Kanka is built by just the two of us. Support our quest and enjoy an ad-free experience — for less than the cost of a fancy coffee. Subscribe now.

When a powerful wizard, cowardly noble or seeker of ancient knowledge need a temple uncovered or dungeon mapped, a professional Archeologist is the perfect person to call upon. Willing to put their lives on the line, not just for the gold, but simply for the adrenaline of adventure and pride of being the first to discover ancient truths. Artificer's of this kind may find love in the crafting of their own inventions, but their true passion comes from discovering and wielding artifacts from long lost civilisations. 

Bonus Proficiencies

When you adopt this specialization at 3rd level, you gain proficiency in the History and Investigation skills if you don’t already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies. You also learn two languages of your choice.

Archeologist Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Archeologist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Archeologist Spells

Artificer LevelSpell

3rd

comprehend languagesidentify

5th

find trapsknock

9th

slowtongues

13th

secret cheststone shape

17th

legend lorepasswall

Daring Dungeoneer

Beginning at 3rd level, you are an expert at looting and raiding ancient temples and dungeons, and have honed your skills in traversing such places. You gain the following benefits:

  • You have advantage on saving throws made to avoid or resist traps.
  • Whenever you make an Intelligence (Investigation) check made to detect secret doors, traps or treasure, treat a roll of 7 or lower on the d20 as an 8.
  • When you are prone, standing up uses only 5 feet of your movement.
  • You gain a climbing speed equal to your walking speed.

Swift Getaway

At 5th level, you learn when to be covetous and when to be smart. When a creature hits you with a melee weapon attack, you can use your reaction to move up to half your movement without provoking opportunity attacks. When you do so, you can also grab one object within your reach that isn't being worn or carried.

You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.

Intuitive Improviser

Starting at 9th level, you are an adept at improvising, whether its using new items, traversing a dungeon or jogging your memory:

  • When you use your Flash of Genius feature and target yourself, you can roll a d4 and add it to the total.
  • You can attune to a magic item you are holding as an action. You can do so a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Relic Resistance

By 15th level, you spent so much time around ancient relics and forgotten trinkets that your body has built up a resistance to their power source:

  • You have resistance against the damage of spells.
  • You are immune to damage dealt by magic items with a rarity of common or uncommon.