Archivist
What are the best ways to store vast amounts of information? That question has occupied chroniclers and librarians for centuries. Scrolls and books were the finest information-storing methods for a long time, but the first Archivists imagined something greater: storing information in a real or an artificial mind. Archivists have become masters of storing knowledge and creating artificial intelligences fueled by magic. These techniques have yet to be perfected and institutionalized, and of all Artificers, archivists are on the cutting edge of arcane science.
| Level | Spells |
|---|---|
| 3 | Comprehend Languages, Dissonant Whispers |
| 5 | Detect Thoughts, Locate Object |
| 9 | Hypnotic Pattern, Tongues |
| 13 | Locate Creature ,Phantasmal Killer |
| 17 | Legend Lore, Modify Memory |
| Main Material | Skill Proficiencies |
|---|---|
| Parchment, Leather, Bone | Animal Handling, Insight, Medicine, Perception, Survival |
| Glass, Stone, Metal | Deception, Intimidation, Performance, Persuasion |
| Paper, Wood | Arcana, History, Investigation, Nature, Religion |
Subclass Features
Speciality Spells
Your specialization and training grant you the following spells. You know the following spells and they do not count towards the number of spells you can prepare.
Tools of the Trade;
You love to protect knowledge and are skilled with the pen and other skills. You gain proficiency with Calligrapher’s Supplies and the Forgery Kit. If you already have this proficiency, you gain proficiency with one other type of Artisan's Tool of your choice.
Artificial Mind
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, non magical object on which you write mystical symbols. The object is a magic item while the mind is inside it, and you can use it as a Spellcasting Focus. If you already have an Artificial Mind from this feature, the first one immediately dissipates. The magic item has the following properties.
The Artificial Mind telepathically supplies you with advice and information about certain topics: while the item is on your person, you have proficiency in two skills of your choice; the item’s main material determines which skills you can choose from.
Artificial Mind
As a bonus action while the item is on your person, you can cause the mind to manifest as a Tiny spectral presence, hovering in an unoccupied space of your choice within 60 ft of you. This presence is intangible and invulnerable, and it sheds Dim Light in a 10 ft radius. You determine its appearance. While manifested, the spectral mind can hear and see, and it has Darkvision with a range of 60 ft. As an action, you can hear and see using the mind’s senses, instead of your own, until your concentration ends (As if concentrating on a spell).
As a bonus action, you can cause the spectral mind to hover up to 30 ft to an unoccupied space that you or it can see. It can pass through creatures but not objects. The spectral mind stops manifesting if it is ever more than 300 ft away from its magic item or if you dismiss it as a bonus action.
When you cast an Artificer spell on your turn, you can cast it as if you were in the spectral mind’s space, instead of your own, using its senses. You can do so a number of times per long rest equal to your INT modifier (Minimum 1), and you regain all expended uses when you finish a long rest.
Information Overload
As an action while the item is on your person, you can try to magically overload the thoughts of one creature you or the mind can see that is within 5 ft of the manifested mind, channeling a jumble of information from the Artificial Mind. Unless the target succeeds on an INT saving throw against your spell save DC, the target takes 1D8 Psychic damage, and the next attack roll against it before the end of your next turn has advantage, since it is temporarily too distracted to defend itself well.
You can use this feature times per long rest equal to your INT modifier (Minimum 1).
Mind Network
You’ve learned how to use your artifices to access minds, both to communicate and to harm. While you have your Artificial Mind item on your person, you can communicate telepathically with anyone carrying an item bearing one of your Artificer Infusions, as the mind transmits your thoughts to each other. That person can also communicate telepathically with you as long as they have the item.
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 INT modifier (Minimum 1).
Improved Information Overload
Your Arcane Mind can generate more power. Your Information Overload damage increases to 2D8.
Empowered Psionic Overload
You can further empower your Arcane Mind. Whenever you deal damage with Psionic Overload, you can expend a spell slot to deal extra damage to the target. The extra damage is 2D8 for a 1st-level spell slot, plus 1D8 for each spell level higher than first.
Improved Information Overload
Your Arcane Mind has grown formidable. Your Information Overload damage increases to 3D8.
Pure Information
Your Artificial Mind is able to receive and transmit more information than ever before. When you expend a spell slot to increase the damage of Information Overload, the target must succeed on an INT saving throw against your spell save DC or be Stunned until the end of your next turn.
You can use this feature times per long rest equal to your INT modifier (Minimum 1).
As an action while your Artificial Mind magic item is on your person, you cause the mind to turn you into pure information, teleporting you to the unoccupied space nearest to the spectral mind or to an item bearing one of your Artificer infusions, where you physically reappear. You can teleport in this way once for free and must finish a long rest before doing so again. You can also use this feature by expending a spell slot of 2nd level or higher.