Antiques are some of the best ways to learn about the past. These objects can tell you much about the economics, culture and technology of particular regions and time periods. Such object can also gradualy gather faint magical energies throughout their long years, undetectable to most, but not all.
Antiquarian societies specialize in cataloguing and preserving items of historical or cultural importance. While this often involves carefully cleaning and storing such items, it can also mean continuing to use them, honoring their purpose while still preserving their form and history. Antiquarian lorehunters can weave the residual magic of these objects into offensive and defensive wards, protecting the item itself as well as those using them.
Spell storing weapons (or smite style feature)
Bonus action Activate magic item
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Antiquarian Spells table. These spells count as lorehunter spells for you, but they don't count against the number of lorehunter spells you prepare.
Antiquarian Spells
Lorehunter Level.3rd | distort value, identify5th | Stagger/Sunder, spiritual weapon9th | explosive excavation, remove curse13th | leomund's secret chest, summon construct17th | animate objects, holy weapon, legend loreStarting at 3rd level, you can spend 10 mins touching an item that can be worn or that can be held in one hand. You concentrate residual magical energies surrounding it, making it both more effective and more durable. The item becomes magical if it wasn't already and you can use it as a spellcasting focus for your lorehunter spells. In addition, the item gains additional effects based on it type, as described below.
A Document, Figurine or similar ceremonial artifact. The item grants a +1 bonus to ability checks in which it is relevent, such as recalling associated lore or convincing someone of its legitimacy. In addition, when a creature holding the item makes an ability check that would benefit from this bonus, it can also use your Intelligence modifier in place of the normal ability modifer used for the check.
A Set of Armor or a Shield. The armor grants a +1 bonus to the wearer's Armor Class, unless it already provides the same bonus or higher. In addition, if the armour would normally allow the wearer to add its Dexterity modifer to its Armor Class, it can instead add your Intelligence modifer.
A Set of Tools or Artisan Tools. The tools grant a +1 bonus to ability checks made with them, unless they already provides the same bonus or higher. In addition, when a creature uses these tools to make an ability check, it can use your Intelligence modifier in place of the normal ability modifier for the check.
A Spellcasting Focus. The focus grants a +1 bonus to spell attack rolls made using it, unless it already provides the same bonus or higher. In addition, when
A Weapon. The weapon grants a +1 bonus to attack and damage rolls made using it, unless it already provides the same bonus or higher. In addition, when attacking with the weapon you/a creature can use your Intelligence modifer in place of its Strength or Dexterity modifer for the attack and damage rolls.
Sometimes an item may have enough historical, cultural or political significance to be considered an antique. The DM decides if an item is an antique. Items that are several centuries old, were used by famous historical figures, or were used in legendary events can usually be considered antiques. The +1 bonuses described above increase to +2 if the item is an antique.
You can have up to two items enhanced in this way at any one time. If you attempt to use this feature on a third, the oldest effect ends. The effect is also removed if you remove it with another 10 minute ritual or if you die.
At 3rd level, you know the mending cantrip. It counts as a lorehunter spell for you, and Intelligence is your spellcasting ability for it. When you cast this cantrip, you can also clear rust from metal objects and restore faded colors and patterns. If text was obscured by nonmagical means, such as being rubbed away or blotted out with ink, but the page or tablet is intact, you can restore the text's original appearance with this cantrip.
You can cast the cantrip as normal, and you can also cast it as an action a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.
(Repairing and locking doors in combat could be fun)
Starting at 7th level, the magic surrounding your Useful Antiques grows stronger. As a bonus action, you can expend a spell slot for one of the following effects, targeting one of your Useful Antiques.
Archivist's Preservation. A creature that is holding or wearing the targeted item gains temporary hit points equal to six times the level of the spell slot expended. A creature loses these temporary hit points if it is ever more than 5 feet from the item for more than one minute. (Max HP instead?)
Excavator's Force. The next time a creature hits with an attack using the targeted weapon or focus, or with an unarmed strike while wearing the targeted armor, the attack deals an extra d10 force damage per level of the spell slot expended.
Expend note die to restore charges to magic item?
2xcharges for common, 1xfor uncommon, 1/2xfor rare, 1/4xfor very rare, 1/8for legendary
Starting at 11th level, when you use your Useful Antiques feature you can have up to four enhanced items simultainiously, instead of just two.
When you use your Arcane Antiques feature, you can target two items using the same spell slot, granting the same effect to both items.
Combined with TWF, this could allow double smite in a turn
Starting at 15th level, you ignore all class, race, and level requirements on the use of magic items.
Additionally, if a magic object allows you to activate it with an action, you can instead choose to activate it with a bonus action. This feature cannot be used to change the casting time of a spell you cast using the item. You can use this bonus action a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.
Curator's Inspiration. A creature that is holding or wearing wearing an item improved by your Useful Antique feature can add a bonus to any ability checks and saving throws it makes within the next minute. The bonus depends on the level of the spell slot expended; 1d4 for a slot of 1st or 2nd level, 1d6 for 3rd or 4th level or 1d8 for 5th-level or higher. Next one only? Saving throws only (already lots of check bonuses)?
Starting at 3rd level, you can spend 1 hour touching a nonmagical item, that can be worn or held in one hand, and concentrate magical energies surrounding it, making it both more effective and more durable. Until the end of your next long rest or until you die, it becomes a magic item which you can use as a spellcasting focus for your lorehunter spells. If the item is on the same plane of existance as you, you can teleport it to your hand with a bonus action.
The item also gains additional benefits based on its type:
A Document?
A Set of Armor or a Shield. The armor is magical and grants a +1 bonus to the wearer's Armor Class. If the armour would normally allow the wearer to add its Dexterity modifer to its Armor Class, it can instead add your Intelligence modifer.
A Set of Tools or Artisan Tools. The tools become magical and grant a +1 bonus to ability checks made using them. When you use these tools to make an ability check, you can use your Intelligence modifier in place of the normal ability modifier used for the check.
A Spellcasting Focus. The focus becomes magic and grants a +1 bonus to spell attacks made using it.
A Weapon. The weapon becomes magical and grants a +1 bonus to attack and damage rolls. While wielding the weapon, you can use your Intelligence in place of Strength or Dexterity for the attack and damage rolls.
Sometimes an item may have enough historical, cultural or political significance to be considered an antique. The DM decides if an item is an antique. Items that are; several centuries old, were used by famous historical figures, or were used in legendary events can usually be considered antiques. The +1 bonuses described above increase to +2 if the item is an antique.
Once you use this feature, you can't use it again until you finish a long rest.
Maybe I should allow mutliple items (let people have an armory of antiques)
Maybe allow magic items but state that bonuses don't stack?
Starting at 3rd level, you can spend 1 hour touching a nonmagical weapon, set of armor or set of tools and concentrate magical energies surrounding it, making it both more effective and more durable. Until the end of your next long rest or until you die, it becomes a magic item, granting +1 bonus to attack and damage rolls if it's a weapon, a +1 bonus to AC if it's armor or a +1 bonus to ability checks made using it if its a set of tools. You can also use the item as a spellcasting focus for your lorehunter spells.
Sometimes an item may have enough historical, cultural or political significance to be considered an antique. The DM decides if an item is an antique. Items that are; several centuries old, were used by famous historical figures, or were used in legendary battles can usually be considered antiques. The bonus granted by this feature increases to +2 if the item is an antique.
Once you use this feature, you can't use it again until you finish a long rest.
allow focus too (+2 spell DC is significant)?