Arcanist

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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