|1||1||Font of Magic|
|3||3||Arcanist Origin Feature,
|4||4||Ability Score Improvement|
|6||6||Arcanist Origin Feature|
|8||8||Ability Score Improvement|
|12||12||Ability Score Improvement|
|14||14||Arcanist Origin Feature|
|16||16||Ability Score Improvement|
|19||19||Ability Score Improvement|
Some require a deep connection with the spirit realm to manipulate their ki into magic. Others need to devote several years into study gaining the knowledge of others to learn control of their forces. And yet sometimes there are those who require naught but their own willpower and genuine talent for the mystical arts.
Derived From Within
It is rare for a human to be unable to utilize magic but most require a focus of some form in order to manipulate ki into something useful. Most successful arcanists have a strong will, able to withstand hardship and fight against it. It is believed this willpower is what allows them to cast spells so raw.
Arcanists eschew any kind of training and instead find their magical conduit in the form of something that comes naturally to them. Some find it easier to manipulate it through performance and create elaborate motions or music in order to cast. Another might find that through discipline of a daily ritual and a bit of concentration they can bring forth their magic. And some find that through countless explosions they eventually get a sense for how to make that fireball not blow up in their face.
Hit Points 1d3
Barrier 1d8 + Constitution Modifier
Armor: Light armor
Weapons Daggers, darts, slings, quarterstaffs, revolvers
Saving Throws: Dexterity, Charisma
Skills: Choose three from Acrobatics, Athletics, Arcana, Deception, History, Insight, Intimidation, Performance, Persuasion, Religion, and Stealth.
You start with the following equipment, in addition to the equipment granted by your background:
• (a) a revolver and 20 iron bullets or (b) any simple weapon made of a common material.
• a dagger made from a common material.
An Arcanist is an innate full caster, uses Charisma as their spellcasting ability modifier, and adds its Arcanist level to his caster level in order to determine spells per day, cantrips known, and spells known. See the Class Spellcasting section to learn more about spellcasting ability modifier and caster level.
Font of Magic
At 1st level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by arcane points, which allow you to create a variety of magical effects.
You have 1 arcane point and you gain more as you reach higher levels as shown in the Arcane Points column of the Arcanist table. You can never have more arcane points than shown on the table for your level. You regain all spent arcane points when you finish a long rest.
You can use your arcane points to gain additional spell slots, or sacrifice spell slots to gain additional arcane points. You learn other ways to use your arcane points as you reach higher levels.
Creating Spell Slots.
You can transform unexpended arcane points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.
|Spell Slot Level||Arcane Points|
Converting a Spell Slot to Arcane Points.
As a bonus action on your turn, you can expend one spell slot and gain a number of arcane points equal to the slot’s level.
At 2nd level choose an arcanist origin which describes how you focus your magical powers: Metamagician, Arcane Duelist, or Virtuoso
Your choice grants you features when you choose it at 2nd level and again at 3rd, 6th, and 14th level.
At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
At 10th level, you can choose another two skill proficiencies to gain this benefit.
Ability Score Improvement
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.
At 20th level, you regain 4 expended arcane points whenever you finish a short rest.
Some arcanists find martial discipline an excellent font for mastering spellcraft. A master of the martial applications of steel and spell, the arcane duelist blends both into a lethal combination.
When you become an Arcane Duelist at 2nd level, you gain proficiency with medium armor, shields, and martial weapons.
Inspire Blade Thirst
Starting at 3rd level you can inspire yourself and your allies to fight with greater ability. To do so, you spend 1 arcane point as a bonus action on your turn to choose one creature within 60 feet of you who can hear you. That creature gains blade thirst for 1 minute.
While under the effects of blade thirst, that creature gains a +1 bonus to all weapon damage rolls. At any point during the blade thirst that creature can end the effects prematurely to deal 1d6 damage typed to the Arcane Duelist’s primary elemental affinity.
You gain the ability to grant higher bonuses as you gain levels. You gain the ability to spend 2 arcane points to grant a +2 bonus and deal 2d6 damage at 5th level, 3 arcane points to grant a +3 bonus and deal 3d6 damage at 10th level, and 4 arcane points to grant a +4 bonus and deal 4d6 damage at 15th level.
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
At 14th level, you have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to cast a spell, you can make one weapon attack as a bonus action.
Sometimes the spark of magic that fuels an arcanist seems to have an otherworldly nature to it. Their abilities seem to have a natural luck to them and their abilities to protect and embolden are greater than most.
Starting at 2nd level, whenever you fail a saving throw or miss with an attack roll, you can spend three arcane points. Doing so allows you to roll 2d4 and add it to the total, possibly changing the outcome. You may only use this ability once per roll.
Starting at 3rd level you can channel your magic in order to heal wounds. If you can utilize Wood, Fire, or Water magic you gain the ability to channel your arcane points into a healing touch.
As a bonus action, you can touch a creature and heal it, spending a number of Arcane Points up to your Charisma modifier (minimum of one arcane point). Each arcane point spent heals the creature 1d6 damage.
Starting at 6th level, the energy coursing through you can empower your healing magic. Whenever you roll dice to determine the number of hit points a spell of yours restores, you can spend 1 arcane point to reroll any number of those dice once.
Starting at 14th level, you gain the ability to overcome grievous injuries. As a bonus action when you have less than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum.
Once you use this feature, you can’t use it again until you finish a long rest.
Arcanists are touted as being prodigies in magic but some are so skilled the fundamentals are considered trite. Some of these Arcanists go through experimentation of their spells and develop new capabilities, changing their spells' properties to their whims. These Arcanists are called Metamagicians and are at the forefront of new uses of magic in the world.
When you become a Metamagician at 2nd level, your barrier becomes stronger as your experiments bare results. Your barrier maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
At 3rd level, you gain the ability to twist your spells to suit your needs. You gain one of the following Metamagic options of your choice. You gain another one at 5th level, 10th, and 15th level.
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.
When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 arcane point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.
When you cast a spell that has a range of 5 feet or greater, you can spend 1 arcane point to double the range of the spell. When you cast a spell that has a range of touch, you can spend 1 arcane point to make the range of the spell 30 feet.
When you roll damage for a spell, you can spend 1 arcane point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.
You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.
When you cast a spell that has a duration of 1 minute or longer, you can spend 1 arcane point to double its duration, to a maximum duration of 24 hours.
When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 arcane points to give one target of the spell disadvantage on its first saving throw made against the spell.
When you cast a spell that has a casting time of 1 action, you can spend 2 arcane points to change the casting time to 1 bonus action for this casting.
When you cast a spell, you can spend 1 arcane point to cast it without any somatic or verbal components.
When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of arcane points equal to the spell’s level to target a second creature in range with the same spell (1 arcane point if the spell is a cantrip).
Starting at 6th level, choose one branch you can cast from. When you cast a spell that deals damage and is part of that branch, add your Charisma modifier to that damage.
Beginning at 14th level, the harmful energy of your spells intensifies. When you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can use the feature only once per turn.
Words and music are not just vibrations of air, but vocalizations with power all their own. The virtuoso is a master of song, speech, and the ability to use these talents to inspire and encourage their allies.
When you become a Virtuoso at 2nd level, you gain proficiency with any three skills of your choice, unrestricted by class.
Starting at 3rd level you can inspire others through stirring words or music. To do so, you spend 1 arcane point as a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
Alternatively, you can use your bardic inspiration to distract or confuse enemies. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend 1 arcane point, roll a bardic inspiration die, and subtract the number rolled from the creature’s roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can’t hear you or if it’s immune to being charmed.
You gain the ability to use larger dice as you gain levels in this class. You gain the ability to spend 2 arcane points to use a d8 at 5th level, 3 arcane points to use a d10 at 10th level, and 4 arcane points to use a d12 at 15th level.
Jack of All Trades
Starting at 6th level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.
Starting at 14th level, when you make an ability check, you can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die and add the number rolled to your ability check. You can choose to do so after you roil the die for the ability check, but before the DM tells you whether you succeed or fail.