treated as an artificer spell. Otherwise you prepare spells as normal.

An Arcane Compendium is very difficult to destroy, however if it is ever destroyed or lost it can be recreated at your next long rest. If your previous compendium still exists, it is destroyed. 

Compendium Tinkering

5th-level Arcane Archaeologist feature

Starting at 5th level, your Arcane Compendium can now be enhanced with infusions. Your compendium may now hold a number of infusions equal to your proficiency bonus. You also gain two additional infused items, but they both must be infused into your Compendium. You gain another one of these Compendium exclusive infused items at level 9 and one more at level 15.

Compendium Infusions

5th-level Arcane Archaeologist feature

Starting at 5th level, whenever you are able to learn a new infusion, you may instead learn one of the following infusions:

 

Arcane Silencer

Prerequisites: 14th level, A Compendium or arcane focus

When you cast a spell through this infused object, it has no verbal or somatic components. It is only discernable through magical means such as detect magic. 

Focus Splitter

Prerequisites: 5th level, A Compendium or arcane focus

This infusion allows spells that are only able to target a single creature to target an additional number of creatures equal to half your proficiency bonus. In order to do so, you must cast the spell through the infused item. You may do this a number of times equal to your Intelligence Modifier per day. 

Purifier

Prerequisites: 5th level, A Compendium or arcane focus

This infusion allows spells that are cast through it to be stripped of all impurities and cast as pure arcane magic. When you cast a spell through this infused item, you may choose to change the damage type of that spell to force damage. If a spell has more than one damage type in it, you may only change one of the damage types. 

Quick Swapper

Prerequisites: 5th level, A Compendium or arcane focus

This infusion allows you to swap one of your prepared spells for another spell on your spell list as a bonus action. You may do this a number of times per day equal to your Intelligence Modifier.

Ritual Codex

Prerequisites: 5th level, A Compendium or arcane focus

You may store any ritual spells that are of a level that you can cast from a spell list that you have access to inside this infused object. When a ritual spell is stored inside the infused object, it may be cast as a ritual but without the extra 10 minutes of casting time.

Sentient Object

Prerequisites: 9th level, A Compendium or arcane focus

Your infused item takes on the a sentient personality of your choosing. As a sentient object it gains the ability to speak telepathically and has blindsight out to a range of 30 feet. When you cast a concentration spell through the object you can have the sentience concentrate on the spell for you. When a spell is cast this way it is held for the duration as if it was concentrated on. 

 

Honed Reflexes

9th-level Archaeologist feature

Exploring historic locations can often be dangerous and fraught with traps. Starting at 9th level you have gained experience with dodging hazards and can help others do the same. You gain the following effects:

  • A bonus to initiative equal to your Intelligence Modifier.
  • Your Flash of Genius comes back on a short rest.
  • You have advantage on saving throws against spells and traps.

Heightened Magic

Your Arcane Compendium is complete. You may now prepare and cast 6th level and above spells following the rules for spell points at your level. (Page 288-289 of the Dungeon Master's Guide)