My Documents
Become a Patron!
## Occultist ### Antiquarian An antiquarian is a delver of secrets, seekers of magic, mystery, and mysticism. They collect, curate, and catalog their curios with great gusto, often taking great pride in their work, even if others may find it hard to share the enthusiasm for dusty tomes, broken antiques, and cursed artifacts. To antiquarians, every item has a story, every secret piece of lore value, every piece of knowledge a place. While many antiquarians come off to others as eccentric academics, they can come in a wide variety, from brave treasure hunters unearthing history with their own hands, to shady merchants weaving grand tales of historic importance for their dubious merchandise. Those that survive on this path are often with feet as quick as their mind, as little of what the study is found in safety and comfort. > ##### Scholarly Pursuits > When you select an Antiquarian as your subclass as an Occultist, you can select Intelligence as your spellcasting stat instead of Wisdom, representing Antiquarians that take a scholarly interest in the history and magic they delve. > > The DM may consider disabling multiclassing for characters that make this choice if they have concerns about potential interactions, but single classed characters selecting Intelligence will cause no issues in balance. #### Scholar of Antiquity At 1st level when you gain this subclass, you learn the Arcana and History skills, and learn one additional language, usually an ancient language used in obscure texts and ruins. You learn the following spells at the following levels. These are Occultist spells for you, and do not count against your spells known. | Occultist Level | Spells Learned | |:---------------:|:--------------:| | 1st | *identify, protection from evil and good* | 3rd | *locate object, misty step* | 5th | *gaseous form, remove curse* | 7th | *death ward, dimension door* | 9th | *animate objects, legend lore* When you use the *identify* spell on an object, you gain advantage on any ability check to determine the age, cultural heritage, region of origin, and estimated value of the item. #### Delver of Antiquity Additionally at 1st level, you gain the wherewithal to survive and thrive while doing the fieldwork of your scholarly pursuits. You gain the following benefits: * **Savvy Stepper.** You gain advantage on saving throws against traps, and resistance to any damage you take from them. * **Burst of Survival.** You can gain advantage on Strength or Dexterity ability checks, or gain a climbing speed or swimming speed, until the end of your turn (no action required). Once you do so, you cannot do so again until you complete a short or long rest. * **No Stone Unturned.** If you spend an additional minute taking them, you gain advantage on Wisdom (Perception) or Intelligence (Investigation) checks to uncover hidden passages, doors, or treasures. #### Clever Curator Starting at 3rd level, you excel at using the magic items you collect effectively, gaining the following benefits in handling magical items: * **Magic Item Master.** When you use a magic item to cast a spell, you can use your spell save DC instead of the item's specified spell save DC. * **Recharge Item.** If a magic item or curio can be used to cast spells and has charges or uses, as an action you can expend a spell slot to recharge charges or uses. You can only expend a spell slot of a level of spell the item can cast, and it regains a number of charges equal to the number of charges required to cast the spell. You cannot charge the same item again until it regains charges normally. \pagebreakNum * **Borrowed Power.** As an action, you can form a temporary bond of attunement with a magic item that requires it. You gain all the effects of being attuned to that item for one minute, but it does not count against your attunement limit. Once you do so, you cannot do so again until you complete a long rest. * **Clever Hands.** You can draw or stow any number of items on your turn, but can only end your turns carrying a number of items equal to your number of hands. Additionally, you can use any magic item you are attuned to or curio (gained from an Occult Rite) that can cast spells in place of a material component for casting Occultist spells, as long as that component has a cost of less than 50 gold × your Occultist level and is not consumed by the casting of the spell. #### Unshackled Curios At 3rd level, you expand your list of curios. You can select one additional Occult Rite from the Antiquarian specific rites with the "curio" tag. The selected rite does not count against your Occult Rites known, and represents the study and occult rituals required to bring forth the otherwise dormant or faded power of the item. This rite can be exchanged when you gain a level (like normal), but can only be exchanged for another rite with the "curio" tag that does not have a level requirement. You can select an additional curio rite following the same rules at 6th, 9th, and 12th level. The 12th level selection can be one that has a level requirement of 5th level or lower. #### Quick Footed Casting Starting at 6th level, when you cast a spell of 1st level or higher with your action (using either a spell slot or an item), you can take the dash or disengage action as a bonus action. #### Always Prepared Starting at 14th level, when you use the Clever Curator feature to form a temporary attunement to a magic item, the duration of the bond increases from 1 minute to 1 hour, and you can form this type of bond three times before you need to complete a long rest to regain all uses of the feature. You can only have one of these bonds at a time, and any existing bond is ended if you use it again while the previous one is still active. Alternatively, you can expend a use of this feature to gain access to an Occult Rite with the 'curio' tag that is requires 5th level or lower and that you don't already have selected; when you do so, you gain access to the rite for 1 hour, losing its effect at the end of the effect. \columnbreak ### Antiquarian Rites > ##### Ancient Curios > Some Occult Rites are labeled as '(curio)'; these interact with your Antiquarian features in various ways, are typically items that can be used to cast a spell once per long rest. The default appearance of a curio can be changed, as long as they are tiny to small items that can be held in your hand. > > The value and providence of the curios is often not apparent to anyone other than the antiquarian who collects them, and they are not magic items in the hands of others. **Ancient Expertise** You gain expertise in your choice of Arcana or History. ___ **Ancient Key** *(curio)* An odd looking key the size of a small cudgel you can use to cast *knock* without expending spell slot. Once used, it cannot be used again until you complete a long rest. ___ **Broken Grail** *(curio)* A piece of a shattered chalice you can use to cast *heroism* without expending a spell slot. Once used, it cannot be used again until you complete a long rest. Additionally, it sheds 1 drop of holy water every day, allowing you to create 1 flask of holy water a week for free if you collect all the drops. ___ **Chattering Skull** *(curio)* A talking skull that you can use to cast *comprehend languages* without expending a spell slot. Once used, it cannot be used again until you complete a long rest. ___ **Curse Resistance** Your handling of dark and cursed items has inoculated you to its dark magic. You gain advantage on saving throws against becoming affected by a curse, and you become immune to one curse from a Common or Uncommon item you would otherwise be cursed by (of your choice if you are suffering from multiple such curses). ___ **Dazzling Salesman** You gain proficiency in the Persuasion or Deception skill (your choice), and gain advantage on any Charisma ability checks using the chosen skill to negotiate the price of buying or selling antique items (magical or otherwise). ___ **Demonic Finger** *(curio)* A desiccated demonic finger made into a necklace. While wearing it, you can cast *hellish rebuke* without expending a spell slot. Once used, it cannot be used again until you complete a long rest. ___ **Fiendish Fetish** *(curio)* A horned skull with a flame burning within it that sheds bright light in a 15 foot radius and dim light for an additionally that you can use to cast *eyes of immolation^K^* without expending a spell slot. Once used, the light fades and it cannot be used again until you complete a long rest. ___ \pagebreakNum **Familiar Skull** *(prerequisite: chattering skull)* The talking skull gains the ability to fly and act on its own, becoming a familiar as per the *find familiar* spell. You learn the *find familiar* spell, but when you use it, you can only call for the Chattering Skull as a familiar option (stat block below). ___ > ## Chattering Skull >*Tiny undead, varying alignment* > ___ > - **Armor Class** 13 > - **Hit Points** 2 > - **Speed** 0 ft., fly 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|2 (-4)|12 (+1)|10 (+0)|11 (+11)|12 (+1)|12 (+1)| >___ > - **Skills** Perception +2 > - **Damage Immunities** Poison > - **Condition Immunities** Exhaustion, Poisoned > - **Senses** Darkvision 60 ft., passive Perception 12 > - **Languages** Common, and two additional languages select the first time it is summoned. > - **Challenge** 0 > ___ > > ### Actions > ***Bite.*** *Melee Weapon Attack:* +1 to hit, reach 5 ft., one target. *Hit:* 1 piercing damage ___ **Ghoulish Claw** *(curio)* A ghoulish claw turned into a wicked dagger. When you strike a living creature with this claw, it must make a Constitution saving throw against your spell save DC or become Poisoned until the start of your next turn. You can use the dagger to cast *inflict wounds* without expending spell slot. Once used to cast the spell, it ceases to poison creatures on hit and cannot be used to cast the spell again until you complete a long rest. ___ **Handy Whip** You gain proficiency with a whip. While carrying a whip in your hand, you gain a climbing speed equal to the reach of your whip, and can perform simple object interactions (opening doors, picking up items) at the reach of your whip. ___ **Honed Reflex** *(prerequisite: 14th level Occultist)* Your honed survival instincts tell when to get out of the way. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. ___ **Insightful Eye** *(curio)* An eye encased in crystal that you can use to cast *detect magic* without expending a spell slot. Once used, it cannot be used again until you complete a long rest. ___ **Linguistic Scholar** You gain proficiency in two additional languages of your choice. ___ **Looter of Antiquity** Your excellence at packing and storage allows you to leave nothing behind. As long as you have a backpack, you increase your maximum carry weight by 10 × your Wisdom or Intelligence modifier (your choice) pounds. > ##### Encumbrance > When using the Variant Encumbrance rules, the value is halved but is added to the amount of weight you can carry before being considered encumbered. ___ **Scroll Saver** You can use scrolls of any spell that are of a level of spell you cast as an Occultist, even if the spell is not on your class spell list. When you use a scroll to cast a spell, roll a dX die where X is the level of the spell + 1. If you roll a maximum value on the die, the scroll is not consumed. ___ **Skeletal Hand** *(curio)* *(prerequisite: 5th level Occultist)* A skeletal hand that you can use to cast *mage hand* or *bestow curse*. Once you use it to cast *bestow curse* it cannot be used to cast either spell again until you complete a long rest. ___ **Spirit Lantern** *(curio)* *(prerequisite: 5th level Occultist)* A lantern that casts pale ghostly dim light in a 15 foot radius. While holding it, you can use it to cast *spirit guardians* without expending a spell slot. Once used, it ceases to shed light and cannot be used again until you complete a long rest. ___ **Treasure Hunter** You gain proficiency with Cartographer's Tools and your choice of Water or Land Vehicles. Additionally, you gain advantage on any ability check to decipher a map or description of a location. > ##### Creating Curios > There are an endless supply of odds and ends that an Antiquarian can find some use in, with the general concept that the Occult Rite required to activate them is the study and occult rituals required to bring forth the otherwise hidden or dormant power of the curio. > > When creating a new curio, they should generally be a 1st level spell that can be cast once per long rest when unrestricted or a 3rd level Occultist spell when 5th level restricted. In some cases, a 2nd level utility spell or more unique spell can be used, but such options should be considered more carefully before being introduced. > > Any additional effects of the curio should be minor and passive benefits (such as creating light).