Base Class: Wizard
Overview
Archivists believe that knowledge is not merely a tool but a living inheritance. Every testimony, inscription, relic, map, specimen, and half-burned manuscript represents a fragment of the world’s memory. Where other wizards pursue power through a particular school of magic, Archivists specialize in discovering, organizing, authenticating, and preserving information regardless of its source.
An Archivist may appear to be a quiet librarian, meticulous investigator, wandering antiquarian, forensic arcanist, or obsessive collector. In practice, they are among the most versatile scholarly operatives in Aetheris. They can examine a crime scene, reconstruct a damaged document, identify inconsistencies in an account, secure dangerous evidence, and produce a relevant piece of lore precisely when it is needed.
Their magic expresses itself through catalogues, spectral annotations, mnemonic sigils, preserved impressions, and extradimensional archives. An Archivist’s spellbook is often accompanied by indexes, cross-referenced journals, coded ledgers, sample cases, rubbing sheets, sketches, and enchanted labels. Some maintain a single monumental volume, while others carry dozens of narrow folios linked through arcane notation.
In an adventuring company, the Archivist is the person who remembers the forgotten name, notices the falsified seal, preserves the crumbling map, and identifies the one overlooked detail that changes the entire investigation. They are rarely the loudest member of a party, but their discoveries frequently determine where the party goes, whom it trusts, and what it must do next.
Origins in Aetheris
The Archivist tradition has no single place of origin. It arose independently wherever magical scholars confronted the destruction, manipulation, or deliberate suppression of knowledge.
Some of the earliest Archivists were record-keepers who attempted to preserve accounts of planar incursions, divine interventions, and magical catastrophes. Their methods became increasingly sophisticated as conventional libraries proved vulnerable to fire, conquest, censorship, and supernatural corruption. These scholars developed mnemonic wards, extradimensional storage techniques, and magical systems for verifying the authenticity of written and spoken testimony.
Archivists are especially common in:
- The great academies and administrative archives of the Concord of Veltrion.
- The canton libraries and civic repositories of the Volarion Republic.
- The hidden record vaults of the Evershade Sovereignty.
- The legal and mercantile archives of the Republic of Aurimundus.
- The disciplined scholastic houses of the Helbrann League.
- The immense aerial libraries and arcane catalogues of the Skyborne Dominion.
- Independent expeditions studying the ruins of Sahariad, Drakthar, and the Lowerdark.
Archivists may belong to universities, temples, courts, intelligence services, antiquarian guilds, archaeological societies, or private collections. Others become wandering preservers who travel ahead of war, disaster, or tyranny to rescue whatever knowledge they can.
Philosophy and Doctrine
Archivists commonly uphold four principles.
Knowledge Must Be Preserved
A truth that exists only in one fragile book, one aging witness, or one unprotected ruin is already in danger of being lost.
Evidence Must Be Examined
Claims, traditions, and official accounts must be compared against material evidence. Even a sincere witness may be mistaken, and even a flawless document may be a forgery.
Context Gives Knowledge Meaning
A fact removed from its cultural, historical, or moral context can become misleading. Archivists therefore preserve annotations, provenance, testimony, and conflicting interpretations alongside the information itself.
Access Carries Responsibility
Not all knowledge should be distributed without restraint. The location of a divine prison, the ritual for summoning an Old One, or the true name of a bound archfiend may need to be preserved without being made freely available.
This final principle creates the greatest tension within the tradition. Some Archivists believe knowledge must ultimately be accessible to all. Others maintain sealed collections governed by strict ethical codes. A few become authoritarian custodians who decide that only they are qualified to determine which truths the world may know.
Visual Identity
Archivists favor clothing designed for travel, examination, and careful storage. Reinforced coats contain narrow pockets for lenses, measuring tools, chalk, specimen vials, parchment, sealing wax, and folded document cases. Their belts and satchels are often marked with tiny cataloguing runes.
An Archivist’s spellbook may resemble:
- A thick, indexed codex with metal-edged pages.
- A set of linked field journals.
- A rotating brass folio containing removable plates.
- A collection of crystal memory tablets.
- A roll of magically preserved vellum stored in a cylindrical case.
- A hovering constellation of inscribed cards.
When casting spells, Archivists frequently produce spectral script, luminous diagrams, numbered sigils, or translucent pages that turn themselves in the air. Their divinations may appear as annotations surrounding a person or object, while defensive magic resembles interlocking shelves, sealing clasps, or protective sheets of force.
They carry themselves with observant restraint. Even during combat, an Archivist may pause to record the shape of an enemy’s sigil, the cadence of a spell, or the effect of an unfamiliar weapon.
Role in Aetheris
Archivists serve as researchers, forensic specialists, relic curators, magical conservators, intelligence analysts, historians, translators, and investigators.
On the battlefield, they are primarily support-oriented Wizards who identify vulnerabilities, recall useful information, and protect allies from deceptive or knowledge-altering effects. Their powers do not replace investigation with automatic answers; instead, they make the Archivist unusually reliable at gathering, retaining, and applying evidence.
Within society, Archivists may:
- Authenticate treaties, wills, genealogies, and magical contracts.
- Investigate crimes involving forged records or altered memories.
- Preserve testimony after wars or magical disasters.
- Catalogue dangerous relics.
- Recover records from abandoned cities.
- Maintain sealed repositories for forbidden knowledge.
- Advise rulers, courts, military officers, and guild councils.
- Expose propaganda, historical revisionism, and institutional corruption.
Adventuring Archivists usually leave established repositories because information cannot always be preserved from behind a desk. Ruins must be entered, witnesses must be found, artifacts must be recovered, and conspiracies must be confronted before their evidence disappears.
Subclass Integration
Major Polities
Concord of Veltrion
Archivists are respected as neutral scholars, court investigators, and custodians of historical records. Some maintain protected testimony concerning conflicts with the Shadowmarch Alliance and other hostile powers.
Helbrann League
Helbranni Archivists favor disciplined cataloguing systems, technical documentation, and heavily warded mountain repositories. They often work alongside artificers, firearm guilds, and military engineers.
Volarion Republic
Archivists support civic transparency and preserve the records of individual cantons. Their testimony can carry significant weight in legal and administrative disputes.
Evershade Sovereignty
Archivists operate cautiously within hidden libraries and sealed forest sanctums. Many specialize in distinguishing authentic memories from glamours, dreams, and Feywild distortions.
Republic of Aurimundus
Archivists are frequently employed as legal scholars, provenance experts, investigators, and curators of private collections. Competition between rival antiquarian houses can become intense.
Skyborne Dominion
The Dominion maintains some of the largest arcane repositories in Aetheris. Its Archivists enjoy extraordinary resources, but many are expected to support the Dominion’s claims of intellectual and magical superiority.
Dominion of Xathrin
Independent Archivists are treated with suspicion or outright hostility. Xathrini authorities carefully control historical records, contracts, and knowledge concerning enslaved souls. Archivists who expose these practices are hunted relentlessly.
Obsidian Hegemony
The Hegemony destroys, alters, or weaponizes records as a matter of policy. Archivists operating within its territory often function as covert rescuers of names, testimony, and cultural memory.
Organizations, Guilds, and Orders
Archivists frequently work with universities, archaeological societies, legal colleges, temples, explorers’ guilds, and intelligence networks. Their ability to verify and preserve records also makes them valuable to armories, artificer guilds, and magical item conservatories.
Religious and Philosophical Movements
Temples devoted to deities of knowledge, memory, law, civilization, or the moon often support Archivists. Clerics of Lunara sometimes collaborate with them when preserving nocturnal visions, divine revelations, or records threatened by censorship.
Rival Factions and Enemies
Archivists oppose book-burners, memory thieves, falsifiers, relic smugglers, historical revisionists, corrupt collectors, and entities that consume identity or knowledge.
Particularly dangerous enemies include:
- The Dominion of Xathrin.
- The Obsidian Hegemony.
- The Eightfold Ledger.
- The Veiled Court.
- Servants of the Old Ones.
- Cults that erase witnesses or rewrite communal memory.
- Collectors who conceal dangerous artifacts for personal gain.
Archivist Features
|
Wizard Level |
Feature |
|
3rd |
Archivist’s Training, Living Catalogue, Keeper’s Repository |
|
6th |
Applied Research |
|
10th |
Perfect Preservation |
|
14th |
Grand Archive |
Optional Subclass Techniques
These techniques may be granted as rewards, taught by specialized institutions, or used as optional additions at the Dungeon Master’s discretion.
Field Annotation
When you cast a Divination spell as a Ritual, its Ritual casting time increases by only 5 minutes rather than 10 minutes.
In addition, you can write, sketch, or catalogue information while performing the ritual without interrupting it.
Evidentiary Seal
As a Magic action, you touch one unattended object and mark it with an invisible arcane seal that lasts for 7 days.
You know whether the object is moved, opened, damaged, or magically altered while the seal persists. You do not learn who caused the change or where the object was taken.
You can maintain a number of seals equal to your Proficiency Bonus.
Cross-Referenced Formulae
Choose two Ritual spells from any class’s spell list. Each spell must be of a level you can prepare as a Wizard and have the Ritual tag.
You add the chosen spells to your spellbook. They count as Wizard spells for you, but you can cast them only as Rituals unless they otherwise appear on the Wizard spell list.
Curator’s Warning
When a creature you can see within 30 feet interacts with a trap, cursed object, unstable relic, or magical hazard you have examined with Investigative Focus, you can use your Reaction to grant that creature Advantage on one saving throw or impose Disadvantage on one attack roll made by the hazard.
You can use this technique a number of times equal to your Proficiency Bonus per Long Rest.
Index of Weaknesses
When you activate Behavioral Analysis against a creature, choose one damage type that you have personally observed damaging that creature or a creature of the same kind.
The first creature other than you to deal that damage type to the subject during each round gains a bonus to one damage roll equal to your Proficiency Bonus.
This benefit ends when your Investigative Focus ends.
Playing This Subclass
The Archivist is a utility-focused Wizard who excels when the party has time to observe, investigate, and prepare. Its abilities improve Intelligence checks without making them automatically successful and reward players who record clues, compare sources, and pursue contextual information.
In combat, the Archivist usually remains a conventional Wizard but supplements spellcasting with Behavioral Analysis and Prepared Conclusion. Rather than producing large amounts of direct damage, the subclass increases group accuracy, movement, resilience, and situational understanding.
The Keeper’s Repository gives the Archivist unusual logistical capability. It can safely transport evidence, books, samples, fragile relics, and specialized equipment. Its size is intentionally limited so that it remains an archive rather than an unrestricted warehouse.
The subclass is strongest in campaigns involving:
- Mysteries.
- Ruins and archaeological exploration.
- Political intrigue.
- Magical conspiracies.
- Court proceedings.
- Relic recovery.
- Lost civilizations.
- Planar anomalies.
- Historical secrets.
Its weaknesses include limited direct offense, dependence on Intelligence-based skills, and features whose effectiveness can vary with the amount of investigation present in a campaign.
Roleplaying This Subclass
Archivists tend to observe before acting. Many habitually date their notes, label unfamiliar objects, record exact phrasing, and ask witnesses to distinguish what they saw from what they assumed.
Common Archivist personalities include:
- The compassionate preserver who records the names of those history would otherwise forget.
- The meticulous investigator who distrusts conclusions unsupported by evidence.
- The adventurous antiquarian who becomes visibly excited by ruins and lost scripts.
- The severe custodian who believes dangerous knowledge must remain sealed.
- The reformer who exposes official lies and censored histories.
- The obsessive collector who struggles to distinguish preservation from possession.
An Archivist may face difficult questions:
- Should dangerous knowledge be destroyed or preserved?
- Who deserves access to sealed information?
- Can testimony remain meaningful if memories can be magically altered?
- Is an uncomfortable truth always better than a comforting falsehood?
- Does preserving a culture’s relics justify removing them from their homeland?
- When does a private collection become theft?
Faction and Organization Connections
Archivists are natural allies of:
- Universities and arcane colleges.
- Libraries and monastic scriptoria.
- Archaeological and antiquarian societies.
- Courts, magistrates, and investigative offices.
- Temples concerned with truth, memory, law, or history.
- Explorer guilds.
- Magical item conservators.
- Intelligence organizations requiring careful analysis.
- Communities attempting to recover histories lost through conquest.
They frequently oppose:
- The Eightfold Ledger and its secretive records.
- Relic traffickers and black-market collectors.
- Mind-altering cults.
- Tyrants who erase historical evidence.
- False historians funded by political factions.
- Old One cultists who preserve knowledge in corrupt or sanity-destroying forms.
- Institutions that classify entire peoples’ histories as forbidden.
Possible Archivist organizations include:
The Lantern Index
A decentralized fellowship that copies endangered records and distributes them among hidden repositories.
The Collegium of Last Witnesses
An order dedicated to preserving testimony from wars, planar disasters, and destroyed settlements.
The Sealed Catalogue
A controversial institution that confines magical knowledge deemed too dangerous for public access.
The Cartographers of the Vanished Age
Field Archivists who map ruins, lost roads, dead cities, and places erased from official records.
The Conservatory of Unbroken Names
An organization devoted to recovering the names and identities of enslaved souls, erased bloodlines, and forgotten victims.
Adventure Hooks
The Empty Century
Every record of a hundred-year period has vanished from a city’s archives. The blank spaces contain no signs of damage, and the oldest citizens become terrified when asked what occurred.
The Witness Who Died Twice
A preserved testimony depicts a witness describing their own murder three days before it happened. The testimony is authentic, but the speaker insists they never recorded it.
The Burning Catalogue
An Archivist repository is being destroyed one entry at a time by a force capable of reaching into extradimensional spaces. Each erased entry causes related memories to disappear from the world.
The Stolen Provenance
A legendary relic has been sold to three different nations, each possessing apparently flawless records proving ownership. The party must determine which histories are fabricated before the dispute becomes a war.
The Last Library of Drakthar
An ancient archive beneath the Obsidian Hegemony is scheduled for destruction. It contains the final surviving records of several conquered peoples.
The Unreadable Warning
A recovered stone tablet cannot be translated by magic. Every scholar who studies it independently produces a different but equally convincing interpretation.
Notable NPCs
Magister Elian Voss
A meticulous Helbranni Archivist who maintains technical records for several mountain armories. Voss has discovered that minor discrepancies in production ledgers conceal the construction of an illegal arcane weapon.
Saelith of the Unburned Page
A Cae’lindras Archivist who wanders war-torn regions preserving songs, family histories, and personal testimony. She refuses to surrender her records to any government, believing that institutions inevitably reshape memory to serve power.
Curator Jorren Vale
The stern master of a sealed Aurimundian repository containing cursed books and dangerous relics. Vale is respected for his discipline but has begun concealing harmless knowledge alongside dangerous secrets, claiming that the public cannot be trusted with either.
Balance Notes
Intended Role
Primary: Support and Utility
Secondary: Controller and Investigator
The Archivist improves group problem-solving, situational awareness, and preparedness. Its combat contributions are meaningful but generally require allies to capitalize on them.
Damage Profile
The subclass provides only limited additional damage through Behavioral Analysis. The bonus is comparable to modest support features and applies only once per turn, preventing excessive scaling with multiple attacks.
The Archivist remains dependent on Wizard spells for significant damage.
Survivability
The subclass gains no permanent Armor Class increase, additional Hit Points, or broad damage resistance. Its defensive benefits are primarily situational:
- Temporary Hit Points through Prepared Conclusion.
- Improved saving throws against analyzed hazards.
- Protection from memory-altering effects.
- Occasional repositioning without Opportunity Attacks.
Its survivability remains similar to that of most Wizards.
Utility
Utility is the subclass’s strongest area. It provides:
- Expertise in scholarly or investigative skills.
- More reliable Intelligence checks.
- Improved application of the Study action.
- Secure extradimensional storage.
- Preservation of objects and testimony.
- Assistance on Intelligence checks.
- Strong resistance to altered memory and falsified records.
- A high-level mobile research facility.
These features are powerful in exploration and intrigue but rarely bypass a complete investigation on their own.
Resource Economy
The Archivist uses several different resource structures:
- Living Catalogue assistance uses the Intelligence modifier per Long Rest.
- Investigative Focus uses the Proficiency Bonus per Long Rest.
- Authoritative Citation recharges on a Short or Long Rest.
- Hall of Records uses a Long Rest recharge or spell slots.
- Storage and recording features use capacity limits rather than expendable charges.
This distribution prevents the subclass from relying on a single resource pool while ensuring that its strongest immediate interventions remain limited.
Comparison to Similar Subclasses
Compared to Diviners, Archivists exert less control over raw d20 outcomes but provide broader investigative and logistical support.
Compared to Scribes, Archivists focus less on altering spell damage or manifesting a spellbook and more on gathering, authenticating, and preserving information.
Compared to Knowledge-focused Clerics or investigative Rogues, Archivists have fewer broad skill proficiencies but possess stronger magical archiving, research support, and extradimensional preservation.
The subclass does not receive an expanded spell list because Wizards already possess broad spell access. Its power budget is instead concentrated in skill reliability, investigation, preservation, and support.
Summary
The Archivist is a Wizard who treats knowledge as both a weapon and a responsibility. Through the Living Catalogue, the Archivist recalls and applies crucial information. Through the Keeper’s Repository, they protect documents, evidence, relics, and specimens from loss. Their later features preserve testimony, defend memory, identify weaknesses, and create a vast extradimensional Grand Archive.
In Aetheris, Archivists are investigators, historians, curators, forensic scholars, and guardians of endangered truth. They are particularly valuable in campaigns involving lost civilizations, conspiracies, political manipulation, forbidden lore, magical crimes, and the recovery of histories that powerful factions would prefer to erase.
“Empires fall. Gods are forgotten. Even the stars may vanish. But while one true record remains, oblivion has not yet won.”
Archivist’s Training
Your study of evidence, records, languages, and historical sources grants you the following benefits.
Scholarly Discipline
Gain proficiency in of the following skills:
- Arcana
- History
- Investigation
- Nature
- Religion
Whenever you make an Intelligence ability check using a proficiency granted by this feature, you can add double your Proficiency Bonus to the roll.
If you already possess Expertise in the chosen skill from another feature, choose another eligible proficiency instead.
Comparative Analysis
When you take the Study action, you can examine an additional creature, object, location, document, or other subject that is reasonably connected to the same question.
For example, you could compare two sets of tracks, examine both a forged letter and an authentic signature, or recall information about two related magical symbols.
The Dungeon Master determines what information is available, but examining the second subject requires no additional action.
Researcher’s Memory
You always know whether information you can remember came from:
- Personal experience.
- A written or visual source.
- Another creature’s testimony.
- Magical revelation.
- An uncertain or incomplete source.
This feature does not make the information true, but it allows you to recall its origin and any obvious uncertainty associated with it.
Action Type: Passive
Uses: At-will
Duration: Permanent
Living Catalogue
You create a supernatural index of facts, observations, and cross-referenced conclusions known as your Living Catalogue.
Your Catalogue can be represented by annotations in your spellbook, a separate field journal, a collection of enchanted cards, crystalline memory plates, or another scholarly medium.
Catalogue Entries
When you finish a Long Rest, choose a number of Intelligence-based skill proficiencies you possess equal to your Intelligence modifier, with a minimum of one. These become your Catalogued Disciplines until you finish your next Long Rest.
Whenever you make an ability check using a Catalogued Discipline, you can treat a d20 roll of 7 or lower as an 8.
Consult the Catalogue
When you or a creature you can see within 30 feet makes an Intelligence ability check, you can use your Reaction to provide a relevant annotation, reference, comparison, or remembered detail.
Roll 1d6 and add the result to the ability check. You can use this Reaction after the d20 is rolled but before the result is declared a success or failure.
You can use this feature a number of times equal to your Intelligence modifier, with a minimum of once. You regain all expended uses when you finish a Long Rest.
The bonus die becomes a d8 at Wizard level 10.
Recorded Observation
When you spend at least 1 minute examining a creature, object, written work, symbol, location, or other subject, you can create a Catalogue Entry describing it.
A Catalogue Entry preserves the following information as you perceived it:
- Its visible appearance.
- Audible details you heard.
- Text or symbols you were able to read.
- Measurements you could reasonably take.
- Your own observations and conclusions.
- The time and location at which you recorded it.
The entry does not reveal information you failed to perceive, and it does not reproduce magical effects contained in the subject.
You can store a number of detailed Catalogue Entries equal to five times your Wizard level. Creating another entry beyond this limit requires you to erase or condense an existing entry.
Action Type: Reaction or Passive
Uses: Intelligence modifier per Long Rest for Consult the Catalogue
Duration: Until your next Long Rest for Catalogued Disciplines; indefinite for entries
Keeper’s Repository
You create a secure extradimensional archive linked to your spellbook or another Tiny object designated as your Repository Key.
Opening the Repository
As a Magic action while holding the Repository Key, you open a portal into the repository in an unoccupied space within 5 feet of you.
The opening is no larger than 3 feet in diameter. It remains open until the end of your next turn, until you dismiss it without using an action, or until the Repository Key leaves your possession.
You can place objects into or remove objects from the repository while the opening exists, provided those objects can fit through the opening.
Repository Capacity
The repository can hold a total volume of 25 cubic feet and a total weight of up to 250 pounds.
Its capacity increases when you reach certain Wizard levels:
|
Wizard Level |
Maximum Volume |
Maximum Weight |
|
3rd |
25 cubic feet |
250 pounds |
|
6th |
50 cubic feet |
500 pounds |
|
10th |
100 cubic feet |
1,000 pounds |
|
14th |
200 cubic feet |
2,000 pounds |
The repository cannot contain creatures. A creature placed inside is harmlessly expelled into the nearest unoccupied space.
Preserved Storage
Nonmagical objects stored in the repository do not naturally decay, corrode, rot, become wet, gather dust, or suffer damage from ordinary changes in temperature or humidity.
Time otherwise passes normally for stored objects. Magical durations continue to elapse, and unstable magical objects remain unstable.
Repository Security
Only you can open the repository through the Repository Key. Another creature can carry or steal the key but cannot open the repository.
If the key is destroyed, the repository and its contents continue to exist. You can designate your spellbook or another Tiny object as a replacement key during a Long Rest.
If you die, the repository remains sealed for 30 days. During that period, a creature holding the Repository Key can open it by succeeding on an Intelligence (Arcana) check against your Spell Save DC. After 30 days, the contents appear in the nearest unoccupied spaces around the key.
The repository cannot create more extradimensional space within itself. A Bag of Holding, Portable Hole, or similar extradimensional container placed inside is immediately expelled without triggering a planar rupture.
Action Type: Magic action
Uses: At-will
Duration: Portal remains open until the end of your next turn
Applied Research
You have learned to turn accumulated knowledge into immediate practical advantage.
Investigative Focus
As a Bonus Action, choose one creature, object, magical effect, document, structure, or location you can see within 60 feet. It becomes the subject of your Investigative Focus for 10 minutes.
When you activate this feature, choose one of the following approaches.
Behavioral Analysis
Choose a creature. You have Advantage on Wisdom (Insight) checks made against it and Intelligence checks made to recall or discover information about it.
In addition, the first time on each of your turns that you or an ally within 30 feet hits the creature with an attack roll, the attacker deals additional damage equal to your Intelligence modifier.
Structural Analysis
Choose an object, structure, trap, or magical effect. You have Advantage on ability checks made to identify, understand, disable, repair, dispel, or safely interact with it.
You also gain Advantage on saving throws against effects produced by the chosen subject.
Documentary Analysis
Choose a document, inscription, illusion, recorded image, contract, map, or other information-bearing subject. You have Advantage on checks made to translate, authenticate, interpret, detect alteration in, or uncover concealed meaning within it.
You automatically notice nonmagical alterations, erased writing, replacement pages, inconsistent inks, and similar physical irregularities that are visible under close examination.
You can use Investigative Focus a number of times equal to your Proficiency Bonus. You regain all expended uses when you finish a Long Rest.
You can have only one Investigative Focus active at a time. Using this feature again ends the previous focus.
Prepared Conclusion
When you succeed on an Intelligence ability check related to your Investigative Focus, choose yourself or one creature within 30 feet who can see or hear you. That creature gains one of the following benefits:
- It gains Temporary Hit Points equal to your Intelligence modifier plus your Wizard level.
- It can move up to half its Speed without provoking Opportunity Attacks.
- It gains Advantage on the next attack roll or saving throw it makes before the end of its next turn.
A creature can benefit from Prepared Conclusion only once per activation of your Investigative Focus.
Action Type: Bonus Action; Passive rider
Uses: Proficiency Bonus per Long Rest
Duration: 10 minutes
Perfect Preservation
Your magic can protect not only objects but also testimony, memory, and identity.
Conservator’s Touch
Over the course of 1 minute, you can touch one nonmagical object that is no larger than a 10-foot Cube and place a preservation ward upon it.
For the next 30 days, the object:
- Does not naturally decay, rot, corrode, fade, or deteriorate.
- Cannot be damaged by ordinary fire, water, humidity, insects, or mold.
- Has Resistance to all damage.
- Cannot have its writing, markings, or physical details altered by nonmagical means unless you permit it.
You can maintain a number of preserved objects equal to your Intelligence modifier, with a minimum of one. Preserving another object beyond this number ends the effect on the oldest preserved object.
An object stored in your Keeper’s Repository does not count against this limit.
Preserve Testimony
When a willing creature speaks to you for at least 1 minute, you can create a preserved testimony in your Living Catalogue.
The testimony contains the creature’s words, voice, visible mannerisms, and appearance during the recording. The record cannot be altered without leaving obvious signs of magical interference.
As a Magic action, you can cause the testimony to appear as a translucent image and audible reproduction in an unoccupied space within 10 feet of you.
A preserved testimony does not prove that the speaker was truthful. It proves only what the creature said and how the creature appeared while saying it.
You can retain a number of full testimonies equal to your Intelligence modifier. Creating another beyond this limit requires you to erase an existing testimony.
Mnemonic Safeguard
You have Advantage on saving throws against effects that would:
- Alter or erase your memories.
- Make you forget information.
- Compel you to provide false testimony.
- Prevent you from recognizing a creature, object, or location you have previously catalogued.
- Magically alter your ability to read or understand a language you know.
When you succeed on such a saving throw, you can use your Reaction to force the source of the effect, if it is a creature you can see within 60 feet, to make an Intelligence saving throw against your Spell Save DC.
On a failed save, the creature takes Psychic damage equal to 2d8 plus your Intelligence modifier and cannot benefit from being Invisible to you until the end of your next turn.
Action Type: 1 minute, Magic action, Reaction, or Passive
Uses: At-will within storage limits
Duration: 30 days for external preservation; indefinite within the Repository
Grand Archive
Your Living Catalogue and Keeper’s Repository develop into a vast arcane institution existing beyond conventional space.
Expanded Repository
Your Keeper’s Repository gains the following benefits:
- Its capacity becomes 200 cubic feet and 2,000 pounds.
- You can open its portal in an unoccupied space within 30 feet rather than within 5 feet.
- You can open or close the portal as a Bonus Action.
- You can retrieve one object weighing no more than 20 pounds as part of the same Bonus Action used to open the repository.
- You always know the general category and location of every item stored within it.
- You can designate up to five willing creatures who can open the repository while holding your Repository Key.
Hall of Records
As a Magic action, you can expend a spell slot of level 3 or higher to open a doorway to the habitable interior of your Grand Archive.
The doorway appears on a solid surface within 10 feet and remains for 1 hour. The interior is an extradimensional complex occupying a space no larger than a 60-foot Cube. You determine its general arrangement when you gain this feature and can alter that arrangement whenever you gain a Wizard level.
The archive contains shelves, worktables, illumination, writing materials, and cataloguing tools. It is clean, dry, and comfortable, but it cannot create food, water, costly material components, or valuable objects.
A number of creatures equal to twice your Intelligence modifier can enter the Grand Archive. Creatures beyond this number cannot pass through the doorway.
Objects stored through Keeper’s Repository can be accessed from within the Grand Archive, though they remain part of the repository’s weight and volume limits.
When the doorway closes, creatures remaining inside are harmlessly expelled into the nearest unoccupied spaces outside it.
Once you use Hall of Records, you cannot use it again until you finish a Long Rest unless you expend another spell slot of level 5 or higher.
Authoritative Citation
When you or a creature you can see within 60 feet fails an Intelligence, Wisdom, or Charisma ability check or saving throw, you can use your Reaction to consult the Grand Archive and potentially revise the outcome.
The creature rerolls the d20 and adds your Intelligence modifier to the new roll. It must use the new result.
If the reroll succeeds, you can also reveal one relevant fact, contradiction, pattern, or remembered observation. The Dungeon Master determines the exact information, which must be something that could reasonably be inferred from evidence you have encountered, information you have recorded, or knowledge available within your Catalogue.
Once you use Authoritative Citation, you cannot use it again until you finish a Short or Long Rest.
Action Type: Bonus Action, Magic action, Reaction, or Passive
Uses: Hall of Records once per Long Rest without additional expenditure; Authoritative Citation once per Short or Long Rest
Duration: 1 hour for Hall of Records
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