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Wizard Subclass
Relic Hunter | Ogskive
## Relic Hunter Forgoing traditional wizard schooling, relic hunters study fragments of ancient civilizations for valuable insights into forgotten cultures and ancient magic. Deep within the vaults of the earth lay the answers to scholars' most sought questions – why did ancient peoples build these relics, why did they disappear, and how can we prevent their cataclysms from happening again? #### Archaeology When you select this school at 2nd level, you learn a language of your choice. Additionally, you have advantage on Intelligence (History) checks made to determine the original nature and purpose of relics. When you reach certain levels in this class you learn another language: one at 6th level, and another at 14th level, which reflects your ongoing study of history and culture. #### Detect Treasure Also at 2nd level, you become an adept treasure hunter. You add the *detect magic* spell to your spellbook at no cost if you don't have it already. When you cast *detect magic*, it has the following changes: - When you detect a magic item using *detect magic*, you automatically know its rarity, whether or not it is afflicted by a curse, and what spell or spells it allows the user to cast (if any). - You automatically identify any spell cast within the spell's radius. - While concentrating on this spell, you have advantage on Dexterity saving throws against magic. You can cast *detect magic* once without expending a spell slot, and you regain the ability to do so when you finish a long rest. #### Souvenirs of Antiquity Starting at 6th level, you can piece together the remains of ancient puzzles. You gain one magic item of your choice from the Souvenirs of Antiquity table. The time and gold it takes for you to craft duplicates of your magic item is halved. #### Dashing Beginning at 10th level, your time spent in uneasy tombs has honed your hair-trigger senses. You gain proficiency in Dexterity saving throws. #### Artifact Hunter Starting at 14th level, you automatically detect the presence of magic items within 120 feet of you as if you had sensed them by casting the *detect magic* spell. When you sense a magic item using *detect magic*, you may also choose to cast *identify* on it, regardless of range, and without expending a spell slot (no material components or action required). Moreover, when you cast *detect magic*, the spell isn't blocked by anything except lead. You must have *detect magic* prepared in your spellbook in order to gain the benefits of this feature. \columnbreak > ##### Art Credit > Adventurer by damie-m > > Ruins by Iaspinter > > Watercolor by flamableconcrete ##### Souvenirs of Antiquity |Magic Item|Attunement| |:-|:-:| *Alchemy jug*|No *Bag of holding*|No *Bracers of archery*|Yes *Brooch of shielding*|Yes *Boots of elvenkind*|No *Boots of the winterlands*|Yes *Cloak of elvenkind*|Yes *Cloak of the manta ray*|No *Eyes of charming*|Yes *Gloves of missile snaring*|Yes *Gloves of thievery*|No *Immovable rod*|No *Lantern of revealing*|No *Periapt of wound closure*|Yes *Pipes of haunting*|No *Sending stones*|No *Shield, +1*|No *Simple or martial weapon of your choice, +1*|No *Wand of magic detection*|No *Wand of secrets*|No