Artificer: Archivist
Not all who study artifice work in a grimy lab with a dented hammer. Some prefer to work with an elegant quill and clever wordplay. Archivists are concerned with the collection and storage of knowledge, and combine arcane infusions and psionic powers to incapacitate any who would try to steal it from them.
Tool Proficiency
At 3rd level, you gain proficiency with calligrapher's tools. If you are already proficient with calligrapher's tools, you instead gain proficiency with another set of artisan's tools of your choice. Additionally, whenever you create a spell scroll, it takes you half the time and gold cost.
Archivist Spells
Artificer Level | Spell |
---|---|
1st | comprehend languages, dissonant whispers, mind sliver |
5th | detect thoughts, tasha's mind whip |
9th | hypnotic pattern, tongues |
13th | confusion, psychic lance |
17th | scrying, synaptic static |
Artificial Mind
At 3rd level, you discover how to awaken a mind inside an object. Whenever you finish a long rest and your calligrapher’s supplies are with you, you can magically rouse a keen mind within a Tiny, object on which you write mystical symbols. The object can be used as a spellcasting focus. If you already have an artificial mind from this feature, the first one immediately dissipates. While you are carrying the mind, you gain the following features:
- Psychic Counsel Whenever you finish a short or long rest, choose two skills. You gain expertise with these skills, which means your proficiency bonus is doubled for any ability check you make with them.
- Information Overload: You can cause your Artificial Mind to overload the mind's of your foes by channeling information at them. As a bonus action, you can force a creature that you can see within 30 feet to make an Intelligence saving throw. On a failed save, it takes 1d8 psychic damage and disadvantage on the next attack roll it makes before the start of your next turn.
- Arcane Archive: As an action, you can touch the mind to a book or writing that is legible to you. All of the information in the writing is instantly saved to your mind, and while it is on your person you can remember any information stored in the writing.
Psionic Artifice
Also at 3rd level, your magic changes to incorporate raw information. Whenever you deal damage with an artificer spell, you can choose to deal psychic damage instead. Additionally, you gain telepathy out to 30 feet. A creature must understand you to understand your telepathic utterances.
Sage's Rage
At 5th level, you better learn to sap the minds of your enemies. You gain the following features:
- Honed Psionics When you make a psychic damage roll for an artificer spell or for Information Overload, you gain a bonus to the damage roll equal to your Intelligence modifier (minimum bonus of +1)
- Powerful Overload Once on your turn when you deal psychic damage, you can expend a spell slot to do bonus damage. The damage is 2d8 for a 1st level spell slot, and an additional 1d8 for each level above 1st.
Master Arhivist
At 15th level, you are a master archivist, capable of tapping into the very flow of information throughout the planes. You gain the following benefits:
- Consult the Archives While holding your artificial mind, you can cast Divination, Legend Lore, Contact Other Plane and Commune. When cast this way, you don't require material components or a spell slot, and you can cast them as an action. These spells don't contact deities or anything else when used this way, instead tapping into the Archives of Knowledge found throughout the planes. You can cast these spells a combined times equal to your proficiency bonus, and regain all uses when you finish a long rest.
- Absolute Overload When you use Information Overload, you can use it an additional time as part of the same bonus action. If a creature fails both saves, it has disadvantage on all attacks it makes that turn.