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. What library could
match a mental archive capable of accessing
information in seconds? As they work towards
this goal, 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.
hit dice:
1d8 per artificer level
hit points at 1st level:
8 + your constitution modifier
hit points at higher levels:
1d8 + your constitution modifier
armor proficiencies:
See Archivist
weapon proficiencies:
See Archivist
tools:
Calligrapher's Supplies, Forgery Kit
saving throws:
See Archivist
skills:
See Archivist
starting equipment:
Gain Calligrapher's Supplies and Forgery Kit assuming you don't already have them.
spellcasting:
Archivist Spells
Starting at 3rd level, you always have certain
spells prepared after you reach particular levels
in this class, as shown in the Archivist Spells
table. These spells count as artificer spells for
you, but they don’t count against the number of
artificer spells you prepare.
Artificer Level | Spell
3rd | comprehend languages, dissonant whispers
5th | detect thoughts, locate object
9th | hypnotic pattern, tongues
13th | locate creature, phantasmal killer
17th | legend lore, modify memory
class features:
Tools of the Trade
Crafting. If you craft a magic item in the scroll
category, it takes you a quarter of the normal
time, and it costs you half as much of the usual
gold.
Artificial Mind
At 3rd level, 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, nonmagical 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...
Telepathic Advisor. 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, as
shown on the Artificial Mind table in the Skill
Proficiencies column, for the nature of the object
affects the mind’s knowledge.
Manifest 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
feet of you. This presence is intangible and
invulnerable, and it sheds dim light in a 10-foot
radius. You determine its appearance; the
Artificial Mind table offers suggested
appearances based on the object’s main material.
While manifested, the spectral mind can hear
and see, and it has darkvision with a range of 60
feet. 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 feet 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 feet
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 day
equal to your Intelligence modifier (at least
once), 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 feet of the
manifested mind, channeling a jumble of
information from the artificial mind. Unless the
target succeeds on an Intelligence 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. The damage increases by 1d8 when you reach 5th level (2d8), 11th level
(3d8), and 17th level (4d8) in this class.
Whenever you deal damage with this feature,
you can expend a spell slot to deal extra damage
to the target. The extra damage is 2d8 for a 1stlevel spell slot, plus 1d8 for each spell level
higher than first.
Main Material | Skill Proficiencies
Animal {parchment, leather, bone} | Animal Handling, Insight, Medicine, Perception, Survival
Mineral {glass, stone, metal} | Deception, Intimidation, Performance, Persuasion
Plant {paper, wood} | Arcana, History, Investigation, Nature, Religion
Mind Network
At 6th level, you’ve learned how to use your
artifices to access minds, both to communicate
and to harm.
Magical Telephony. 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. This two-way communication can even
cross planar boundaries.
Psychic Damage. 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 Intelligence modifier
(minimum bonus of +1).
Pure Information
At 14th level, your Artificial Mind is able to
receive and transmit more information than ever
before.
Mind Overload. When you expend a spell slot
to increase the damage of Information Overload,
the target must succeed on an Intelligence saving
throw against your spell save DC or be stunned
until the end of your next turn.
Infoportation. 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 special ability by expending a
spell slot of 2nd level or higher.
subclass options:
This is a subclass of Archivist.