Antiquarian

1 A human holding a lantern with various monstrous shapes across its shell explores a decrepit ruin. The lantern illuminates her path, but casts shadows of monsters onto every surface. As she enters a room, she notices a goblin hiding around the corner for an ambush. A shadow from her lantern lines up perfectly next to the hidden foe– one its exact shape and size.

A tiefling with a robe stuffed with scrolls and scripture examines his tome, finding a spell that lets him grease the floor underneath the bandits he fights. As they fall, magical pinpricks assail them. The tiefling draws his weapon, ready to face his foes.

A dwarf with a face full of scars barks orders at his comrades to swarm an orc that has earned his ire. As they do, his military insignias light up, enchanting the weapons of his allies. The enemy is swiftly brutalized by their combined might.

No matter their cause or deeds, all antiquarians have in common two things: the magic they draw from their implement, and their wealth of obscure knowledge. Implements are relics which grant their boons to only their chosen wielder. They could be a secret relic of an ancient civilization, an heirloom of a noble family, or an item pilfered from a wizard’s collection. No matter what, it is the source from which they draw much of their power, and the tool of their enemy’s destruction.

Magic and Folklore

Antiquarians are seekers of the unknown. They delve into the world of obscure lore and eldritch secrets to find out how the world works. Because of this, antiquarians know a number of methods with which to pierce the armor of their opponents. Even though all antiquarians draw power from their relic, the second most powerful tool in their repertoire is their knowledge. Because of this, the acquiring of their implement is a natural result of their studious nature. An archeologist could be seeking to know the secrets of a fallen country, and discovered their implement in a great king’s tomb. An antique store owner could secretly buy and trade magic items on the side, eventually coming across their a relic which bonded to them and would not let go. A meddlesome thief could attract the ire of a cruel wizard and be cursed with the task of caring for a bloodthirsty blade.

Creating an Antiquarian

There are three primary things to keep in mind when creating your antiquarian: why they know so much about esoteric lore, how they came across their implement, and what their relationship to their implement is.

thaumaturge

A person without a spark of magic could have attempted to become a wizard and failed due to their inability to cast spells, but instead of giving up they may have found their implement wand to allow them to use magic. Perhaps your implement is sentient, and whispers the secrets of the world to you when you sleep. When you awake, you can only recall a portion of the knowledge imparted. Maybe your implment found you instead of the other way around, marking you for a great and auspicious destiny.

Many antiquarians have good or neutral standings with their implement. Sentient artifacts are not especially common, even among the implements of the antiquarians. A lover’s soul could be trapped inside your implement, which is why it only grants you its powers, or it could be a vile and insidious tool which attempts to turn you to evil.

Quick Build

You can make an antiquarian quickly by following these suggestions. First, make Strength or Dexterity your highest ability score, followed by Constitution or Intelligence if you plan to adopt the Scribe’s Guild antiquarian guild or the wand implement. Second, choose the anthropologist or noble background.

 

 

The Antiquarian
Level Proficiency Bonus Features Exploit Damage
1st +2 Exploit Vulnerability, Eye for Magic +3
2nd +2 Relic Implement, Foklore Expertise +3
3rd +2 Antiquarian Guild +3
4th +2 Ability Score Improvement +3
5th +3 Extra Attack +3
6th +3 Guild Feature, Advance Preparation +3
7th +3 Implement Feature, Folklore Expertise +3
8th +3 Ability Score Improvement +3
9th +4 Advance Preparation +5
10th +4 Guild Feature +5
11th +4 Implement Feature +6
12th +4 Ability Score Improvement +6
13th +5 Relic Adept, Advance Preparation +8
14th +5 Guild Feature +8
15th +5 Implement Feature +10
16th +5 Ability Score Improvement +10
17th +6 Charge Magic Item +12
18th +6 Relic Savant, Advance Preparation +12
19th +6 Ability Score improvement +13
20th +6 The Precarious World +13

Class Features

As an antiquarian, you gain the following class features

Hit Points

Hit Dice:
1d8 per antiquarian level
Hit Points at 1st Level:
8 + your Constitution modifier
Hit Points at Higher Levels:
1d8 (or 5) + your Constitution modifier per antiquarian level after 1st

Proficiencies

Armor:
Light armor, medium armor, shields
Weapons:
Simple weapons, martial weapons
Tools:
None
Saving Throws:
Constitution, Intelligence
Skills:
Choose one from Arcana, History, Nature, or Religion. Choose an additional two from Acrobatics, Animal Handling, Athletics, Arcana, History, Insight, Investigation, Nature, Medicine, Religion, Stealth, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a martial weapon or (b) two simple weapons
  • (a) two daggers or (b) two handaxes
  • (a) a scholar’s pack, (b) a dungeoneer’s pack, or (c) an explorer’s pack
  • scale mail, a shield, and 20 arrows or bolts if you have a bow or crossbow respectively

Exploit Vulnerability

You know lore and obscure magic which lets you exploit a creature’s unseen vulnerabilities. You may apply withering dust to your blade to pierce leather armor, or apply silver shavings when fighting against a werewolf. Either way, you are prepared for any fight.

When you hit a creature with a weapon attack (or your wand’s attack if you have the wand implement), you may mark that creature. Once per turn, when you hit a marked creature with a weapon attack using a weapon that isn’t a melee weapon with the heavy property, including when you mark it, you gain a bonus to your damage roll that increases as you gain levels as an antiquarian, as shown in the Exploit Damage column of the Antiquarian table. If you land a critical hit with an attack against a marked creature, your Exploit Damage is doubled in addition to your damage dice.

At 7th level, you can apply your Exploit Damage to two of your attacks per turn instead of just once.

The mark lasts for 1 minute, until you dismiss it (no action required), or you mark a different creature.

Eye for Magic

You are specially trained to detect magic and identify magic items. As an action, you can scan your environment for signs of magic. You sense the presence of magic within 30 feet of you until the end of your turn. You can also spend 1 minute examining an object that is within 5 feet of you. You spend this minute observing and experimenting with the item to identify any magic properties it has. If you are able to spend this minute uninterrupted and if it is a magic item or some other

2

 

 

3

magic-imbued item, you learn its properties and how to use them, as though you had cast the identify spell.

You can use this feature a number of times equal to your proficiency bonus. You regain each expended use at the end of a long rest.

Relic Implement

At 2nd level, your relic implement, a magic item you have discovered on your journeys, grants you its boons. Your implement has special properties which empower your Exploit Vulnerability. Choose one implement, detailed at the end of the class description. Your choice grants you features at 2nd level, and again at 7th, 11th, and 15th level.

As a bonus action or object interaction, you can cause your implement to instantly teleport to one of your free hands or a hand you are holding a shield with. You can hold an implement in the same hand that you hold a shield, unless the implement is a weapon, such as the wand or weapon.

Folklore Expertise

At 2nd level, choose one skill from among Arcana, History, Nature, or Religion. The chosen skill must be one you are proficient with. The chosen skill is now your esoteric lore skill. Your proficiency bonus is doubled for any ability check you make that uses your esoteric lore skill.

When you make an Intelligence ability check to study or recall knowledge about abberations, elementals, celestials, fey, fiends, monstrosities, or undead, you may roll your esoteric lore skill instead of the skill you would normally roll. Additionally, if you would roll a Wisdom (Insight) ability check against one such creature, you may roll using your esoteric lore skill instead of Insight.

You also choose one of your other skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen proficency. When you reach 7th level, you choose one additional proficiency to gain this benefit.

Antiquarian Guild

At 3rd level, you define your trade by specializing in an antiquarian guild of your choice. An antiquarian guild is not a literal guild, though it can be. Instead, an antiquarian guild is a collection of people and places that an antiquarian can or has gained knowledge and opportunities from. An antiquarian who learns of opportunities to acquire magic items from a thieves’ guild may be of the Skulker’s Guild, and an antiquarian who studies tomes and scripture to find magic worth pursuing may specialize in the Scribe’s Guild. Your choice grants you features at 3rd level, and again at 6th, 10th, and 14th level.

Ability Score Increase

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Advance Preparation

At 6th level, your expansive knowledge of monsters and magic allows you to prepare for future encounters. When you finish a long rest, you can choose any damage type other than bludgeoning, piercing, or slashing damage. You gain resistance to that damage type until the end of your next long rest.

You can choose an additional resistance to gain at 9th level, and again at 18th level.

At 9th level, you may change one of these damage types at the end of a short rest, but once you do so you cannot change them this way again until you finish a long rest.

At 13th level, you may change resistances from this feature at the end of a short rest twice, instead of just once. This can be done at the end of the same short rest, or at the end of different ones. Additionally, one of the resistances you choose can be from among bludgeoning, piercing, and slashing.

Relic Adept

At 13th level, you know loopholes and exploits which allow you to attune to more magic items. You gain the following benefits:

  • You can attune to up to four magic items at once.
  • You ignore all class, race, spell, and level requirements on attuning to or using a magic item.

Charge Magic Item

At 17th level, you can revitalize magic items you are attuned to. As a bonus action, you can cause one of your magic items to regain charges as though dawn had just passed. Once you use this feature, you cannot do so again until you finish a short or long rest.

 

 

4

Relic Savant

Starting at 18th level, you can attune to up to five magic items at once.

The Precarious World

At 20th level, you have explored many facets of the world, and your knowledge of it is labyrinthine. You are prepared for anything. When you take damage from a damage type you don’t resist, the damage you take is reduced by an amount equal to 1 + the amount of magic items you are attuned to. Additionally, you have advantage on saving throws made to resist any condition, curse, or madness.

Multiclassing

Should you want to multiclass with antiquarian, the prerequisites and proficiencies are listed below:

  • Prerequisite: 13 in Strength or Dexterity
  • Proficiencies: light armor, medium armor, shields, simple weapons, martial weapons, one skill from among Arcana, History, Nature, or Religion.
Credits

Antiquarian made by eel.ogg on discord.

Art from Paizo’s thaumaturge class for Pathfinder 2e

Special thanks to the KibblesTasty and somanyrobots discord servers for helping me create this.

 

 

5

Relic Implements

You gain a relic implement, a magic item you have discovered on your journeys. Your implement has special properties which empower your Exploit Vulnerability. Choose one implement.

Amulet

Amulets are carried for protection and good luck. The evil eye, religious symbols, and symbols of clovers all are examples of this. You may use your amulet to protect yourself and your allies.

Exploit Vulnerability

A creature that is marked by your Exploit Vulnerability takes a penalty to attack rolls against you. The penalty is equal to the roll of a d4. They do not subtract this d4 from their roll if they already have a penalty their attack roll, like from bane, or if their attack roll suffers from disadvantage.

Amulet’s Abeyance

At 2nd level, you can protect your allies from harm. When a creature that is marked by your Exploit Vulnerability deals damage to a friendly creature other than you that you can see within 30 feet of you, you can use your reaction to reduce the damage by an amount equal to 2 + your antiquarian level. You can use this feature a number of times equal to your Strength or Dexterity modifier (your choice), and regain each expended use at the end of a long rest.

Relic Ward

At 7th level, your Amulet’s Abeyance has a lasting effect. When you use Amulet’s Abeyance on a creature, the marked creature also takes a d4 penalty to attack rolls against them until the end of the marked creature’s next turn.

Virtue’s Reward

At 11th level, when you use Amulet’s Abeyance on an ally against a damaging effect that is also dealing damage to you, you also gain the benefits of Amulet’s Abeyance.

Amulet’s Protection

At 15th level, your amulet further protects your life. When a creature marked by your Exploit Vulnerability forces you to make a saving throw, you gain a bonus to the resulting saving throw equal to your proficiency bonus.

Bell

A symbol of the power that sound has over emotion, the bell can both soothe and startle. This type of implement can be any kind of instrument, but is commonly one that can be held and played in one hand.

Exploit Vulnerability

The sound of your bell disrupts your opponents. When the creature marked by your Exploit Vulnerability makes an attack roll or saving throw with advantage, you can use your reaction to prevent the roll from being affected by advantage. You may use this reaction a number of times equal to your Strength or Dexterity modifier (your choice), and regain each expended use at the end of a short or long rest.

Soothing Tones

At 2nd level, whenever a creature within 30 feet of you that can hear you would make an attack roll or saving throw with disadvantage, you can use your reaction to expend a use of this implement’s Exploit Vulnerability feature to prevent the roll from being affected by disadvantage. You may use this reaction a number of times equal to your Strength or Dexterity modifier (your choice), and regain each expended use at the end of a long rest.

Relic Sympathy

At 7th level, your relic inspires emotion in your friends and foes. As a bonus action, you can cast bane or bless without expending a spell slot. Intelligence is your spellcasting modifier for these spells. Once you cast one of these spells this way, you cannot cast either of these spells this way again until you finish a short or long rest.

Crescendo

At 11th level, you gain the following benefits:

  • When you use this implement’s Exploit Vulnerability feature, the triggering creature takes an amount of thunder damage equal to your antiquarian level.
  • When you use your Soothing Tones feature, the triggering creature regains an amount of hit points equal to your antiquarian level, unless they are at 0 hit points.

Ubiquitous Sound

At 15th level, you can use this implement’s Exploit Vulnerability feature against any creature, not just the one marked by your Exploit Vulnerability. Additionally, when you use this implement’s Exploit Vulnerability feature, you also impose disadvantage on the triggering roll.

 

 

6

Chalice

The chalice is a symbol of nourishment, and by extension, life. Your chalice can be any kind of container for liquid. It can be a flask, a hollow gourd, or perhaps even a skull.

Exploit Vulnerability

When the creature that is marked by your Exploit Vulnerability deals damage to you, you can use your reaction to gain an amount of temporary hit points equal to 2 + half your antiquarian level (rounded up). You can use this feature a number of times equal to your proficiency bonus, and regain each expended use at the end of a long rest.

Drink of Life

At 2nd level, healing wine can be conjured within your chalice. You can use your action to drink from your chalice or administer its contents to a friendly creature you can touch. The target regains an amount of hit points equal to three times your antiquarian level. Once you use this feature, you cannot do so again until you finish a short or long rest.

Imbibing from the chalice this way provides enough nourishment to sustain the imbiber for one day.

Relic Rejuvination

At 7th level, the creature that drinks the contents of your chalice through your Drink of Life feature gains the benefits of the lesser restoration spell, and has advantage on the next ability check, attack roll, or saving throw they make within the next minute.

Sting of Salvation

At 11th level, you can strike a creature to empower your chalice. When you take the Attack action, you can replace one of your attacks with the action granted by your Drink of Life feature. If you succesfully hit a creature with an attack immediately before or after using Drink of Life this way, the creature that imbibes from your chalice regains additional hit points equal to your antiquarian level. If you hit the creature marked by your Exploit Vulnerability, the additional hit points increases to two times your antiquarian level.

Raging Revelry

At 15th level, your chalice is further empowered. You gain a second use of your Drink of Life feature, which is regained at the end of a short or long rest. This second use only heals half as many hit points, however. For example, if you are a 20th level antiquarian and you used the second use granted by this feature, you would heal the target for 30 hit points. The additional hit points added by Sting of Salvation are unaltered.

Lantern

Truth, revelations, and guidance is the symbology of the lantern. Your implement can be any type of lantern, it can be a torch, or it could be a similar light source.

Exploit Vulnerability

You can shed light upon your opponent’s hidden weaknesses. As a bonus action, you can make a Wisdom (Perception) check contested by the creature marked by your Exploit Vulnerability’s Dexterity (Stealth) or Charisma (Deception) check (their choice). If you succeed, you have advantage on your next attack roll against them.

You can use this feature a number of times equal to your Strength or Dexterity modifier (your choice), and regain each expended use at the end of a long rest.

Light Bearer

At 2nd level, your lantern implement can be lit and extinguished with just a thought, no action required. While lit, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. Additionally, you gain proficiency in the Perception skill. Whenever you make a Wisdom check, you gain a bonus to the roll equal to your Strength or Dexterity modifier (your choice).

The range of the bright light and dim light increase by 10 feet at 7th level, and again at 11th and 15th level.

Relic Revelation

At 7th level, your lantern’s light overtakes magical darkness. While a source of magical darkness, such as the darkness spell, is inside the range of the light of your lantern, the magical darkness is surpressed until the source of the magical darkness leaves the light of your lantern. Additionally, if you succeed on your ability check from this implement’s Exploit Vulnerability feature, the creature marked by your Exploit Vulnerability has disadvantage on the next attack roll they make before the end of their next turn.

Cut Through Shadow

At 11th level, your lantern dispels any falsities. You know if there are any shapechangers or creatures concealed by illusion or transmutation magic while the creature is within the lantern’s light. Additionally, you know if something you can see within the lantern’s light is an illusion or affected by an illusion.

Guiding Light

At 15th level, you cannot suffer from disadvantage when making attack rolls against the creature marked by your Exploit Vulnerability while they are inside the light of your lantern, and they cannot benefit from advantage on attack rolls against you while inside the light of your lantern.

 

 

7

Mirror

The mirror represents duplicity and illusions. Perspective bends and shifts around your mirror. Your implement is a handheld mirror of some kind. It could be an actual hand mirror, a shard of silvered glass, or a pocket mirror.

Exploit Vulnerability

When you mark a creature using Exploit Vulnerability, you can mark a second creature simultaneously. The second creature you mark must be within 30 feet of the first.

Mirror’s Reflection

At 2nd level, you can project an image of yourself. As a bonus action, you can reflect an illusory image of yourself into an unoccupied space within 15 feet of you that you can see. You are treated as being in both spaces simultaneously.

Your mirror self mimics your actions exactly, but any effects you generate come from only one of your positions; you decide which each time you act. For example, if you made a weapon attack against a creature within reach of the reflection, you’d mime the actions of the Strike, but only the reflection would actually make the Strike. Anything that targets or would affect your reflection affects you and uses your statistics. Something that would target or affect both of you affects you only once. For example, a fireball that targets both of you would require only one save from you and damage you no more than once. When you are forced to move, both you and the reflection are subject to the forced movement despite only one save being made (if a save is made at all).

Once per turn, you can mentally command your reflection to move up to your speed (no action required), or twice as much if you Dash. When you reach 0 hit points, you and your reflection become more than 30 feet apart, or you dismiss this effect (no action required), you must choose which image is the real you; the reflection shatters, ending the effect.

Relic Misdirection

At 7th level, your movement becomes obscured. As a bonus action, you can become invisible until the start of your next turn. When you do so, you project illusions of yourself from you and your reflection’s space. These images can stay still, occupying the same spaces you left when you teleported, or move up to 30 feet away from those spaces. These illusions last until the start of your next turn, until they take any damage or, or until they are targetted by an attack. You can use this feature a number of times equal to your Strength or Dexterity modifier (your choice), and regain each expended use at the end of a long rest.

Silver Shards

At 11th level, your reflection shatters violently. If your reflection would shatter because you reach 0 hit points, you can force each creature of your choice within 15 feet of it to make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice), or your antiquarian spellcasting DC if you are of the Guild of Scribes). A creature takes an amount of piercing damage equal to your antiquarian level + your Exploit Damage on a failure, or half as much on a success.

Mirror Images

At 15th level, when you create your reflection, you can give yourself the benefits of the mirror image spell. Once you do so, you cannot do so again until you finish a short or long rest.

Regalia

Regalia implements are a symbol of social power, rulership, and leadership. Regalia could be honors and medals from serving the military, a certificate of knightship, the banner of an important estate, a scepter, or another such object.

Exploit Vulnerability

When a creature other than you hits the creature marked by your Exploit Vulnerability with an attack, you can give them a bonus to their damage roll equal to the roll of a d4. A creature can only gain this benefit once per turn.

You can use this feature a number of times equal to your Strength or Dexterity modifier (your choice), and regain each expended use at the end of a short or long rest.

The dice size of the bonus damage increases to a d6 at 7th level, and again at 11th level (d8) and 15th level (d10).

Commanding Presence

At 2nd level, you gain proficiency in one of the following skills of your choice: Deception, Intimidation, or Persuasion.

In addition, whenever you make a Charisma check, you gain a bonus to the roll equal to your Strength or Dexterity modifier (your choice).

Relic Ruler

At 7th level, those who swarm your marked foe are granted a boon by you. While you or friendly creatures of your choice are within 10 feet of the creature marked by your Exploit Vulnerability, they gain a +1 bonus to their AC.

Loyal Congregation

At 11th level, you can spur your allies to put in more effort. When a friendly creature you can see misses an attack against the creature marked by your Exploit Vulnerability, you can use your reaction to force them to roll again and use the new result. You can use this feature a number of times equal to your Strength or

 

 

8

Dexterity modifier (your choice) and regain each expended use at the end of a short or long rest.

Regal Smite

At 15th level, you and your allies strike down your marked foes with ease. The attacks of creatures other than yourself score a critical hit on a roll of 19-20 when attacking the creature marked by your Exploit Vulnerability.

Tome

The tome symbolizes knowledge and insight. Depending on how you acquired your implement, it could be a weathered tome from a rotting library, a regal and refined book from a noble’s collection, or it could be a clay tablet from an ancient time.

Exploit Vulnerability

When you deal damage to the creature marked by your Exploit Vulnerability, you can change the damage type of your Exploit Damage to any other damage type of your choice. Additionally, when you mark a creature and at the beginning of each of your turns thereafter, you can learn one of the following pieces of information about the marked creature:

  • Its damage resistances, immunities, and vulnerabilities.
  • Its condition immunities.
  • Its senses.
  • Its highest stat (if multiple stats are highest, you learn each of them).

Studious

At 2nd level, your tome grants you knowledge to adapt and survive. You gain profiency in a skill of your choice, and you add half your proficiency bonus to any ability checks you don’t add your proficiency bonus to. Additionally, you can understand any written or spoken common and exotic language, but you have no special ability to speak any languages you do not know.

Relic Knowledge

At 7th level, you have further studied your tome, expanding your knowledge. You can choose a skill proficiency you have. Your proficiency bonus is doubled for any ability check you make that uses the chosen proficiency. When you reach 11th level, you choose one additional proficiency to gain this benefit.

Practical Applications

At 11th level, when you roll an ability check, attack roll, or saving throw that you add your full proficiency bonus to, you can reroll the roll if the result is a 1 or 2 on the d20. You must use the new roll.

Evasive Foresight

At 15th level, you add half your proficiency bonus to any saving throws you don’t add your proficiency bonus to, including death saving throws.

Wand

Wands are associated with magic and its practice; specifically arcane spells. Wands are usually short, lightweight wooden batons.

Exploit Vulnerability

When you target the creature marked by your Exploit Vulnerability with your wand’s attack, you add your Exploit Damage to the damage roll.

Fling Magic

At 2nd level, your implement is an unrefined wand. While you are holding your wand, you may replace any attack you make with the wand’s attack. The wand has a range of 30 feet, and can only target one creature at a time. The target of your wand’s attack must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier, or your antiquarian spellcasting DC if you are of the Guild of Scribes). They take force damage equal to 1d6 + your Intelligence modifier on a failure, or half as much on a success.

The range and damage die increase to 60 feet and a d8 at 7th level, and the range increases again at 11th level (90 feet) and 15th level (120 feet).

Relic Power

At 7th level, your wand can be customized to defeat your foes. When you force a creature to make a saving throw against your wand’s attack, you can choose to change the saving throw to a Constitution or Wisdom saving throw, instead of Dexterity. You can use this feature a number of times equal to your proficiency bonus, and regain each expended use at the end of a short or long rest.

Forked Projectile

At 11th level, your wand’s attack splits off into multiple projectiles. When you use the wand’s attack against the creature marked by your Exploit Vulnerability, you can choose two additional creatures within 30 feet of the marked creature. The creatures takes an amount of force damage equal to a roll of the wand’s damage die. At 15th level, when you roll this damage, you may reroll the die if the result is a 1 or 2, and you must use the new roll.

Volatile Magic

At 15th level, your wand’s attack becomes volatile. When you use the wand’s attack against the creature marked by your Exploit Vulnerability, each creature of your choice within 15 feet of the marked creature and the targets of your Forked Projectile feature takes 1d8 force damage. The marked creature and the targets of Forked Projectile only take this damage if they are within 15 feet of another one of them. A creature can take this damage no more than once per use of the wand’s attack.

 

 

9

Weapon

The weapon implement is perhaps the most direct implement. It represents blood, battle, violence, and struggle.

Exploit Vulnerability

When you make a weapon attack using your implement against the creature marked by your Exploit Vulnerability, your attacks score a critical hit on a roll of 19 or 20 on the d20. When you reach 15th level, you also score a critical hit on a roll of 18 on the d20. When you reduce a marked creature of CR 1/4 or higher to 0 hit points, you gain temporary hit points equal to your antiquarian level + your Strength or Dexterity modifier (your choice).

Once you gain temporary hit points using this feature, you cannot do so again until you finish a short or long rest.

Tool of Violence

At 2nd level, your implement is a dangerous weapon which yearns for violence. Your implement can be any weapon you are proficient with. No matter what weapon it is, it has a d8 damage die, unless the weapon’s own damage die would be higher. You can use your action to change the form of this weapon to another weapon you have seen. Additionally, you can add your Exploit Damage to the damage rolls of weapon attacks using melee weapons with the heavy property.

You can transform one magic weapon into your implement by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your implement if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it.

Relic Weapon

At 7th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with your implement. This increases to two additional dice at 11th level. Additionally, when you roll a 1 or 2 on the damage die for your implement’s weapon attack, you can reroll the die and must use the new roll.

Hack and Slash

At 11th level, your implement’s lust for blood grows. When you score a critical hit with your implement, or you reduce the hit points of the creature marked by your Exploit Vulnerability to 0, the next attack roll you make before the end of your next turn has advantage.

Screaming Chorus

At 15th level, your weapon possesses your foes with fear. When you reduce a hostile creature to 0 hit points, you can force each creature of your choice that can see you within 30 feet of you to make a Charisma saving throw (DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice), or your antiquarian spellcasting DC if you are of the Guild of Scribes). On a failure, they are frightened of you for one minute. A creature frightened this way may repeat their saving throw at the end of each of their turns. On a success, they are no longer frightened. Once you use this feature, you cannot do so again until you finish a short or long rest.

 

 

10

Antiquarian Guilds

You define your trade by specializing in an antiquarian guild of your choice. An antiquarian guild is not a literal guild, though it can be. Instead, an antiquarian guild is a collection of people and places that an antiquarian can or has gained knowledge and opportunities from. An antiquarian who learns of opportunities to acquire magic items from a thieves’ guild may be of the Skulker’s Guild, and an antiquarian who studies tomes and scripture to find magic worth pursuing may specialize in the Scribe’s Guild.

Scribe’s Guild

While all antiquarians dabble in the power granted by magical items, those of the scribe’s guild take a more direct route to magic: learning and studying. Scribe antiquarians keep spellbooks on them which not only house their spells, but also many of their notes on esoteric lore, myths, and folk magic.

Spellcasting

When you reach 3rd level, you supplement your esoteric knowledge with the ability to cast spells.

Cantrips

You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level. When yougain a level in this class, you can replace a wizard cantrip you know with another wizard cantrip of your choice.

Spellbook

At 3rd level, you gain a spellbook containing six 1st-level wizard spells of your choice. Five of these spells must be from the conjuration, divination, and transumtation spells on the wizard spell list. Your spellbook is the repository of the wizard spells you know. If your implement is a tome, you can use it as your spellbook.

Preparing and Casting Spells

The Scribe Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to a third of your wizard level (rounded up) + your Intelligence modifier (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you’re a 7th-level antiquarian, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell grease, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. 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 a wizard 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 modifier

Spellcasting Focus

You can use your relic implement as your spellcasting focus for wizard spells you acquired through this class.

Learning Spells of 1st Level and Higher

At 4th level, and again at 7th, 10th, 13th, 16th, and 19th, you can add two spells to your spellbook. Each of these spells must be from the conjuration, divination, or transumtation schools of magic. At 8th, 14th, and 20th level, you can add a spell to your spellbook from any school of magic. Each spell you add to your spellbook these ways must be of a level for which you have spell slots, as shown in the Scribe Spellcasting table. On your adventures, you might find other spells that you can add to your spellbook (see the “Your Spellbook” sidebar in the wizard class).

Scroll Proficiency

Starting at 3rd level, your multidisciplinarian approach to magic means you can cast any kind of spell with ease, so long as it comes from a scroll. You can cast a spell from a scroll no matter what spell list it is from. A spell cast from a scroll this way uses your Guild of Scribes spell attack bonus and save DC instead of the scroll’s if yours would be higher. Additionally, when you make an ability check to cast a spell from a spell scroll that is higher than a level you can cast or to copy the spell into your spellbook, you can add your esoteric lore skill bonus to the roll instead of your spellcasting ability modifier. Failing this ability check does not cause the spell to dissapear from the scroll, either.

You can draw and activate scrolls in the same hand that is holding an implement, or shield.

 

 

11
Scribe Spellcasting
Class Level Cantrips Known — Spells Slots per Spell Level —
1st 2nd 3rd 4th
3rd 2 2
4th 2 3 -
5th 2 3 -
6th 2 3 -
7th 2 4 2
8th 2 4 2 -
9th 2 4 2 -
10th 3 4 3 -
11th 3 4 3 -
12th 3 4 3 -
13th 3 4 3 2
14th 3 4 3 2
15th 3 4 3 2
16th 3 4 3 3
17th 3 4 3 3
18th 3 4 3 3
19th 3 4 3 3 1
20th 3 4 3 3 1

Scroll Scribe

Additionally at 3rd level, you can turn your prepared spells into scrolls. When you cast a spell, you can choose to conjure a scroll of the spell instead of having the spell take effect. This spell scroll is different from normal spell scrolls in the following ways:

  • At the end of your next long rest, the spell scroll is destroyed.
  • Anyone can use it, regardless of spell level and whether or not they have the spell on their spell list.

Once you create a scroll this way, you cannot do so again until you finish a short or long rest.

Opportunistic Spells

At 6th level, your spells are especially dangerous to your marked foes. If the creature you have marked by Exploit Vulnerability fails a save they make against a spell you cast of 4th level or lower, they take an amount of force damage equal to your Exploit Damage. If they succeed on the save, they instead take half of this damage.

Additionally, you can mark a creature using Exploit Vulnerability by targetting them with a spell.

Masterful Scribing

At 10th level, you can create scrolls using your Scroll Scribe feature as many times as you want, instead of just once per short or long rest.

Spell Vulnerability

At 14th level, you have learned how to exploit a foe’s vulnerability with your spells. A creature marked by you has disadvantage on saving throws against wizard spells you cast of 4th level or lower.

Skulker’s Guild

Perhaps the most common type of antiquarian, the skulker’s guild is a guild which specializes in exploration and staying out of sight. These antiquarians tend to stay close to crime syndicates and theives guilds, and often supply or are supplied magic items through these groups. Lone antiquarians of this guild tend to be roguish in nature, perhaps someone who would have become a thief or assassin had they not gained the lore and magic of an antiquarian.

Skulker’s Skill

At 3rd level, you gain proficiency with thieves’ tools, and either Sleight of Hand or Stealth (your choice). If you already have these skill proficiencies, you may instead gain another skill proficiency of your choice. You also ignore disadvantage on stealth checks inflicted due to your armor. When you roll an ability check using thieves’ tools, you can roll using your esoteric lore skill instead.

You can Hide as a bonus action. When comparing your Dexterity (Stealth) roll to the Wisdom (Perception) or Intelligence (Investigation) roll (or their passive counterparts) of a creature marked by you, you can replace your Stealth skill bonus with your esoteric lore skill bonus.

Hidden Venture

at 6th level, you know a piece of esoterica which allows you to hide your tracks. You can cast pass without trace twice, and regain each expended use at the end of a long rest.

Safety of Shadow

At 10th level, you regain lost poise when you evade attacks and stay hidden. While you are in combat and at no more than half your hit points, if the creature marked by your exploit vulnerability misses you with an attack roll or you end your turn hidden due to the Hide action, you regain an amount of hit points equal to 2 + half your Exploit Damage (rounded up).

Surprise Strikes

At 14th, your attacks which surprise enemies become more accurate. When you roll an attack roll with advantage, you can add a bonus to the attack and daamge rolls equal to the roll of a d4. You cannot add this bonus to an attack roll that would already add such a bonus, like from the bless spell.

 

 

12

Warden’s Guild

Antiquarians who collect knowledge about druidic practices and contemporary medicine are considered wardens. The warden’s guild specializes in restoring nature, healing the injured, and keeping their allies alive. Antiquarians of this guild can usually be found among druids and barbarians, or as doctors.

Bonus Proficiencies

At 3rd level, you gain proficiency with the healer’s kit and herbalist kit, as well as with the Medicine skill if you do not already have it. If you already have this skill proficiency, you may instead gain another skill proficiency of your choice.

Bonus Cantrip

At 3rd level, you learn the druidcraft cantrip, if you do not already have it. Intelligence is your spellcasting ability for it.

Serene Garden

Additionally at 3rd level, you cultivate a magic garden which travels with you. As a bonus action, you can cause life to flourish around you. Every solid surface within a 15 foot radius centered on you grows flora on it. When the garden appears, you can restore an amount of hit points to each creature of your choice within it equal to your antiquarian level.

Additionally, while you or a friendly creature is within this area, they gain the following benefits:

  • Plants stabilize the earth beneath them. If they start their turn in difficult terrain or move into it, their walking speed is increased by 15 until the beginning of their next turn.
  • Whenever they restore hit points, they regain additional hit points equal to 2 + your proficiency bonus.

If the creature marked by your Exploit Vulnerability starts their turn in or enters the garden’s area, their speed is reduced by 10 feet until the beginning of their next turn.

The range of your garden increases by 15 feet at 6th level (30 feet), and again at 10th level (45 feet) and 14th level (60 feet).

Your garden lasts for 1 minute, until you die, or until you dismiss it (no action rquired).

You can use this feature a number of times equal to your proficiency bonus, and regain each expended use at the end of a long rest.

Bed of Warmth

At 6th level, your allies are safe within the comfort of your garden. If you or a friendly creature regains hit points while at 0 hit points while inside the garden’s area, they gain temporary hit points equal to twice your antiquarian level.

Warden’s Gift

At 10th level, you prepare on behalf of all your allies. As a bonus action, you can grant each creature of your choice within the garden’s area the same damage type resistance(s) you are granted by your Advance Preparation feature for 1 minute, or until you lose concentration (as if you were concentrating on a spell). You cannot impart resistance to bludgeoning, piercing, or slashing damage this way.

You can use this feature twice, and regain each expended use at the end of a short or long rest.

Root to Life

At 14th level, you keep your allies alive through thick and thin. When a creature you can see within the garden’s area would start their turn at 0 hit points, you can use your reaction to immediately cause them to regain hit points equal to half their hit point maximum. They may also stand up. Once you use this feature, you cannot do so again until you finish a short or long rest.