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: Ruin Scholar
Ancient Knowledge. You have Advantage on Intelligence (History) checks to understand the history, customs and languages of ancient cultures.
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: 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 | Find Traps, Knock |
| 9 | Bestow Curse, Haste |
| 13 | Arcane Eye, Freedom of Movement |
| 17 | Legend Lore, Passwall |
Level 3: Expedition Sidearm
Your expedition training and natural intelligence have paid off in two ways.
Weapon Knowledge. You gain proficiency with Martial Ranged weapons. You ignore the Loading property of one-handed ranged weapons, and you can draw or stow a one-handed ranged weapon as part of making an attack with it.
Keen Eye. When you attack with a one-handed Martial Ranged weapon, you can use your Intelligence modifier, instead of your Strength or Dexterity modifier, for the attack and damage rolls.
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 four Adrenaline Dice. An Adrenaline Die is expended when you use an Adrenaline Surge. You regain all expended Adrenaline Dice when you finish a Short or Long Rest. You can expend one Adrenaline Die per turn.
You gain an additional Adrenaline Die when you reach Artificer levels 7 (five dice total) and 15 (six dice total).
Adrenaline Surge:
- Action Hero. When you take an action to perform 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. When a creature attacks you with an attack roll, you can take a Reaction to 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 either expend one Adrenaline Die to add it to the attack roll, or to the damage roll on a successful attack.
Level 5: Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
Level 9: Survivor
You have Advantage on saving throws made to avoid or resist traps and environmental hazards.
Unscathed: When you make a Dexterity saving throw to take only half damage, you can take a Reaction to expend one Adrenaline Die. You take no damage if you succeed on the saving throw, and only half damage if you fail.
Level 15: Pulp Heroics
When you roll initiative, regain 2 Adrenaline Dice if you have 0 Adrenaline Dice.
Once per turn, when you score a critical hit or reduce a creature to 0 hit points, you regain 1 Adrenaline Die.
Previous Versions
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