Base Class: Wizard
While most wizards record and spread the knowledge of the craft through the use of scrolls and spellbooks, many wizards, especially those who came before that convention used their art or other precious objects to record the knowledge of their spells. The antiquarian is a wizard who has learned to read these objects for what they are, and learn the secrets encoded in them.
Anthropologist
When you select this school at second level, you learn how to decode spell info from valuable art and artifacts. To do so, a wizard decides the level of spell they would like to attempt to learn from the object. Objects must be worth at least half of the value of a scroll of that level to qualify. The antiquarian then makes an arcana check with a DC equal to 10+ the spell's level, on a success the antiquarian gains a spell of that level chosen by the DM. Regardless of whether or not they were successful, an individual may attempt this check only once.
Convincing Fake
Beginning at second level, your expertise handling and studying the minute details of objects allows you to more finely craft illusions of the items you study. When you craft an illusion of an item that you've studied the history of or carry as a personal possession, you impose disadvantage on saves made to see the illusion. In addition, you gain advantage on bluff checks made to convince someone of its authenticity.
Keen Eyes
Starting at 6th level, your eyes sharpen with exposure to your magic. Your ability to see in the dark increases dramatically, and you gain the ability to see magic and magical auras without the use of a spell.0
- You gain advantage on perception and investigation checks
- Your eyes gain the ability to see at x3 magnification
- Once per short or long rest you gain the ability to perfectly aim a spell attack, and may double the damage dice on the spell.
- You gain the ability to use Detect Magic at will
Lingering Study
Beginning at 10th level, whenever you learn a new spell from a piece of art or an artifact; you may imbue that magic into the item you learn it from. That object can then be used to cast the spell. After the spell is cast the antiquarian can use a spell slot equal to the level of the spell cast to prevent the spell from leaving the object. If this is not done the spell can not be recast from the object after used. An antiquarian can imbue a number of objects equal to their intelligence modifier in this way.
I know where I left it.
Starting at 14th level, you can sense the location of objects you've handled. You may use the spell locate object on a piece of art or an artifact you have used the antiquarian feature to learn a spell from. You may also use any object you have seen or handled in the last 24 hours. You may use this ability a number of times per day equal to your intelligence + your proficiency modifier.
In addition, you may use your convincing fake ability on any object you've seen and handled in the last 24 hours.







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