Arcane Tattoos
Getting Arcane Tattoos
In order to get certain arcane tattoos and use them you must meet the following requirements:
- The Arcane tattoo must be a spell you are capable of casting (max 5th level) with a casting time no longer than an Action or a Bonus Action. If you are not capable of casting spells, the tattoo must be a spell who's level is 1/4th your character level.
- You can get 1 Arcane Tattoo per 4 levels of spellcaster.
- They take 1 hour x spell level to inscribe and costs 2000 gp x spell level.
Arcane Tattoos have the following traits:
- The spell requires no components to cast.
- 1/day the Arcane Tattoo may be activated as a bonus action to cast the spell
- The spell does not require an arcane focus
Spell Scrolls
Spell Scrolls are scrolls that take an action to use to cast the spell inscribed on it, afterwards the spell scroll burns up.
Type |
Cost |
Cantrip |
15 |
1st |
25 |
2nd |
250 |
3rd |
500 |
4th |
2500 |
5th |
5000 |
6th |
15000 |
7th |
25000 |
8th |
50000 |
9th |
250000 |
Magic Items
The Arcanist sells a variety of magic items and artifacts that vary from shop to shop.
Potions
The Arcanist sells a variety of potions listed on the potion table below. Potions require an action to use.
Item |
Cost |
Healing Potion |
50 |
Greater Healing Potion |
200 |
Superior Healing Potion |
2000 |
Supreme Healing Potion |
20000 |
Arcane Grease |
5 |
Antiplague |
50 |
Antitoxin |
50 |
Bladeguard |
40 |
Fire Ward Gel |
150 |
Frost Ward Gel |
150 |
Kindness |
1 |
Meditation |
30 |
Monster Oil |
100 |
Padzhar |
80 |
Soothe Syrup |
25 |
Soul Stimulant |
300 |
Smelling Salts |
25 |
Troll Oil |
50 |
Twitch Tonic |
45 |
Vermin Repellent |
5 |
Wismuth Salix |
30 |
Potion Descriptions
Potions are presented in alphabetical order. A potions item description gives its name and its magical properties.
Healing Potion
Restores 10 hit points.
Greater Healing Potion
Restores 20 hit points.
Superior Healing Potion
Restores 40 hit points.
Supreme Healing Potion
Restores 60 hit points.
Arcane Grease
When you coat your body in this you have advantage against being grappled for 24 hours.
Antiplague
When drank you have advantage against disease for 24 hours. If you already have a disease you instead cure it.
Antitoxin
When drank you have advantage against poison for 24 hours and are resistant to poison damage. If you are currently poisoned you instead cure it.
Bladeguard
A weapon coated in this cannot be destroyed by ooze, rust monsters, or similar effects for 24 hours.
Fire Ward Gel
When drank, the next 20 points of fire damage you take is negated. This effect lasts for 24 hours and your considered resistant to fire damage while under this effect.
Frost Ward Gel
When drank, the next 20 points of cold damage you take is negated. This effect lasts for 24 hours and your considered resistant to cold damage while under this effect.
Kindness
After drinking this a creature is no longer drunk.
Meditation
When drank you have advantage on your first save against charm and fear effects for 24 hours. If you are currently under the effects of charm or fear you instead cure it.
Monster Oil
This is created for a specific creature type. Once put on your weapon, for 24 hours or after one encounter, your weapon deals 1d4 bonus damage against that creature type and your attacks ignore any resistances to Bludgeoning, Piercing, or Slashing damage. If the target is immune they instead become resistant.
Padzhar
When drank your Ability Scores return to normal if they were lowered somehow by an effect.
Soothe Syrup
When drank it ends one Blinded or Deafened effect currently afflicting you.
Soul Stimulant
When drank you have advantage against effects that would lower your hit point maximum for 24 hours. If your hit point maximum is currently reduced you instead return your hit point maximum to normal.
Smelling Salts
When used on an unconscious creature, the creature immediately becomes conscious with 1 hit point.
Troll Oil
When drank, for the next 24 hour or until knocked unconscious, when knocked unconscious you immediately are stabilized.
Twitch Tonic
When drank for the next 24 hours you have advantage on your first save against anything that would put you to sleep or paralysis. If your currently under one of these effects you instead remove it by drinking this.
Vermin Repellent
When drank for the next 24 hours swarms of tiny creatures must make a DC 15 Constitution saving throw to enter your space.
Wismuth Salix
When drank for 24 hours you cannot gain a level of exhaustion. If you were going to get a level of exhaustion during this period, you get it when the effect ends. This potion doesn't stack.
Enchanting
Learning Enchantments
In order to enchant an item you must first know the formula for the enchantment in order to create it. The formula is like a recipe. It lists the materials needed and steps required to make the item. You can learn enchantments in two different ways:
- Spending an hour studying and taking apart a magic item. At the end of the hour the magic item is destroyed and you learn the formula for the enchantment.
- Buying a enchantment formula from an Arcanist as follows:
Rarity |
Cost |
Common |
25 |
Uncommon |
100 |
Rare |
1000 |
Very Rare |
10000 |
Legendary |
50000 |
Enchanting Items
To enchant an item you must first know the formula for the enchantment and be proficient in Arcana. Then you must have ingredients from a monster for the enchantment. Sometimes certain enchantments require ingredients from certain monsters or items in order to make. Ingredients do not always mean parts from the corpse of a monster but can also sometimes mean ingredients from a location or resource the monster guards that the characters need access to. The required CR for the enchantment and is listed as follows:
Rarity |
CR |
Common |
1-3 |
Uncommon |
4-8 |
Rare |
9-12 |
Very Rare |
13-18 |
Legendary |
19+ |
Additionally the stronger the enchantment the more parts from a monster that it consumes. The table below shows how many items can be enchanted from a single monster:
Rarity |
Rarity Cost |
CR |
CR Ingrediants |
Common |
1 |
1-3 |
1 |
Uncommon |
2 |
4-8 |
2 |
Rare |
3 |
9-12 |
3 |
Very Rare |
4 |
13-18 |
4 |
Legendary |
5 |
19+ |
5 |
In addition to knowing the formula and obtaining ingredients, enchanting an item comes with a gold piece cost covering other materials, tools, and so on, based on the items rarity. Those values and the time a character needs to work in order to complete the item are shown below. If an item is used before the enchantment process is done you must start the process over however no materials are consumed.
Rarity |
Days |
Cost |
Common |
1 |
50 |
Uncommon |
2 |
200 |
Rare |
10 |
2000 |
Very Rare |
15 |
20000 |
Legendary |
50 |
100000 |
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