Antiquarian
Antiquarian | Arcanist | Court Magician
Enclavist | Geomancer | Last Raven
Mage | Necromancer | Oozemancer
Pyromancer | Street Magician | Warmage
The Antiquarian approaches the arcane like an archeologist unearthing treasures. All the greatest spells were cast by ancient powers long ago, and the path towards arcane power lies buried in antiquity. The antiquarian is an explorer, a scholar, a preserver of lost treasures and a collector of forgotten powers all at once. No magic is too dangerous to acquire, and any notion of “forbidden dark arts” are merely the quibbles of the superstitious.
Ruin Delver
When you choose this archetype at 2nd level, you’ve learned that acquiring old magic often requires risky ventures survived only by an educated eye and quick feet. You gain proficiency in thieves tools and two of the following: Investigation, Perception, and History. If you are already proficient, you instead gain an expertise die . You also gain an expertise die to saving throws made to avoid or resist traps.
Scholar of Antiquity
Also at 2nd level, you gain a familiarity with ancient and unusual magic items and with recreating spells of the past. The gold and time you must spend to create rare spells or copy them into your spellbook is halved. In addition, you gain an expertise die on Arcana and History checks made to identify magic items and create rare spells.
Expert Excavator
Starting at 6th level, you’ve learned to spot value in the scraps that more traditional adventurers would pass over. While in a ruin, temple, cave system, or any other site that has a chance of containing ancient artifacts or relics (as determined by your Narrator), you may attempt to excavate it for antiquities. This excavation is a process that takes 1 hour of uninterrupted work, followed by an Arcana or History check. If the result is 10 or lower, you find nothing of interest. On a result of 11 or higher, you find objects with a total value in gold pieces equal to 10 × times the check’s result. These objects may consist of pottery fragments, strange relics, or whatever else of historic or cultural value your Narrator determines could have been within the site, and are in addition to any treasures your Narrator or adventure path had already determined were in the site. Once a site has been excavated in this way by you or another creature with this or a similar feature, it cannot be excavated again, regardless of the check’s result.
You also gain an expertise die on checks to undertake the Chronicle journey activity.
Seeker of Knowledge
Starting at 10th level, you have become skilled at uncovering secret knowledge and living to tell the tale. If you find a written record of it, you can copy any spell of the knowledge school into your spellbook as if it were a wizard spell. Once you do, it is a wizard spell for you.
Additionally, if a spell or trap would cause you to make a Dexterity saving throw , you can instead make an Intelligence saving throw.
Forgotten Power
Starting at 14th level, you’ve learned how to unleash the untapped power of the forgotten and esoteric arcanum. Whenever you cast a rare spell, you can treat that spell as if it were cast using a spell slot one level higher than the slot actually used to cast the spell. This higher slot must be of a level you can cast.
You have also learned a great deal of respect for such power. You can cast remove curse as if using your highest level spell slot a number of times equal to your Intelligence modifier without preparing it or expending a spell slot, regaining all spent uses on a long rest.