Base Class: Artificer
While some scholars spend their lives hidden in dusty libraries, Archaeologists thrive in the high-stakes chaos of forgotten ruins, crumbling tombs, and deadly wildernesses. Equal parts academic authority and daring adventurer, these Artificers treat ancient history as a living puzzle—and every trap, relic, and obstacle as something to be mastered.
On the battlefield, an Archaeologist relies on quick thinking and improvised field tactics rather than raw brute force. Armed with a trusty pistol, an array of adventuring gear, and high-adrenaline manoeuvres, they adapt instantly to any threat. Whether deciphering forgotten glyphs, laying quick traps mid-combat, or pulling off cinematic escapes, the Archaeologist ensures that history is always on their side.
Level 3: Tools of the Trade
Tool Proficiency. You gain proficiency with Cartographer's Tools or Mason's Tools. If you already have both of these proficiencies, you gain proficiency with one other type of Artisan’s Tools of your choice.
Ancient Knowledge. You have Advantage on Intelligence (History) checks to understand the history, customs and languages of ancient cultures.
Level 3: Archaeologist Spells
When you reach an Artificer level specified in the Archaeologist Spells table, you thereafter always have the listed spells prepared.
| Artificer Level | Prepared Spells |
|---|---|
| 3 | Detect Magic, Identify |
| 5 | Spider Climb, Knock |
| 9 | Conjure Barrage, Haste |
| 13 | Arcane Eye, Freedom of Movement |
| 17 | Legend Lore, Passwall |
Level 3: Expedition Gear
Your specialized training allows you to navigate ruins and dispatch threats with efficiency. You gain the following benefits:
Sidearm Proficiency. You gain proficiency with Martial Ranged Weapons. When you attack with a one-handed ranged weapon, you can use your Intelligence modifier, instead of your Strength or Dexterity modifier, for the attack and damage rolls, and you ignore the Loading property.
Quick Gear. You can take a Bonus Action on each of your turns to take the Utilize action to interact with adventuring gear, tools, equipment, or traps.
Level 3: Adrenaline Surge
Your experience exploring dangerous ruins has refined your survival techniques. You can perform heroics that are fuelled by special dice called Adrenaline Dice.
Adrenaline Dice. You have a number of Adrenaline dice equal to your Intelligence modifier (minimum of 1), which are a d8. An Adrenaline Dice is expended when you use an Adrenaline Surge. You regain all expended Adrenaline Dice when you finish a Short or Long Rest.
Your Adrenaline Dice increase in size when you reach Artificer levels 9 (d10) and 15 (d12).
Adrenaline Surge:
- Action Hero. When you make an Ability Check using Strength (Athletics) or Dexterity (Acrobatics), you can expend one Adrenaline Die and add it to the roll. You can do this after you roll the d20, but before you know the outcome.
- Sprint. As a Bonus Action, you can expend one Adrenaline Die to take the Dash or Disengage action.
- Evasive Roll. As a Reaction, when a creature attacks you with an Attack Roll, you can expend one Adrenaline Die and add it to your AC against that attack. If the attack misses, you can immediately move up to 10 feet without provoking Opportunity Attacks.
- Precision Shot. When you make a ranged weapon attack, you can expend one Adrenaline Die to either add it to the attack roll, or to the damage roll on a successful attack. You can do this after you roll the d20, but before you know the outcome. Precision Shot can only be used once per attack.
Level 5: Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
Level 9: Survivor
Escape Artist. You have Advantage on saving throws against traps, lair actions, and effects triggered by entering a space or interacting with an object.
Dead Reckoning. Once per turn, you can deal an extra 2d6 damage to one creature you hit with a Ranged Weapon Attack if you have Advantage on the attack roll.
Ranged Weapon Mastery. You gain Mastery with one Martial Ranged Weapon of your choice. You can change this selection on a Long Rest.
Level 15: Against All Odds
When you are reduced to 0 hit points, you can expend two Adrenaline Dice as a Reaction to gain a number of hit points equal to the total rolled. You can immediately make a weapon attack using your bonus action, adding both expended dice to the damage roll. Once you use this feature, you cannot use it again until you finish a long rest.
Previous Versions
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