Artificer
Base Class: Artificer

Archivists are masters of knowledge, relying not on books or tomes or scrolls, but first hand accounts from those involved. Why spend decades hunting for the truth behind an ancient stone when you can ask the stone. Archivists have perfected the art of creating Artificial minds inside ordinary objects. 

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with Calligrapher's Supplies. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Archivist Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Archivist Spells table. These spells count as artificer spells for you, but they don't count against the number of artficer spells you prepare.

Archivist Spells

Artificial Mind

At 3rd level, you uncover the skills required to awaken a mind within an object.

When you finish a long rest and have your Calligrapher's Supplies on your person, you can touch a Tiny nonmagical object on which you inscribe arcane runes. The object becomes magical while the mind is awakened inside it, and you can use it as a spellcasting focus. This magical object has the following properties:

Psionic Link. The Artificial Mind provides you insight and information about the world around you: while the item is on your person, you have proficiency in two skills of your choice; the item's primary material determines which skills you can gain from this feature, as shown in the Artificial MInd table below, as different objects provide different knowledge.

Main Material Skill Proficiencies

Animal (leather, bone)

animal handlinginsightmedicineperception or survival

Mineral (glass, stone, metal)

deception, intimidation, performance or persuasion

Plant (paper, wood)

arcana, history, investigation, nature or religion

 Information Overload. As an action while your artificial mind is on your person, you can magically overload the mind of a creature you can see within 30 feet, flooding its head with information from your artificial mind. The creature must make an Intelligence saving throw against your spell save DC, the target takes 1d8 psychic damage on a failed save or half as much on a successful save. The damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8) in this class. Whenever you use this feature you can expend a spell slot to deal extra damage to the target. The extra damage 2d8 for a 1st-level spell slot, plus 1d8 for each spell level above 1st, to a maximum of 5d8 extra damage.

Mind Network

At 5th level, you've mastered the connections between your mind and others, whether for better or worse.

Psychic Nexus . While you have your Artificial Mind item on your person, you can magically communicate telepathically with anyone carrying one of your artificer infusions. That person can also communicate with anyone else bearing an infusion. This link cannot surpass 100 miles or planar boundaries.

Psychic Damage. When you deal psychic damage with an artificer spell or Archivist Feature, you gain a bonus to the damage roll equal to your Intelligence modifier (minimum of +1).

Shielded Mind

Starting at 9th level, your mind becomes strong enough to defend against many assaults against it.

Psychic Defence. You gain resistance to psychic damage.

Intrusion Protection. You have advantage on saving throws against being charmed, frightened or effects that would read your thoughts.

Psionic Expertise

At 15th level, your Artificial mind is now able to more than just information.

Infoportation. As an action while your Artificial Mind is on your person, you can teleport to the nearest unoccupied space nearest to a person carrying one of your artificer infusions as long as you are on the same plane of existence, where you appear after briefly turning into pure information.
You can teleport this way once and must finish a long rest before doing so again. You can also use this feature again by expending a spell slot of 3rd or higher.

Psionic Barrier. When you deal psychic damage to creature, you may choose to gain temporary hit points equal to the damage dealt. You can do this a number of times equal to your Intelligence modifier (minimum of once), and regain all expended uses when you finish a long rest.

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