Archivist
Archivist
For centuries, chroniclers have sought the best way to store vast amounts of information. While most were satisfied with books and scrolls, Archivists strove for something greater. They learned to store libraries worth of information inside a singular object, awakening the first Artificial Minds. Working in tandem with them, Archivists wield the potentially limitless power of these arcane intelligences.
Source: Homebrew - Laserllama and Expanded by Self
Sub-Class Features
Level 3
Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with calligraphers supplies. If you already have calligraphers supplies 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 artificer spells you prepare.
| Archivist Spells | |
|---|---|
| Artificer Level | Archivist Spells |
| 3rd | Comprehend Languages, Dissonant Whispers |
| 5th | Detect Thoughts, Mind Spike |
| 9th | Hypnotic Pattern, Tongues |
| 13th | Locate Creature, Phantasmal Killer |
| 17th | Modify Memory, Synaptic Static |
Artificial Mind
Beginning at 3rd level, you learn to awaken Artificial Minds within object. At the end of a long rest, you can touch a Tiny, non-magical object, and use your calligrapher's supplies to awaken an Artificial Mind within it. While the Artificial Mind is awakened within an object, the object is considered a magic item that requires attunement, and it can be used as a spellcasting focus for your artificer spells. If you attempt to rouse a second Artificial Mind while you already have one active from this feature, the first Artificial Mind ceases to exist. If your Artificial Mind ceases to exist or is otherwise destroyed, all information contained within it is lost.
While attuned to your Artificial Mind, you gain the following abilities:
- Information Overload - You can cause your Artificial Mind to overload the mind's of your foes by channeling information at them. As an action, you can force a creature that you can see within 30ft to make an Intelligence Saving throw. On a failed save, it takes 1d8 Psychic Damage and has disadvantage on the next attack roll it makes before the start of your next turn. The damage of Information Overload increases when you reach 5th Level (2d8), 11th Level (3d8), and 17th Level (4d8)
- Magical Telephony - You can communicate telepathically with any creature carrying one of your infused items within a 1-mile radius. The creature can respond to you telepathically.
- Skill Proficiencies - You gain skill proficiencies depending on the material that your Artificial Mind is made out of referencing the Artificial Mind Table. If your object does not clearly fit into one of the three categories, your DM has final word on which category it fits into
| Artificial Mind | ||
|---|---|---|
| Material | Examples | Proficiencies |
| Animal | Parchment, Leather, Bone | Animal Handling, Insight, Perception, Survival |
| Mineral | Gem, Glass, Metal, Stone | Deception, Intimidation, Performance, Persuasion |
| Plant | Paper, Wood, Vegetable | Arcana, History, Nature, Religion |
Level 5
Acute Overload
You can expend a spell slot to increase the Psychic Damage of Information Overload. The damage increases by 2d8 for a 1st level spell slot and an additional 1d8 for each level above first. Also, when you deal psychic damage using your Artificial Mind as a spellcasting focus, you deal additional damage equal to your intelligence modifier (minimum +1).
Artificial Awareness
Your Artificial Mind has become better at accounting for the passage of time and referencing recent events. You gain the following benefits while attuned to your Artificial Mind:
- You always know which way is north
- You always know the time of day and number of hours left before the next sunrise or sunset
- You can accurately recall anything that your Artificial Mind was in witness of within the past month
Level 9
Improved Consciousness
The cognitive abilities of your Artificial Mind are powerful enough to aid your spellcasting. When you are forced to make a Constitution Saving throw to maintain concentration on a spell, you gain a bonus to your roll equal to your Intelligence Modifier (minimum +1)
Improved Artificial Awareness
Your Artificial Mind has become more adept at accounting for what is in your surroundings. You gain the following benefits while attuned to your Artificial Mind:
- You can't be surprised
- Add your intelligence modifier to your Initiative and to your Passive Perception
- Gain Expertise on Investigation (Intelligence) Checks
Level 15
Master Archivist
You are a master of Archivist Artifice. You can, as an action on your turn, transform into pure information and teleport to an unoccupied space you can see within 60ft, or an unoccupied space within 5ft of a creation or object bearing one of your artificer Infusions. A willing creature bearing one of your infusions can also be teleported in this manner, but their movement speed is reduced by 1/2 during their next turn. Additionally, the additional damage dealt via your Acute Overload feature for using your Artificial Mind as a Spellcasting Focus is doubled.
Eidetic Mind
Your Artificial Mind's have grown greatly in complexity and ability, and your tireless work at improving them has paid off. You gain the following benefits while attuned to your Artificial Mind:
- You can calculate and recall large strings of numbers and mathematical equations with ease
- As long as you have heard or seen a piece of information, at any point, while attuned to your Artificial Mind, you may freely recall that information
- The period of time for recalling information only your Artificial Mind was present to witness is extended to 3 months