Archaeologist (5e Class)

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Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Incomplete. Missing subclasses. Has not been changed in a while, although it was an interesting idea Joter (talk) 18:56, 1 June 2019 (GMT)

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Long ago, before mankind itself roamed the planes, there were exotic and extraordinary creatures. Creatures large enough to swallow mountains whole, and creatures far too small to be detected easily, even by magic. Eventually, each creature evolved and adapted in it's own way, some died off, and the other's adapted into the earliest ancesters of the creatures we now see from day to day, and along with the evolution of these creatures, came the entrance of new, sentient creatures which boasted the tools and learning capacity neccesary to be aware of other more powerful beings, create technology, build civilizations, create and adapt religions and gain immense knowledge. You, however, are more interested in the former. The creatures and beings that existed long before your race was even conceived. You study the clues left by these creatures to strengthen your own knowledge and power.

Creating an Archaeologist[edit]

Why are you an Archaeologist? Are you truly interested in the creatures that came before you, or do you just want to unlock their secrets for more power?

Quick Build

You can make an Archaeologist quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Wisdom. Second, choose the Sage background.

Class Features

As a Archaeologist you gain the following class features.

Hit Points

Hit Dice: 1d6 per Archaeologist level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Archaeologist level after 1st


Armor: Light Armors
Weapons: Simple Weapons, and your choice of Sling or Whip or Scimitar
Tools: Artisan's tools, Carpenter's tools
Saving Throws: Intelligence, Charisma
Skills: History and 2 from Arcana, Perception, Investigation, Insight or Religion.


You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Sling with 20 Pieces of Ammunition or (b) Whip or (c) Scimitar
  • (a) Hide Armour or (b) Padded Armour
  • (a) Shovel or (b) Miner's Pick
  • (a) Explorer's Kit or (b) Dungeoner's Kit

Table: The Archaeologist

Level Proficiency
1st +2 Examine Remains, Expansive Lore
2nd +2 Studious Examination
3rd +2 Field Techniques
4th +2 Ability Score Improvement
5th +3 Dig Deep
6th +3 Hands on Learning
7th +3 Field Techniques
8th +3 Ability Score Improvement
9th +4 Endurance
10th +4 All Nighter
11th +4 Field Techniques
12th +4 Ability Score Improvement
13th +5 Lay of the Land
14th +5 Call on the Bones
15th +5 Field Techniques
16th +5 Ability Score Improvement
17th +6 Psychometry
18th +6 Field Techniques
19th +6 Ability Score Improvement
20th +6 Bone Lord

Examine Remains[edit]

Being an Archaeologist, you understand the basics of examining the remains of dead creatures. You are now proficient in Investigation checks. If you are already proficient in that skill, double your proficiency bonus for it.

Expansive Lore[edit]

Your skills as an archaeologist give you extensive knowledge of civilizations past. You may choose to have an extensive specialty in the history of human, goblin, celestial, dragon, dwarf, elf, fey or gnome history. You may choose only one.

Studious Examination[edit]

Beginning at the 2nd level, your examination of dead creatures yields greater results. As an action, you are able to examine a dead creature. When examining a creature, whether freshly dead, or reduced to bones, you are able to gain one single attack action from it. Once you use the attack action you have learned from the dead creature, it is lost, and you must examine it, or another dead creature to gain an extra attack action.

Field Technique[edit]

Beginning at the 3rd level, you are able to choose which techniques you wish to use in the field. You are able to choose between Adventurer and Investigator. You are granted features for these different paths at the 3rd, 7th, 11th, 15th and 18th levels.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Dig Deep[edit]

Beginning at the 5th level, your learn to work more efficiently. As an action, you are able to dig for the bones of deceased creatures in combat. For one turn, roll a d20. On a roll of 16-20, you find the bones of a deceased creature native to the area you are in, and are able to examine them. On a roll of 1-15, you find nothing.

Hands on Learning[edit]

At 6th level, having traveled to many places all over the world, you can now speak more languages. Choose 1 more exotic language of your choice. You can now speak this language, but not read or write it.


Beginning at the 9th level, from constantly traversing difficult terrains, climbing up and down caverns and into caves, you have trained your body to move more easily. Add 10 to your movement speed, and choose one favored terrain from mountains, caves, arctic, desert or swamp. When you choose a favored terrain, your movement is no longer slowed down in the terrain you chose. In addition, in your favored terrain, you are proficient in Investigation checks, regardless or weather, terrain, or any other non-magical interference.

All Nighter[edit]

Beginning at the 10th level, you have become accustomed to long hours of work. You are now able to remain active during a short or long rest, and gain half the normal benefits. During a long rest, you do not accumulate any level of exhaustion.

Lay of the Land[edit]

Beginning at the 13th level, you start to more quickly get accustomed to new environments. When you perform an Perception check for new items, you have a +1 added to your roll to discover something that is hidden.

Call on the Bones[edit]

Beginning at the 14th level, you've learned a new trick to finding anything. Now, when you use an action to dig for the remains of dead creatures in combat, you now find their remains on a roll of 11-20.


Beginning at the 17th level, your connection to the bones grows. When you perform an investigation check on any dead creature you are touching, if you make a roll of 16-20, you are able to learn any information the dead creature knew in the last hour of their life. You may use this feature 3 times, and regain expended uses upon finishing a long rest. The uses of this feature are only expended if the roll of a d20 is 16-20.

Bone Lord[edit]

Beginning at the 20th level, your connection to the world past as grown exponentially. You may use this feature 3 times, and regain expended uses upon finishing a long rest. As an action, you pick a nearby skeleton, and for 1D8 rounds you gain all of it's previous knowledge, if you use this, roll 1D20, and you Intelligence or Wisdom become that number +5. If you roll a 1-5, you may re roll the dice one time, costing one use but not the action, however it can only be done once every short rest.

Field Techniques[edit]

Every archaeologist has a different way of working in the field. Some use their physical skills, others use their expansive knowledge. Either way, an archaeologist is a danger to approach in combat.

Archeology dice You gain dice to add to any skill check involving archeology to use once per long rest.


Adventurers excel in getting their hands dirty. More physical than the Investigator, they are agile and powerful fighters.

Physical training

Beginning at the 3rd level, Gain proficiency in Athletics, Acrobatics and Constitution Saving throws or double proficiency if you are already proficient.

Archeology dice is 1d6

Fast talker

Beginning at the 7th level, you gain The name is {PC name here}, Doctor {PC name here}: your fast talking has gotten you out of more situations than you can remember, you can now use twice as many words as normal in each round of combat and gain double proficiency in persuasion checks regarding your safety or Archaeology.

That belongs in a museum

Beginning at the 11th level, you gain That belongs in a museum: You now have advantage on persuasion checks involving the acquisition of historical artifacts, regardless of race, for those items belong in a museum. In addition, if selling artifacts to a museum, you also gain advantage on persuasion checks involving increasing the sale price of the artifact.

My Private Collection

Beginning at the 15th level, you gain My Private Collection: As the adventurer you are, you generally don't have time to take artifacts back to a museum, so you have developed a way to make your own. Similar to various doors and spells through the world, you can create an entrance to an extra-dimensional plane, in which your own personal museum resides. These entrances must be created in a doorway or a similar structure.


Beginning at the 18th level,


Nothing gets past the eye of an Investigator. More intellectual than the Adventurer, they see right through to their opponent's weaknesses.

Mental training

Beginning at the 3rd level, Gain proficiency in Insight, Perception and Slight of Hand or double proficiency if you are already proficient.

Archeology Dice is 1D8


Beginning at the 7th level,


Beginning at the 11th level,


Beginning at the 15th level,


Beginning at the 18th level,


Prerequisites. To qualify for multiclassing into the Archaeology class, you must meet these prerequisites: 13 Intelligence, 13 Charisma

Proficiencies. When you multiclass into the Archaeologist class, you gain the following proficiencies: Artisan's tools, Carpenter's tools

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