Base Class: Fighter
Study has always been the name of the game for you. Anything that you could get your hands on, you read almost compulsively to finish—and then read it again, and again. And while it may have seemed that your scholastic disposition would have landed you into a prestigious arcane society or being wholly intoxicated with the Weave, your interests were never so focused or one-dimensional. You held interest in everything. You took to martial studies, arcane, artifice, anatomical, mathematical; your brain was a playground instead of a palace, where you delighted in learning things many would have thought you'd never put to use.
You'd show them, however...
When you decided to uncover secrets left forgotten by history and the sifting sands of time, they mocked you as a bookworm who would get themselves killed. Yet, it was that same diligent nature that has kept you alive all this time, and successful at what you do. You became a Relic Hunter; one part archaeologist, one part mage, one part artificer, and with all-rounded martial prowess to deal with the traps and ordeals dungeon delving may throw your way. Relic Hunters are staunch inquisitives who risk life and limb to go where others would not, hunting down mysteries of the past—and the treasures that may bring, whether for glory, money, status, or simply just to say they did. They do so with a set of devices, the Weaverunner and Fantastic Gloves, which allow them fully somatic access to spellcasting and other various gadgets and gimmicks to avoid pitfalls and best the denizens of deep dank dungeons.
Spellcasting
You can cast spells.
Spellcasting: The Weaverunner
3rd-level Relic Hunter feature
You have studied magic extensively in ruins enough to have learned how to build a device that allows you to tap into the Weave without years of schooling or tutelage. Your device, The Weaverunner, is a small fist-sized device that most keep on their belt or tucked somewhere easily accessible. With a whip of its rotary dial, Relic Hunters memorize specific combinations to enact their spells through their Fantastic Gloves that function as your spellcasting focus. Your spells do not require material or verbal components. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list. Add Fantastic Gloves and Weaverunner to your inventory.
Spellcasting Ability
Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Fantastic Gloves
3rd-level Relic Hunter feature
You design a pair of gloves (or another suitable article of clothing, if your DM approves) through arcane artifice to assist you in your exploits. Secondarily to assisting in your spellcasting, they come with a secondary feature. Choose one of the following:
Light Researcher's Mitts
These gloves allow for more extensive study, enabling the wearer to trace over written text with their fingertips and immediately translate or understand as though under the effect of the Comprehend Languages spell. Additionally, you may cast Identify, and Detect Magic at will without expending a spell slot.
Magnetic Relay Gauntlets
While wearing these gloves, you can use a bonus action to activate them. When activated, you can enact a 20 foot cone of strong magnetic forces to draw metallic items of your choosing toward you. If an item is held by a creature, the creature must succeed a Strength saving throw or lose the item. If the item can be held by you, it is immediately equipped if you have a free hand to hold it, or otherwise dropped at your feet. If it is worn by a creature, the creature is pulled 10 feet toward you upon a failed save. If the item is one size larger than you, a structure, or you wish to do so on a creature's successful save, you can allow yourself to be pulled 10 feet toward the item.
Manhandler's Bracers
These gloves are equipped with a small buckler shield located on one of the forearms. While wearing these gloves, you receive a +1 AC and you can choose to use a bonus action to shove a creature. Can be worn with a shield.
Quick Grappling Gloves
While wearing these gloves, you receive advantage on Athletics checks to grapple an opponent or escape the restrained condition
Returner's Gloves
While wearing these gloves, when a ranged weapon attack hits you, you can use your reaction to reduce the damage by 1d10 + your Dexterity modifier, provided that you have a free hand. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in that hand. You can immediately make a ranged attack with a range of 20/60 at a target of your choosing as part of that reaction.
Swift Handling Grips
While wearing these gloves, you receive advantage on Sleight of Hand checks, your climbing speed equals your movement speed, and you can use your bonus action to take the [Tooltip Not Found] action.
Uncannily Adroit
3rd-level Relic Hunter feature
Your fanaticism for studying the secrets of bygone eras has left you remarkably keen attention to even the smallest details. They teased you for being a bookworm, always reading every dusty old tome, tutorial pamphlet, or instruction manual you could get your hands on. However, it's finally paid off in the form of tangible prowess. Due to having book-smart know-how on a wide variety of subjects, you can deploy them readily and freely as though having spent years gaining experience in a particular field. You have applied your studies of combat manuals, outdoor survival self-study, and raw intuition to make the very most out of any predicament you may find yourself in. You know how to use everyday items and ancient relics alike to your full advantage as well as near eidetic recall of studied topics in a pinch:
- When you attack with a melee or ranged weapon, you gain a bonus to the weapon damage roll equal to the Relic Hunter's Intelligence modifier (minimum of +1).
- As a bonus action, you can call upon your extensive knowledge base. Choose one skill, for the next 2 hours or until you use this ability again, you have proficiency in the chosen skill. If you already have proficiency in the skill, you gain expertise. You can use this ability a number of times equal to your proficiency modifier and regain all expended uses when you finish a long rest.
- You gain proficiency with Intelligence Saving throws, Firearms and Tinker's Tools.
Madcap Modification
7th-level Relic Hunter feature
You have been studying artifacts and ancient relics your entire life and it has all led up to the moment where you find yourself keen enough to tinker with things others might not. Before or immediately after a long rest, you may choose to take up to 2 hours to apply one of the following modifications (all of these options require working explicitly with your DM):
- Snub Mod: You have learned precisely where to break an item down and permanently shorten it without entirely losing its power or momentum, but making it far more portable and wieldy in a pinch. You ignore the heavy and two-handed properties of weapons and firearms and treat them as one-handed weapons with the light property. If over 5 feet, the effective range of weapons modified this way is halved.
- Tweak Mod: You can permanently grant one magic weapon elemental damage or change one magic weapon's elemental damage type into a different type. Choose between: Acid Damage, Cold Damage, Fire Damage, Force Damage, Lightning Damage, Necrotic Damage, Poison Damage, Psychic Damage, Radiant Damage, or Thunder Damage.
- Swap Mod: You have become quite knowledgeable in what enchantments do, and why. Once per long rest, you can permanently channel one magic weapon's enchantments into another magic weapon of a different type—such as placing a longsword's enchantment on a longbow. This effectively destroys the original weapon, however.
Manual Master I
7th-level Relic Hunter feature
Your insatiable thirst for understanding complex theorems and algorithms have evolved beyond simply learning alchemical, technological, or arcane artifice manuals. You have become the manual itself, having invested time in committing your studying to memory. Conversely, you now save remarkable time in doing what others spend ages to do:
- Using the required tools, It takes you half (rounded down) of the required time to craft a magic item or inscribe a spell scroll.
- You gain one extra attunement slot.
Unwavering Fortune
10th-level Relic Hunter feature
Your days spent in and out of dungeons have left you immaculately aware of the dangers one may face. Due to this, clever preparation and a spot of unnatural good luck seem to follow you wherever you go. You gain the Dungeon Delver and Lucky feats.
Improved Fantastic Gloves
15th-level Relic Hunter feature
You take it upon yourself to take your Fantastic Gloves a step further, adding a secondary function.
Manual Master II
18th-level Relic Hunter feature
Your mastery improves. You now save even more time in doing what others spend ages to do:
- Using the required tools, It takes you one-fourth (rounded down) the required time to craft a magic item or inscribe a spell scroll.
- You gain one extra attunement slot
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