Base Class: Artificer
Archaeologists are dedicxated to unearthing magical artifacts, and their secrets. While many other artificers spend their time mastering the arts of perfecting wondrous creations, archaeologists have concluded that true power can only be unlocked from the past.
Most artificers of Tukomst who decide to strike out beyond its borders are enamoured with their nations marvelous advancements, but are primarily focused on the mysteries presented by historic landmarks such as the Chronolith. Determined to uncover similar curiosities across the continent and beyond (and bellow), these artificers face dangers many of their peers would rather avoid, and become archaeologists, intelligent and resolute.
Archaeologist Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Archaeologist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Daring Dungeoneer
By 3 level, your fascination with magical items has led to an insatiable desire to hunt them down, regardless of how many traps or monsters might defend them.
You gain proficiency with whips and firearms, and the Sleight of Hand skill.
You may use a whip to perform basic actions such as open unlocked doors or grasp an object within melee attack range and pull it towards you. Doing so requires a successful Sleight of Hand check with the difficulty determined by the DM.
A whip also provides you with advantage when climbing or jumping, provided there is a suitable point to grapple within melee attack range.
When you attempt to grapple as part of an Attack action while equipped with a whip, you may do so against a creature no more than two size categories larger than yourself. While grappling you may not attack with the whip until the grapple ends.
Patience is a Virtue
When you reach 5 level your appetite for magic artefacts is matched only by your dedication to study and painstakingly catalogue them. This patient approach to your work leads to greater accuracy when completing tasks and in combat.
Whenever you make an ability check or cast a spell with a cast time longer than one action (including rituals), you may double the time it takes to complete it in order to gain advantage on the roll. Any saves made against spells cast using this feature are made at disadvantage.
You must declare the use of this ability before you make any relevant rolls, and the DM determines whether you have the time to do so.
You also benefit from the Defensive Duelist feat, provided you meet the prerequisites for it.
Extra Attack
Also at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.
Unlock Potential
By 15 level you have learned how to unlock the arcane and elemental mysteries bound within magic items, unlocking their potential to the fullest.
You may spend your Action to release the hidden potential of a magical item you are equipped with.
Make an Arcana check at a DC determined by the item’s rarity (refer to the Magic Item Potential table). If you are attuned to the item, you have advantage on the check. Make a note of the total.
If you succeed you may apply one of the following effects. Only one effect can be active at a time:
- If the magic item provides a measurable benefit that does not affect your ability scores (i.e., improves attack or damage rolls, Movement speed or AC) you may double that benefit for 1 minute.
- If the item is a weapon, you may double its damage dice for 1 minute.
- You may make a ranged spell attack against a target you can see within 60ft. If hit, a target suffers damage according to the item’s rarity (refer to the Magic Item Potential table). The damage type is determined by the DM but should be appropriate to the benefits the item provides.
Once an item has had one of these effects applied to it, it cannot do so again until the next dawn.
At the end of the duration, roll a d100 and add the total you rolled for your Arcana check to use this feature. On a roll of 50 or less the item becomes mundane as all of its magical properties unravel.
You may use this feature a number of times equal to your proficiency bonus. You regain all uses after a long rest.
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Magic Item Potential |
|
|
|
Rarity |
DC |
Damage |
|
Common |
12 |
2d8 + Intelligence bonus |
|
Uncommon |
15 |
4d6 + Intelligence bonus |
|
Rare |
17 |
6d8 + Intelligence bonus |
|
Very Rare |
20 |
10d6 + Intelligence bonus |
|
Legendary |
25 |
10d8 + Intelligence bonus |
|
Artifact |
35 |
12d12 + Intelligence bonus |







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