The Antiquary (Artificer Subclass)

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The Antiquary

Rather than crafting exquisite magical objects, you scavenge the arcane bargain bin. Your specialty lie in teasing out every drop of magical potential from even the most measly charm or talisman. You have a knack for finding trinkets and amulets of minor power and refurbishing them. Your power lies in the tatterdemalion collection of magical objects only you can restore and maintain, never knowing when you might have just the right trifle for the occasion.

The Antiquary
Artificer Level Feature
3rd Tools of the Trade, Antiquary Spells, Esoteric Trove
6th Expanded Collection
14th Multiple choice

Tools of the Trade

By the time you adopt this specialty at 3rd level, you're deeply familiar with employing its tools.

Proficiencies. You gain two tool proficiencies, reflective of the nature of your items in your collection. You also gain those tools for free—the result of tinkering you've done as you've prepared for this specialization.

Crafting. If you craft a magic item in the wondrous item category, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.

Antiquary Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Antiquary Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.

Antiquary Spells
Artificer Level Spells
3rd ????, illusory script
5th locate object, Nystul's magic aura
9th nondetection, remove curse
13th ????, ????
17th legend lore, ????

Esoteric Trove

At 3rd level, you've amassed a unique collection of magical trinkets, knick-nacks and baubles most other artificers would not find valuable. As an action, you may reach into your reliquary and produce a single item from the Common Magic Item table or a number of random items from the Trinkets table equal to your Intelligence modifier. If the item requires attunement, you can attune yourself to it the instant you retrieve the item, or you can forgo attunement so that someone else can attune to the item. Any creature that attunes to your esoterica may ignore any attunement restrictions listed in the item's description. The magic of these baubles is fleeting and finite outside of your care and they crumble to dust after 1 hour. You regain the use of this feature at the end of your next short or long rest.

Expanded Collection

The magical proximity of such minor enchantments begins to warp and twist the properties of your collection, giving its pieces new features. Items you produce from your reliquary may each have a minor property chosen from the minor property table. Alternatively, you may use an action to destroy an item from your collection with a minor property and imbue that property into a nonmagical item you can touch. The item retains this property until the end of your next short rest.

Scavenged Sorceries

Your collection has now begun to house trinkets imbued with a fraction of real arcane power, pilfered from potent practitioners. At the end of a long rest, chose any spell of 2nd level or lower. Until the end of your next long rest, you may cast this spell as an artificer spell without expending a spell slot. Regardless of the duration of the spell chosen, the effects of the spell end at the end of your next long rest.

Common Magic Items
Bead of Nourishment
Bead of Refreshment
Boots of False Tracks
Candle of the Deep
Charlatan's Die
Cloak of Billowing
Cloak of Many Fashions
Clockwork Amulet
Clothes of Mending
Dark Shard Amulet
Dread Helm
Ear Horn of Hearing
Enduring Spellbook
Ersatz Eye
Hat of Vermin
Hat of Wizardry
Heward's Handy Spice Pouch
Horn of Silent Alarm
Instrument of Illusions
Instrument of Scribing
Lock of Trickery
Mystery Key
Orb of Direction
Orb of Time
Perfume of Bewitching
Pipe of Smoke Monsters
Pole of Angling
Pole of Collapsing
Rope of Mending
Ruby of the War Mage
Shield of Expression
Staff of Adornment
Staff of Birdcalls
Staff of Flowers
Talking Doll
Tankard of Sobriety
Unbreakable Arrow
Veteran's Cane
Wand of Conducting
Wand of Pyrotechnics
Wand of Scowls
Wand of Smiles
Trinkets
1. A piece of crystal that faintly glows in the moonlight.
2. A brass ring that never tarnishes.
3. A small idol depicting a nightmarish creature that gives you unsettling dreams when you sleep near it.
4. A glass orb filled with moving smoke
5. A pipe that blows bubbles
6. A tiny gnome-crafted music box that plays a song you dimly remember from your childhood
7. A shard of obsidian that always feels warm to the touch
8. A blank book whose pages refuse to hold ink, chalk, graphite, or any other substance or marking
9. A gemstone that looks like a lump of coal when examined by anyone but you
10. A metal can that has no opening but sounds as if it is filled with liquid, sand, spiders, or broken glass
11. A candle that can't be lit
12. A nightcap that, when worn, gives you pleasant dreams
13. A bit of folded cloth that, when unfolded, turns into a stylish cap
14. A needle that never bends
15. A wooden box with a ceramic bottom that holds a living worm with a head on each end of its body
16. A compass that always points to your birthplace
17. A paper fan that won't produce a breeze no matter how hard it's waved
18. A glass cup that can only be filled half way no matter how much liquid is poured into it
19. A mirror that only shows the back of your head
20. A seal which imprints a mysterious, unknown coat of arms into hard rock
21. A small wooden doll that when held brings back fond memories
22. A small handmirror which only reflects inanimate objects
23. A glass eyeball that looks about of its own accordance, and can roll around
24. A glass orb that replicates yesterday's weather inside itself
25. A deep blue piece of flint, that when struck with steel produces not a spark but a drop of water
Artificer Subclass | The Antiquary
Minor Properties
Property Description
Beacon The bearer can use a bonus action to cause the item to shed bright light in a 10-foot radius and dim light for an additional 10 feet, or to extinguish the light.
Handy This item grants a single tool proficiency, that you specify, to its bearer.
Delver While underground, the bearer of this item always knows the item's depth below the surface and the direction to the nearest staircase, ramp, or other path leading upward.
Guardian The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn't incapacitated.
Hidden Message A message is hidden somewhere on the item. It is visible only under a specific circumstance you describe.
Language The bearer can speak and understand a language of your choice while the item is on the bearer's person.
Sentinel Choose a kind of creature. This item glows faintly when such creatures are within 120 feet of it.
Temperature The bearer suffers no harm in temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.
War Leader The bearer can use an action to cause his or her voice to carry clearly for up to 300 feet until the end of the bearer's next turn
Waterborne This item floats on water and other liquids. Its bearer has advantage on Strength (Athletics) checks to swim.
 

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