```metadata
title: The Anarchivist
description: >-
Artificer specialty based on creating Artificial Intelligences. Unique spells,
the ability to create and 'enchant' constructs and a familiar type AI are just
some of the fun stuff here!
tags: ''
systems:
- 5e
renderer: V3
```
# The Anarchivist
Artificers are known for infusing their inventions with magical energy through tinkering, a technique adopted from gnomes in Latan and then spread throughout Faerun. Artificers are constantly seeking out new designs, consulting with archivists for every insight into infusions they could muster. There are some artificers that take it a step too far: they animate their clockwork creations with the very knowledge itself creating new and sometimes warped intelligences which even they struggle to comprehend. These artificers challenge basic structures decency in what should or should not have a mind. They are the anarchivists.
## Artificer Specialist
At 3rd level, you choose the anarchivist specialist subclass, granting you specialized features. Your choice grants you more features at 5th level and again at 9th and 15th level.
#### Tools of the Trade
By the time you adopt this specialty at 3rd level, you're deeply familiar with employing its tools and combine your tinkering with the tools necessary to paint consciousness onto items. *This little understood process involves mapping synaptic pathways using strands of the Weave onto objects, often creating wildly beautiful visages of artistic flair or jarringly disturbing cacophotes of clashing colors.*
**Proficiencies.** You gain proficiency with calligrapher's supplies and painting supplies, assuming you don't already have them. You also gain these supplies for free—the result of tinkering you've done as you've prepared for this specialization.
\column
#### Expanded spell repitoire
Anarchivists study the magic of the mind intensly and thus can prepare wizard spells from two of the eight schools of magic — enchantment and illusion — in addition to their artificer spell list. These count as artificer spells for you. In addition you always know the Anarchivist Specialist spells if your level allows; they do not count towards your known spell limit.
### Anarchivist Specialist Features
{{classTable,frame
| Class | | Feature |
| Level ^| Feature ^| abilities ^|
|:------:|:--------------------------|:-------|
| 3rd | Artificial Mind | Telepathic Advisor, Manifest Mind, Information Overload |
| 5th | Mind Network | Magical Telephony, Psychic Damage, Universal Translator |
| 9th | Cult of Constructormatics | Master Mind, Machine Spirit Manifests |
| 15th | Pure Information | Mind Overload, Infoportation |
}}
#### Artificial Mind
At 3rd level, you discover how to awaken a mind inside an object. Whenever you finish a long rest and your art supplies are with you, you can magically rouse a keen mind within a Tiny, nonmagical object on which you paint bizare patterns. It takes 10 minutes to perform this task. The object is a magic item while the mind is inside it, and you can use it as a spellcasting focus. If you already have an artificial mind from this feature, the first one immediately dissipates. It is not clear whether you have created true sentience or merely a fascimile of thought, but it works none the less. It is also not clear whether the mind is the same one if you recreate it again or if the personality is destroyed utterly. Some things are probably best not thought about.
Roll a d10 to determine the Artificial Mind's pesonality:
##### Artificial Mind Personalities
| d10 | Personality type |
|:-----:|:-----------------|
| 1 | Existentially fearful and suicidal |
| 2 | Depressed and lazy |
| 3 | Violent and murderous |
| 4 | Patient and forgiving |
| 5 | Friendly and warm |
| 6 | Intellectual show-off and aloof |
| 7 | Absentminded genius and forgetful |
| 8 | Horny but incapable |
| 9 | Uncomfortably close and clingy |
| 10 | Extatically fearless and energetic |
{{artist,bottom:350px,left:300px
##### Artist Credit
[Olga Debras](https://www.instagram.com/olgadrebas/)
}}
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{{footnote THE ANARCHIVIST | CLASS FEATURES}}
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The Artificail Mind has the following properties:
**Telepathic Advisor.** The artificial mind telepathically supplies you with advice and information about certain topics: while the item is on your person, you have proficiency in two skills of your choice; the item's main material determines which skills you can choose from as shown on the *Artificial Mind Skill Proficiencies* table. If you already have proficiency in that skill, the artificial mind gives you expert proficiency.
##### Artificial Mind Skill Proficiencies
| Main Material | Skill Proficiencies |
|:----|:-------------|
| Animal (parchment, leather, bone...) | Animal Handling, Insight, Medicine, Perception, Survival |
| Mineral (glass, stone, metal...) | Deception, Intimidation, Performance, Persuasion |
| Plant (paper, wood, straw...) | Arcana, History, Investigation, Nature, Religion |
**Manifest Mind.** As a bonus action while the item is on your person, you can cause the Artificail Mind to manifest as a Tiny spectral presence, hovering in an unoccupied space of your choice within 60 feet of you. This presence is intangible and invulnerable, and it sheds dim light in a 10-foot radius.
While manifested, the spectral mind can hear and see, and it has darkvision with a range of 60 feet. As an action, you can hear and see using the mind's senses instead of your own, until your concentration ends (as if concentrating on a spell).
As a bonus action, you can cause the spectral mind to hover up to 30 feet to an unoccupied space that you or it can see. It can pass through creatures but not objects. The spectral mind stops manifesting if it is ever more than 300 feet away from its magic item or if you dismiss it as a bonus action.
When you cast an artificer spell on your turn, you can cast it as if you were in the spectral mind's space, instead of your own, using its senses. You can do so a number of times per day equal to your Intelligence modifier and you regain all expended uses when you finish a long rest.
**Information Overload.** As an action while the item is on your person, you can try to magically overload the thoughts of one creature within 5 feet of the Artificial Mind's spectral presence if the creature can see it, channeling a jumble of information into the creature. Unless the target succeeds on an Intelligence saving throw against your spell save DC, the target takes 1d8 psychic damage, and the next attack roll against it before the end of your next turn has advantage, since it is temporarily too distracted to defend itself well. The damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8) in this class.
Whenever you deal damage with this feature, you can expend a spell slot to deal extra damage to the target. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than first.
#### Mind Network
At 5th level, you've learned how to use your artifices to access minds, both to communicate and to harm.
**Magical Telephony.** While you have your Artificial Mind item on your person, you can communicate telepathically with anyone carrying one of your artificer infusions, as the mind transmits your thoughts to the infusion. That person can also communicate telepathically with you as long as they have the infusion, but you control whether their attempt to communicate works. This two-way communication can even cross planar boundaries.
**Psychic Mastery.** When you make a psychic damage roll for any spell or for Information Overload, you gain a bonus to the damage roll equal to your Intelligence modifier.
**Universal Translator.** Your Artificial Mind can cast the Tongues spell as many times as you have Artificer levels per long rest. How it relays the communication to you telepathically and speaks to other creatures on your behalf is influenced by it's personality type.
#### Cult of Constructormatics
At 9th level, your constructs have a singular devotion to you and each other. Or at least they try to, even if they are trying to kill you.
**Master Mind.** Any construct you have created (including the Artificial Mind) or enchanted (using the *Glitch Construct* spell) can harness energy to harm and heal. You manifest this ability as an action and roll a d20:
If the result is odd, all your constructs offer energy to you as they deals more damage. Creatures damaged by your constructs takes an extra 2d6 force damage, you recieve this in hit points healed.
If the result is even, all your constructs siphon energy from you to deal more damage. The target takes an extra 4d6 force damage, but you take 2d6 damage as well.
You can use this ability a number of times equal to your Intelligence modifier per long rest. The effects last until the end of your next turn.
**Machine Spirit Manifests.** Any construct you have created (including the Artificial Mind) or enchanted (using the *Glitch Construct* spell) start forming social bonds when they are in the vicisnity of each other. These bonds manifest in a religious zeal for their kind. Your constructs emit an aura 30 feet wide when they are within 30 feet of each other. Any of your constructs damaged while within this aura communicate their pain to any other of your constructs in this aura. Your construct closest to the source of the damage deals 1d8 lighting damage to the source. For every extra construct of yours covered in the aura, the damage is increased by 1d8 lightning.
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#### Pure Information
At 15th level, your Artificial Mind is able to receive and transmit more information than ever before.
**Mind Overload.** When you expend a spell slot to increase the damage of Information Overload, the target must succeed on an Intelligence saving throw against your spell save DC or be stunned until the end of your next turn.
**Infoportation.** As an action while your Artificial Mind magic item is on your person, you cause the mind to turn you into pure information, teleporting you to the unoccupied space nearest to the spectral mind or to an item bearing one of your artificer infusions, where you physically reappear.
You can teleport in this way once for free and must finish a long rest before doing so again. You can also use this special ability by expending a spell slot of 2nd level or higher.
### Anarchivist Spells
Starting at 3rd level, you always the following spells if your spell level allows. These spells count as artificer spells for you, but they don't count against the number of artificer spells know.
| Spell level | Spells |
|:---------------:|:---------------------------|
| 1st | Gravipsychic point |
| 2nd | Insulation, |
| 3rd | Construct Lesser Swarm, Construct Steed |
| 4th | Glitch Construct, Summon Construct* |
| 5th | Construct Construct, Anawaken |
*denotes existing spell
\column
#### Gravipsychic Point
*1st-level enchantment*
**Casting Time:** :: 1 action
**Range:** :: 80 feet
**Components:** :: V, S, M
**Duration:** :: Concentration, up to 1 minute
You are able to manipulate creatures percieve gravity by painting gravity waves in the air, which are believed with such intensity that their minds simulate the effects of a gravity well, even causeing creatures to move of their own accord if in a weightless environment. Select a point within 80 feet, that point becomes the focus of a gravity field in a 30 foot sphere. Each creature that starts it's turn in the sphere must make a Wisdom saving throw before it acts. On a failed save, a creature takes 2d8 psychic damage, and its speed is halved in any direction except in the direction of the focus where it's speed is doubled. (If the direction of the focus is against actual gravity, then their jump height is doubled and their weight halved, but they do not fly.) On a successful save, a creature takes half as much damage and suffers no change to its speed.
Any creature not in contact with the ground moves towards the point at a rate of 5 feet per round.
***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8, the sphere expands by 10 feet for each slot level above 1st and the rate of movement towards the point for airborn creatures increases by 5 feet per level above 1st.
{{artist,bottom:500px,right:80px
##### Artist Credit
[Daniel Proulx](https://www.deviantart.com/thewizardsvault/about)
}}
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{{footnote THE ANARCHIVIST | SPELLS}}
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#### Insulation
*2nd-level abjuration (ritual)*
**Casting Time:** :: 1 action
**Range:** :: Touch
**Components:** :: V, S, M (a small wad of rubber)
**Duration:** :: 1 hour
A spell designed by artificers to protect themselves when experimenting with lighting powered constructs. You touch a creature. For the duration, the target has advantage on saving throws against being lightning based spells and effects, and it has resistance to lightning damage.
#### Construct Steed
*3rd-level conjuration*
**Casting Time:** :: 1 action (ritual)
**Range:** :: 10 feet
**Components:** :: V, S, M (bits of wood and metal)
**Duration:** :: 1 hour
A Large, horselike construct appears on the ground in an unoccupied space of your choice within range. You decide the creature's appearance, but it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed.
For the duration, you or a creature you choose can ride the steed. The creature uses the statistics for a riding horse, except it has a speed of 100 feet and can travel 10 miles in an hour, or 13 miles at a fast pace. When the spell ends, the steed gradually falls to pieces which then dissapear in puffs of smoke, giving the rider 1 minute to dismount. The spell ends if you use an action to dismiss it or if the steed takes any damage.
#### Construct Lesser Swarm
*3rd-level conjuration*
**Casting Time:** :: 1 action (ritual)
**Range:** :: 30 feet
**Components:** :: V, S, M
**Duration:** :: Concentration, up to 1 hour
You build a prototype construct which self-replicates into swarms once it leaves your hand as you toss it away. Roll on the following table to determine what appears, or if cast as a ritual you may choose:
| d6 | Swarms constructed: |
|:----:|:-------------|
| 1-2 | Two Swarms o'Flying Pirañas (see below) |
| 3-4 | Four [Swarms of Mechnical Spiders](https://5e.tools/bestiary.html#swarm%20of%20mechanical%20spiders_wdh) |
| 5-6 | Eight [Swarms of Animated Books](https://5e.tools/bestiary.html#swarm%20of%20animated%20books_cm) |
You choose the unoccupied spaces you can see within range where they appear. A swarm disappears when it drops to 0 hit points or when the spell ends.
The swarms are hostile to everything but constructs. The swarms have initiative directly after you as a group, which has its own turns. The swarms pursue and attack the nearest non-constructs to the best of their ability, having evolved intelligences beyond your control.
***At Higher Levels.*** Casting with a spell slot of 6th or 7th level creates twice as many swarms. Casting with a spell slot of 8th or 9th level creates three times as many swarms.
{{monster,frame
## Swarm o'Flying Pirañas
*Medium swarm of tiny constructs*
___
**Armor Class** :: 13
**Hit Points** :: 28 (8d8 - 8)
**Speed** :: fly 40ft. (hover)
___
| STR | DEX | CON | INT | WIS | CHA |
|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|
|13 (+1)|16 (+3)| 9 (-1)| 1 (-5)| 7 (-2)| 2 (-4)|
___
**Damage vuln.** :: thunder
**Damage res.** :: bludgeoning, piercing, slashing
**Condition imm.** :: charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
**Senses** :: darkvision 60 ft., passive Perception 8
___
***Constructed Nature.*** The swarm doesn't require air, food, drink, or sleep.
:
***Blood Frenzy.*** Advantage on melee attack rolls against any creature that has taken damage.
:
***Swarm.*** The swarm can occupy another creature's space and vice versa, and can move through any opening large enough for a Tiny pirana. The swarm can't regain hit points or gain temporary hit points.
### Actions
***Bites.*** *Melee Weapon Attack:* +5 to hit, reach 0 ft., one creature in the swarm's space. *Hit:* 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer.
}}
#### Glitch Construct
*4th-level transmutation*
**Casting Time:** :: 1 action
**Range:** :: 60 feet
**Components:** :: V, S, M
**Duration:** :: Concentration, up to 1 minute
All constructs are immune to enchantment charms, but that does not stop an anarchivist! Using transmutation to reconfigure mechnical minds, you are able to dominate and direct contructs which could be hostile to any regular artificer. Be wary as this is not an exact science: experimenting with artificial intelligences can have detrimental effects.
You paint new neural pathways in the air between yourself and the construct that you must be able to see. The construct must succeed on an Intelligence saving throw or be Charmed by you for the duration.
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{{footnote THE ANARCHIVIST | SPELLS}}
\page
If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. If you are able to paint directly on the construct, you can add your Charisma modifier to the Spell Save DC. The construct's charm immunity is overriden but left over code manifests itself in random ways.
The player to your west rolls a d10 on the **Defective Codes** table to determine how the construct reacts:
##### Defective Codes
| d20 | Effect |
|:----:|:-------------|
| 1-9 | Charmed in the same manner as Dominate Beast |
| 10 | Hostile to you and only you |
| 11 | Hostile to all creatures and attacks the nearest |
| 12 | Sleeps and will take no actions until hit |
| 13 | Hostile to all non-constructs |
| 14 | Hostile to all constructs |
| 15 | Runs in a random direction until the spell ends |
| 16 | Attempts to protect you |
| 17 | Attempts to protect non-combatants |
| 18-20 | Throws off the spell and resumes original purpose |
If the construct is unable to fulfill it's code, it sleeps until hit. Each time the construct takes damage, it rolls again on the Defective Codes table.
***At Higher Levels.*** When you cast this spell with a 5th-level spell slot, the duration is concentration, up to 10 minutes.
#### Construct Construct
*5th-level conjuration (ritual)*
**Casting Time:** :: 1 minute
**Range:** :: 60 feet
**Components:** :: V, S, M (a metal sprocket for corporeal or a fluff of dry wool that can hold static for incorporeal)
**Duration:** :: Concentration, up to 1 hour
\column
You construct a construct. Choose either corporeal or incorporeal. If you choose corporeal then a [Tomb Gaurdian](https://5e.tools/bestiary.html#tomb%20guardian_toa) appears and if you choose incorporeal then a [Living Lightning Bolt](https://5e.tools/bestiary.html#living%20lightning%20bolt_erlw) appears, in an unoccupied space within range that you can see. The construct disassembles when it drops to 0 hit points or when the spell ends.
The construct is friendly to you and your companions for the duration. The construct takes initiative right after you and has its own turns. It obeys any verbal commands (but not mental commands) that you issue to it (no action required by you). If you don't issue any commands to the construct, it defends itself from hostile creatures but otherwise takes no actions.
If your concentration is broken, the construct doesn't disappear. Instead, you lose control of the construct, it becomes hostile towards all non-constructs and it might attack. An uncontrolled construct can't be dismissed by you, and it disappears 1 hour after you summoned it.
#### Anawaken
*5th-level transmutation*
**Casting Time:** :: 8 hours
**Range:** :: Touch
**Components:** :: V, S, M (paint laced with platinum powder worth at least 1,000 gp, which the spell consumes)
**Duration:** :: Instantaneous
After spending the casting time tracing mental pathways with the precious paint, you touch a Huge or smaller constructed inanimate object, like furniture or a vehicle. The target gains an Intelligence of 10. The target also gains the ability to speak one language you know. It gains the ability to move itself: table legs get joints, wagons can self propel, and so forth, and it gains senses similar to a human's. Your DM chooses statistics appropriate for the awakened object, such as the statistics for the Awakened Tree.
 {position:absolute,bottom:45px,left:80px,width:660px,mix-blend-mode:multiply}
{{artist,position:absolute,bottom:410px,left:90px,margin-bottom:-30px
##### Celia killer bots attacking Thom Mango
[David Revoy / Blender Foundation](https://commons.wikimedia.org/wiki/File:Celia-killer-bots-attacking-thom_mango_concept-art_02.png)
}}
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{{footnote THE ANARCHIVIST| SPELLS}}
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The awakened object is Charmed by you for 30 days or until you or your companions do anything harmful to it. When the Charmed condition ends, the awakened object chooses whether to remain friendly to you, based on how you treated it while it was Charmed.
............
STILL TO DO:
Incluse Awakened Spellbook rip-off somehow: https://5e.tools/classes.html#wizard_phb,state:sub-scribes-tce=b1
it replaces information overload and MInd Overload.
Artificalil Mind personality re-roll every 24 hours and canbe dispelled (like order of scribes)
\column
### Credits
This homebrew was created using [The Homebrewery](https://homebrewery.naturalcrit.com) for my campaign [Gaxim Plague](https://gaximplague.obsidianportal.com). Some Specialist Features are adapted from Wizards of the Coast's Unearthed Arcana: Archivist Revisted, spells and other text adapted from various material by me, [@Frak_Lou_Elmo](https://twitter.com/Frak_Lou_Elmo).
Art by David Revoy / Blender Foundation, [CC BY 3.0](https://creativecommons.org/licenses/by/3.0), via Wikimedia Commons
{{artist,bottom:540px,right:120px
##### Artist Credit
[ALRadek](https://www.deviantart.com/alradeck)
}}
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