School of Antiquities – Wizard Subclass
Wizard: School of Antiquities
True seekers of knowledge, wizards of the school of antiquities learn the civics, ethics, and philosophies of a bygone era, and how best to prevent such follies. Heralded as cataclysm mages by many, these scholars focus their studies on the fall of ancient civilizations from varied sources across the multiverse, and specifically, the events that culminated their demise. Perhaps by design, they often find the parallel weaknesses of those antiquated societies, learning to use their studies against those who might cause such a cataclysm to befall the world once more.
Usually the choice of anthropologists, archaeologists, and linguists, their magical studies parallel what they learn through etymology, excavations of ancient ruins, or in the field among the tribal remnants of once dominant societies plagued by disaster that lay an age to rest, self-inflicted or otherwise.
Level 3: Antiquated Studies
At 3rd level, your aptitude for understanding the motivations of past civilizations is matched only by the dedication you have for unearthing the secrets of each age. You gain proficiency in the History and Religion skills if you don’t already have it. If you do have have proficiency in both skills, you gain expertise in one of those skills.
Level 3: Aftermath
At 3rd level, you learn to exploit the weaknesses found during your studies and put them to practical use. When you cast one of your wizard cantrips that targets one creature with an attack roll or a saving throw, you can add your proficiency bonus to the damage you deal with that spell. The damage is the same type as the spell you cast.
Level 6: Empire of Secrets
Starting at 6th level, your significant investment of study in certain societies and the cataclysmic events leading to their extinction have yielded your first great breakthroughs in truly understanding these cultures’ folly. Choose a creature type: aberrations, celestials, dragons, elementals, fey, fiends, giants, monstrosity, or one type of humanoid (such as dwarves, goblins, or humans). You have advantage on Intelligence checks to find or recall information about their cultures and empires, as well as the cataclysmic events leading to their downfall.
When you gain this feature, you also learn one language of your choice that is spoken by that empire. You choose one additional creature type, as well as an associated language, at 10th and 14th level. As you gain levels, your choices should reflect the types of empires you have encountered or studied on your adventures.
Level 10: Personal Prophecy
At 10th level, your subconscious begins to unravel the path before your waking mind. You are always under the effects of an alarm spell, which emanates from you in a 20-foot cube. You can designate creatures that won’t set off the alarm whenever you complete a short or long rest. The alarm projects a mental or audible ping that only you can sense and awakens you if you are sleeping.
Additionally, any creature types you have selected for your Empire of Secrets feature have disadvantage on attack rolls against you while inside this cube, and you can’t be charmed, frightened, or possessed by them.
Level 14: Surveyor of Ruin
Beginning at 14th level, your persistence has shown you where to look for the specifics that foretell the demise of those you study. As an action, you can choose one creature that you can see within 60 feet of you, and can quickly deduce certain information about it from your studies. The DM tells you the creature’s type, but not its identity, and if it is your equal, superior, or inferior regarding Armor Class and current hit points. If your target is one of the creature types you have selected for your Empire of Secrets feature, you immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. Divination magic can’t hide this information from you and the additional damage you deal with your Aftermath feature is doubled for this creature. You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses of it when you finish a long rest.
Source: Morgrave Miscellany, pg 89 (Adapted)
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