Antiquarian
Muttering a quick charm against rot, a grubby old man gingerly opens an ancient tome, pages oozing with dark magic.
Humming a scrap of ancient spellcraft as she ascends the ancient ziggurat, a gnome with grey streaks in her hair winches herself away from a crocodile pit.
Switching out his eye for one with a superior lens focus, a polished warforged tests the air with a thumb, eyeing the treasure trove with bemusement. Cursed, he determines. Every single piece.
Antiquarians are trained specialists in the historical, and curious workers of charms and cantrips. Varied in their talents, knacks and specialisms, an antiquarian can always be relied upon to have a trick up their sleeve.
Loreseekers And Dabblers
Always ask the expert – that’s the creed of the antiquarian. Sages, scholars and casual hucksters, the antiquarian is defined not by their depth of knowledge but by their obsession. Collectors of clocks, baggers of baubles and testers of patience, the antiquarian can be found across all corners of the globe fiddling with something expensive and muttering about the provenance. In their line of work, the antiquarian gains a keen sense for danger, traps and the stench of curses, using their borderline precognition to whisk away something valuable into their capacious sleeves, bags and secret compartments. Antiquarians are formidable loremasters and enviable utility specialists who combine a deep sense of professional paranoia with a dizzying array of secret weird magics unearthed from their discoveries.Creating An Antiquarian
As you create an antiquarian, consider your obsession. Are you an expert, or a charlatan? Do you carefully sort through heaps of junk searching for the perfect piece, or do you jealously hoard trinkets for your own? Do you consider yourself a collector or a curator? Is it simply greed that motivates your acquisitions and observations, or something more meaningful? What was the trigger that led you into the dangerous world of adventuring? Had you perhaps grown bored of simple pleasures, or are you running from a deal gone sour? Perhaps a cursed possession drove you from the comforts of your old life and into the claws of destiny, or you seek the answer to a question no-one living remembers?Antiquarian Table
Lvl | Prof. Bonus | Features | Cantrips Known | Effective Spell Level | Esoterica Known |
---|---|---|---|---|---|
1 | +2 | OId Magic | 2 | 1st | 2 |
2 | +2 | Expertise, Nimble | 2 | 1st | 2 |
3 | +2 | Acquisitive Archetype Ability | 2 | 2nd | 3 |
4 | +2 | Ability Score Improvement | 2 | 2nd | 3 |
5 | +3 | - | 3 | 3rd | 4 |
6 | +3 | Expertise | 3 | 3rd | 4 |
7 | +3 | Acquisitive Archetype Ability | 3 | 4th | 5 |
8 | +3 | Ability Score Improvement | 3 | 4th | 5 |
9 | +4 | - | 4 | 5th | 6 |
10 | +4 | Wards and Wyrds | 4 | 5th | 6 |
11 | +4 | - | 4 | 6th | 7 |
12 | +4 | Ability Score Improvement | 4 | 6th | 7 |
13 | +5 | - | 5 | 7th | 8 |
14 | +5 | Acquisitive Archetype Ability | 5 | 7th | 8 |
15 | +5 | Reading the Room | 5 | 8th | 9 |
16 | +5 | Ability Score Improvement | 5 | 8th | 9 |
17 | +6 | - | 6 | 9th | 10 |
18 | +6 | Acquisitive Archetype Ability | 6 | 9th | 10 |
19 | +6 | Ability Score Improvement | 6 | 9th | 11 |
20 | +6 | Worker of Wonders | 7 | 9th | 11 |
Antiquarian
Hit Points
Hit Dice: d6 per Antiquarian level
Hit Points at first Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per antiquarian level after 1st
Proficiences
Armor: Light armor
Weapons: Simple weapons, hand crossbows
Tools: One set of your choice
Saving Throws: Wisdom, Intelligence
Skills: Choose four from Arcana, History, Investigation, Nature, Perception, Religion, Sleight of Hand
Class Features
Esoterica
At 1st level, you gain two Esoterica of your choice. Your Esoterica options are detailed Here. When you gain certain antiquarian levels, you gain additional Esoterica of your choice, as shown in the Esoterica known column of the Antiquarian table. These Esoterica advance and adapt the magic you know, making it more powerful, flexible and useful. When you select an esoterica from this list, you must allocate it to an item on your character’s person, the artefact from which your character learned this secret. This object functions as a component for the esoterica – without it in hand, the esoterica cannot be called on. You may withdraw an esoterica from your packs as part of the Cast a Spell action. If an Esoterica has prerequisites, you must meet them to learn it. You can learn the esoterica at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.Timeless Techniques
At 1st level, your long experience as a dabbler in the historical arts has given you an eye for the unusual.- You can touch a nonmagical art object and ascertain its value in gold pieces where applicable
- You can use an action to scrutinize an item within 10 feet of you, and discern if it is a magical item.
Expertise
At 2nd level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with a tool set. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 6th level, you can choose two more of your proficiencies (in skills or tools) to gain this benefit.Nimble
Starting at 2nd level, you can take a bonus action on each of your turns in combat. This action can be used only to take the Use an Object, Dodge or Disengage actions.Acquisitive Archetype
At 3rd level, you choose an archetype that you emulate in the exercise of your antiquarian abilities: Disenchanter, Curator and Infernal Trader. Your archetype choice grants you features at 3rd level and then again at 7th, 14th, and 18th level.Expertise
At 6th level, choose two more of your skill proficiencies, or one more of your skill proficiencies and your proficiency with any tool set. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.Wards And Wyrds
At 10th level, you are shrouded in mystic protections and lesser wards that protect you from supernatural influence. Choose a damage type: you have resistance to that damage type as long as you are conscious. At the end of a long rest, you can change the damage type to a new one.Reading The Room
At 15th level, your long experience dealing with charlatans, merchants and archaeologists has left you with an instinctive sense as to when you are being misled. You are always aware whenever you hear a direct, intentional lie. This feature does not detect falsehood by omission, or half-truths.Worker Of Wonders
At 20th level, your ability to wield esoterica is unrivalled. You can concentrate on up to three cantrips at any one time.Starting Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- a hand crossbow and case of 20 bolts or (b) a club
- a component pouch or (b) an arcane focus
- a burglar’s pack, (b) a dungeoneer’s pack, or (c) an explorer’s pack
- Leather armor, a dagger and a tool set of your choice.
Spellcasting
Old Magic
As an antiquarian, you frequently come into contact with odds and ends of magic from all manner of sources. These spells and formulas are old magic, powerful magic, but magic that you don’t entirely understand (whether or not you admit it). Your grasp of the arcane, whilst broad, is less powerful than those who have dedicated their lives to its practice.Spellcasting Ability
Intelligence is your spellcasting ability for your antiquarian spells, since the power of your magic relies on your ability to decipher and remember strange magics. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an antiquarian spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifierSpellcasting Focus
You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your antiquarian spells.Cantrips
At 1st level, you know two cantrips of your choice from the following list: Blade ward, guidance, light, mage hand, mending, produce flame, resistance, spare the dying, chill touch, dancing lights, true strike, gust*, control flames*, control water*, mold earth*, infestation, magic stone*, message, shillelagh, druidcraft, prestidigitation You learn additional cantrips from this list at higher levels, as shown in the Cantrips Known column of the Antiquarian table. When you select a cantrip from this list, you must allocate it to an item on your character’s person, the artefact from which your character learned this secret. This object functions as an additional component for the spell – without it on your person, the spell cannot be cast. Effective Level. As you gain levels in this class, your cantrips (and spell-like effects generated by esoterica) are treated as spells for the purposes of spells and abilities that interact with them, such as dispel magic. These cantrips and spells are treated as being cast at the level indicated in the Effective Spell Level column of the Antiquarian table.Subclass Options
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