5e Homebrew: Archivist as Wizard Arcane Tradition

Gradine

🏳️‍⚧️ (she/her) 🇵🇸
I mentioned in one of the other threads how I'd like to see a 5e Archivist, and how it would probably work well enough as a Wizard archetype, just like the Favored Soul was for the Sorcerer. I said that because I forgot Wizards didn't get their archetype until Level 2. :mad: Still, I thought I'd try to take a crack at it regardless, so here it is!

Allow me to present my first attempt at the Archivist. I'm sure it is hilariously broken in ways I hadn't possibly conceived of, or that there's a better way to mirror the typical language use of the edition to convey certain concepts, or whatever. Hack away!

edit: Also poorly copy-edited.

[h=1]The Archivist[/h]Archivists are breed apart from the typical wizard. While most wizards devote their lives the study of arcane magic, the archivist devotes their research and dedication instead to the study of divine magic. The archivist is hardly a warrior or devout believer as the cleric or paladin is; the archivist's study of divine magic is esoteric and academic in nature. Explorers and archeologists, archivists seek to understand and explain all manner of lost lore and forbidden knowledge. In particular, they are renowned for their knowledge of many magical and extraplanar creatures.

[h=2]Arcane Tradition[/h]At 2nd level, a wizard gains the Arcane tradition feature. Here is a new playtest option for that feature: Archivist.

[h=3]Archivist[/h]The Archivist is an arcane tradition focused on the discovery and dissemination of long-lost and forbidden knowledge. This includes the esoteric understanding of divine magic as well as knowledge of all manner of creatures and beasts of this world and others.

[h=4]Prayerbook[/h]At 2nd level you devote yourself fully to the forbidden study of the divine magic of gods and deities. This requires you to turn your back fully on your prior study of arcane magic. Your spellbook becomes a prayerbook. While you retain the knowledge of your cantrips and the ability to cast the wizard spells already in your prayerbook, you lose the ability to learn new wizard cantrips, as well as the ability learn or copy new wizard spells into your prayerbook.
You may now learn, copy into your prayerbook and cast cantrips, spells and rituals from the cleric spell list. Spells can be copied from cleric scrolls, but may also be found in any number of esoteric sources, such as holy tablets or magical scriptures. Any time you gain new cantrips or spells in your prayerbook as you gain wizard levels, these must be chosen from the cleric spell list.
You may, upon gaining this feature, replace one of your cantrips known with a cantrip from the Cleric spell list.
Your spell save DC remains the same.
Any wizard class feature you gain that refer to wizard spells, such as Spell Mastery and Signature Spells, now refer to cleric spells. You may not choose as part of the Spell Mastery or Signature Spells features any spell that directly restores HP to a target; for reasons unknown to even the most legendary scholars, spells related to healing do not seem to function under the normal rules that govern spell mastery.

[h=4]Dark Knowledge[/h]At 2nd level you gain ability to tap into the forbidden knowledge of magical and unnatural creatures to provide tactical knowledge and other benefits to your allies through numberous effects. You start with two such effects: Tactics and Puissance. You gain additional effects as you advance in levels, as noted in the archivist description.
When you use your Dark Knowledge, you choose which effect to create. You may use Dark Knowledge a number of times equal to your Intelligence modifier (a minimum of once). You regain any expanded uses when you finish a long rest.
Some Dark Knowledge effects require saving throws. When you use such an effect from this class, this DC equals your wizard spell save DC.
In order to use this feature, you must be able to communicate with your allies. Any ally who is unable to hear or otherwise understand your communication at the time you use this feature does gain the benefits listed in the feature.
Dark Knowledge may only be used against creatures with the following types: construct, dragon, fey, giant, ooze, monstrosity and undead. Its effects can apply to a single creature or all creatures of the same race, depending on the effect used.

[h=5]Dark Knowledge: Tactics[/h]Your knowledge of creature habits and behaviors have allowed you to notice an opening, a momentary weakness the creature has left exposed. Starting at 2nd level, you may use an action to target a single creature with this feature. Until the end of your next turn, all attacks made by allies against this creature are made with advantage.

[h=5]Dark Knowledge: Puissance[/h]You've been warned about this. Your knowledge of creatures extends to knowledge of the creature's tactics. Starting at 2nd level, you may use an action to target a creature or creatures of the same race. You and all of your allies gain advantage on the next saving throw you make against the target creature or creatures' abilities. This effect lasts until used or until the end of the encounter.

[h=4]Forbidden Lore[/h]At 6th level, you extend your knowledge of worldly and otherworldly creatures. You gain proficiency in Arcana, Nature and Religion, if you did not already have proficiency in those skills. In addition, you gain advantage on all Intelligence checks to identify a creature or know any lore about the creature.
Starting at 6th level, you may now use your Dark Knowledge feature against all creature types except for humanoids.

[h=4]Improved Dark Knowledge[/h]Starting at 10th level, you regain any expanded uses of Dark Knowledge when you finish a short or long rest.
You also gain use of the "Foe" Dark Knowledge effect.

[h=5]Dark Knowledge: Foe[/h]Your extensive knowledge of creature behavior and anatomy allows you know exactly where to strike. Starting at 10th level, you may use an action to target a single creature with this feature. Until the end of your next turn, all successful attacks made by allies against this creature deal an additional 1d6 damage. You may expend additional uses of Dark Knowledge to increase this additional damage by 1d6 per use expended, to a maximum of 5d6.

[h=4]Dread Secret[/h]At 14th level you unlock the ultimate knowledge of all life in the universe. By speaking a creature's true name, you are able to exert a temporary amount of control of the creature.

[h=5]Dark Knowledge: Dread Secret[/h]Starting at 14th level, you may use an action to study the nature of a creature and learn its true name, which you may then speak aloud. Once spoken, the creature becomes restrained until the end of your next turn. There is no save against this effect.
On your next turn, you may choose to use an action to extend the length of the condition until the end of your following turn by expending a use of the Dark Knowledge feature. If you choose to do so, the creature can make a Wisdom saving throw to break free of the effects. If the creature breaks free in this manner, you still expend the use of the Dark Knowledge feature.

 
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