Class: Arcanist

The Arcanist

 

Arcanist Mindset

 

Playing an Arcanist

You have a deep bond with artifice. Rather, you and the very concept of items made of magic go hand in hand, whether or not it's the creation of magical items, or the collection and usage to great ends. You are fascinated by the secrets that artifacts may hold, and are eager to get to your lab to infuse your captured magic into grand. Whether it's through creating strange brews with alchemy, or inscribing runes onto weapons, you shape magic through with your tools and your boundless imagination.  

Roleplay

During Social Encounters; you provide knowledge and experience about artifacts their related secrets, or about any magical consumables and their various purposes (and dangers).

While Exploring; you keep an eye out for trouble with your creations at the ready, while giving advice on all things mysterious.

In Downtime; you can be found experimenting with elixirs, runes, or small trinkets that help further your mystic craft.

 
You Might...
  • Strive to learn more about your patron or familiar, your patron's goals, why they chose to empower you, and how you fit into their plans.
  • Seek out new sources of magic, like scrolls and spellbooks, to supplement the spells your patron provides.
  • View your familiar as a close friend, a guiding figure, a protector, or a rival bound to you.
Others Probably...
  • Wonder about the nature of your patron and the source of your magic, worrying you'll turn on them or that you unknowingly serve to a foul power.
  • Appreciate your ability to aid them with magic, whether you do so by helping them directly or by hampering their adversaries.
  • Take care not to offend you, because of the powerful, strange creature that accompanies you.
 

Key Attribute(s):

  Intelligence is useful to the Arcanist to understand, wield, and infuse the forces of magic. Be it a result of Alchemy or Artifice, Intelligence is the implement of the Arcanist's toolset.  

Key Terms

  BONUS/PENALTY DIE): Bonus and Penalty die are important to all characters. For the Fighter, your kit will give you bonus die on fear effects...   PROFICIENCY: Proficiency and Proficiency Bonus is an important term for all classes. For the Fighter, your proficiency will your usual kit (Attacks, Save DC, Skills, etc), as well as...   Work on it  

Arcanist Class Table

 
Class Level Class Features
1
  • Initial Character Additions
    • Ancestry (and Heritage), Background (and Skill Talent), 1st Feat(s), etc
  • Multiclass Additions
    • Class Hit Dice
    • Added Proficiencies
  • Class Features
  Class Features Here
2 X (Subclass),
3 Class Feature, Subclass Feature
4 +Y: Y, 1st Class Mastery Choices
5 Token Class Feature (PS, AA, etc), Class Features
6 Subclass Feature
7 +Y: Y, 2nd Class Mastery Choices
8 Class Feature
9 Subclass Feature
10 +Y:Y, 3rd Class Mastery Choices
11 Class Feature/td]
12 Subclass Feature
13 +Y: Y, 4th Class Mastery Choices
14 Build on Class Feature
15 Subclass Feature
16 +Y: Y, 5th ClassMastery Choices
17 Named Class Feature
18 Subclass Feature
19 +Y: Y, Last Class Mastery Choices
20 Class Capstone
 

Arcanist Basics

 

Initial Character Additions

  If the Figher is your starting Class, you gain the following features and proficiencies:  

Ancestry, Background, etc

You gain the benefits of your selected Ancestry, Heritage (be they Ancestral Heritages or Versatile Heritages, your Background and it's Skill Talent, your 1st level Feat Choice, etc.

Attribute Boosts

You gain two Attribute Boosts. One of which must be used on Intelligence. The other can be whatever you wish.  

Health

  Starting / Leveled Health: 8 (5 or 1d8 )  

Proficiencies and Gear

 
Gear Profs

Armor: Light Armor, Medium Armor, All Shields.

Weapons: All Simple Weapons, Firearm Weapon Group

  Saving Throws: Fortitude (Con/Cha) or Will (Int/Wis)  
Skills
  Choice of 3 primary skills from the following list:     Choice of 2 secondary skill from the following list:     Finally, choose any 2 skill talents you qualify for, gaining them at level 1.   Note A: For each additional Intelligence attribute point above 0, you do not gain additional Skills. Instead, you gain Skill Talents of your choice that you qualify for.   Note B: For each Skill listed on the above list that is also given by your Ancestry or Background, you may use a skill choice to pick any skill from the full list of Primary and Secondary skills (depending on which choice is given already), as per the Origin Customization Rule  
Starting Gear
  You gain either 5d6 times 10 sp (or 175 sp / 17 gp 5 sp) as starting gold to spend on gear, OR gear from any one of the following starter packs: Arcanist Class, Inventors' Class Kits.  

Multiclass Additions

  Minimum Requirements: Int +3 or more   If you are multiclassing into the Arcanist, you gain the following proficiencies:
  • Armor Proficiency increases by 1 step (up to Light)
  • Proficiency in your choice of Disable Device or Tinker](article:3ae30ea8-ea04-4fbc-b61d-a89a965d2009)
  •  

    Other Class Info

      Class Hit Die: 1d8   Class Group(s): Expert, Mage   Favorite Class Bonus:WIP.  

    Core Class Features

    As a Arcanaist, you gain Class Features associated with your class at certain class levels.
    At levels 1, 2, 3, 5, 8, 11, 14, and 17 you gain Your main Features, or semi-unique features that establish your class and your role in the game with such.   At class levels 4, 7, 10, 13, 16, and 19 you will gain Class Mastery Features, or features that that improve on your main features; and a mini-feat called a Mastery Talent (1 out of 3+ preset choices). (Note: You can forgo taking Mastery Features and Talent(s) to gain or advance a Dedication Template instead).
      You gain the following class features:  

    (1st) Magical Imprinting

    At 1st class level you’ve learned how to invest a spark of magic into mundane objects.

    You learn the Magical Imprint unique ability.

     

    (1st) Spellcasting, Arcanist

    The Arcanist is a normal spellcaster. Through magic item creation, rune studying, and even a but of artifice; the magic of items and the power they contain is what powers an Arcanist's supernatural abilities. From the Alchemists of many worlds, to the crafters that sit on pantheons; The Arcanist and their ability to weave magic through tool and profession grants them powers on par with that of Wizards. You gain the following features, pertaining to your class list.
     
    • By default, your Arcanist levels equate to a half caster, and you follow the Spellcaster Level Table and uses Spell Slots. Your first caster level is always 1, rather 1/2.
      • This is altered by your choice of the Quality vs Quantity feature
    • You gain the Spell Repertoire / Known Spells common feature. You have access to the Arcane Spell list as well as the Arcanist class list. As Half Casters, the tier of spell ranks you can learn will increase at class levels 1st, 4th, 8th, 12th, 16th, and 20th.
    • The Cantrips, Prepared common feature, and the Spell List Understanding feature along with it.
    • By default, you gain the Spell Complexity: Simple common feature. meaning you can only ⤴/Augment Up spells.
      • This is altered by your choice of the Quality vs Quantity feature
      The Arcanist's spellcasting Attribute is Intelligence, and you may add your proficiency bonus to your spell's attacks or Save DC (your default ability save DC is 10 + your proficiency bonus + your ability modifier + other modifiers, should they exist).
      Additionally, you gain the Innate Ritualist common feature.   Finally, as an Arcanist, your spells are potent, but you have an Anathema tied to them, restricting their use.
    Anathema: Tool Fixation. You do not and cannot use ordinary/mundane nonmagical spellcasting focuses for your Arcanist spells (i.g. they must have a Magic Power level of 2 or higher). Alternatively, you can produce your spellcraft through tools you posses, having a tool or a kit in one or both your hands or a similar item (such as a Wand). Otherwise they will automatically fail. If you have a prosthetic limb, you may cast your spells through that.
     

    (2nd) Arcanist Wright (Subclass Choice)

    At class lvl 2, all Arcanists take a page from other classes, using their magic and craft to create something new. In doing so, they become builders dedicated to a particular craft or item, focusing on their writing or their interests. No matter what, they achieve result that go by the names many know through legend or osmosis. This is their Wright, subclass.

    Your subclass gives you features at class levels 2, 3, 6, 9, 12, 15, and 18. It also gives you a unique capstone choice at class level 20, as well as separate Mastery Talent choices (the C choice) when they come up (at 4, 7, 10, 13, 16, 19).

     

    (2nd) Find Tools

    You're never without the tools you need, through the power of magic and improvisation

    .

    As a Ritual, you may imbue a bit of magic into a set of Tools belonging to any Profession skill, or any of the tool required to use the Disable Device or Tinker skills. Said magic allows you to use those tools for any other Secondary Skill you have proficiency in, or conjure a set of tools that does exactly what you need to do (which last for one hour)

    . Conjured tools are Magical, and will disappear when subjected to antimagic effects.
       

    (2nd) Expert Talent Gain

    You gain Skill Talents more often than others while leveling this class. At 2nd class level and every even level thereafter (4th, 6th, 8th, etc), you gain a Skill Talent, as if you gained an odd character level.
     

    (2nd) Quality vs Quantity

    At 2nd class level, you can pick whether your spells are more potent for what you craft and create them for, or if you can cast a larger number of spells like a more traditional caster.

    You choose to either make your Arcanist levels to equal Full Caster Progression (giving you the same number of spell slots as other full casters, like Bards, Clerics, Druids, Wizards, etc), or gain the Spell Complexity: Complex common feature, making you capable of casting almost any spell you can obtain, and giving you the ability to ⤴/Augment Up or ⤵/Augment Down any spell.

     

    (3rd) Arcane Reconstruction

    At 3rd class level, you have mastered the knowledge of using magic to repair things. You learn the Mending cantrip and the Herbal Heal 1st Rank spell as Arcanist spells. Both are always prepared for you, and do not count toward your Spell Repertoire's limit Additionally, any spell you cast with the Healing trait can affect Items, Constructs, and Undead Creatures as normal.
     

    (3rd) Magic Infusions (Talents)

    At 3rd level, you've learned the process of using special magical recipies found in the world to imbue your items and/or improve your craft. These Infusions take the form of unique Class Talents that modify how you play your class. You gain a number of these talents equal to half your class level, rounded up, adding new talents each time this number increases. Every time you level you up, you may swap one of your talents for another you qualify for, though you lose all the benefits from the previous one.   Somewhat uniquely, the Arcanist and the Engineer share Talents. The full list of Infusions will be listed at the end of the Feature Summary.
     

    (3rd) Subclass Features

    At 3rd class level, and every 3rd level after until 18th class level (6th, 9th, 12th, 15th, and 18th), you will get features from your subclass.
     

    (4th) MF: WIP

    WIP

      You also gain your choice of the following below.  
    • A: 3
    • B: : 2
    • C: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
      These choices are also listed in the Rogue Mastery Array, and will also be presented with every Mastery Feature. You will gain similar Mastery features and talents at class levels 7th, 10th, 13th, 16th, and 19th.  

    (5th) Trinket Expertise

    At 5th class level, your proficiency bonus is now doubled for any Profession or Spellcraft. This is considered having Expertise in these skills.
     

    (5th) Potent Activation

    You gain the Potent Spellcasting and the Spell Complexity: Complex common features, allowing you to cast more complex spells with added numerical bonuses.

    Additionally, once per turn, you can activate a magic item as a ◇, and the cost of activating magic items used by you is reduced by one action (down to a minimum of 1). This includes spells from items that cost more than one action to cast.

     

    (7th) MF: X, Magic Item Mastery

    You gain the Chameleon Attunement and Chameleon Crafting common features. Additionally, you can attune to number of items equal to 1 + your proficiency bonus.
     
    • A:.
    • B: :.
    • C: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
     

    (8th) Magnificent Crafter

    At 8th level, your experience in creating your own wondrous invention makes you more adept at crafting a magic item than a normal spellcaster. Creating a magic item takes you half the time it would normally take. Additionally, you can add a number to your Proficiency bonus to your current to the number of crafting sessions you've completed on your current project at the start of a Long Rest.
     

    (10th) MF: Magnificent Crafter, Wondrous Recharge

    Your Magnificent Crafter feature is improved. Starting at 10th level, you can recharge a magic item that has charges or per rest uses, as long as those charges or uses can only be used to cast spells. To restore charges or uses, you perform a a Ritual and expend one or more spell slots.

    The number of charges or uses restored to the item is equal to the number of slot levels or points expended.

     
    • A:.
    • B: :.
    • C: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
     

    (11th) Spell Replicating Item

    At 11th level, you can now store a spell in an object. Whenever you finish a long rest, you can touch one magic item. You can store a spell in it, choosing a spell you can cast that requires ◈◈ or less. In doing this, you expend a spell slot and/or the resources needed to cast the spell, including augmentation.

    While holding the object, an ally can use ◈ to produce the spell's effect from it, using your spellcasting attribute and proficiency bonus. If the spell requires concentration, the creature must concentrate, expending a charge.

    The item has a number of charges equal to your Intelligence modifier + 2 (minimum of 2), and it regains all charges at the dawn of each day. The magic of the item fades after using this feature to create a new Spell Replicating item.

     
     

    (13th) MF: Y, Y

    Your X feature improves with your mastery.   Builds on something, etc.
     
    • A:.
    • B: :.
    • C: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
     

    (14th) Persistent Magic

    At 14th class level, your magic is as persistent as magic items themselves. Spells you cast from your spell lists, from your talents or feats, or from magic items last for at least an hour. Abilities of a similar nature that already last an hour last for 8 hours. 8 hour effects become 24 hour effects, and effects that last for a day continues for a week.

     

    [ WIP

    WIP
     
    • A:.
    • B: :.
    • C: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
     

    (17th) WIP

    WIP.

     

    (19th) MF: Y, Last Class Enhancement

    Your X feature improves with your mastery.   Something Big, and usually something that does something cool or pinnacle-like.
     
    • A:.
    • B: :.
    • C: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
     

    (20th) Capstones

    When you reach the 20th class level in this class you may pick a capstone from this class's Class Group(s), it's subclass/dedication(s)/template(s), or from one below.   There's always at least 3-4 choices. 1-2 from the class, 1 from the Class Group, and 1 from the Subclass.
     

    All Infusion Talents

    Rogue Mastery Array

     
    Class Level Feature Enhanced Choice A Choice B Choice C
    4th +4: 4 A: B: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
    7th +4:4 A: B: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
    10th +10: 10 A: B: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
    13th +13: 13 A: B: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
    16th +16: 16 A: B: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
    19th +19: 19 A: B: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
     

    Subclasses and Archetypes

    Subclasses

    None

    Archetypes

    None

     

    Sample Builds

      To come.

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