Arcanist |
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Arcanist: Base Class |
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Arcanist Features |
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Base Traits |
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Hit Points Hit
Dice: 1d6 per arcanist level Proficiencies and Training Armour: Light
armour, medium armour, shields *The
secrets of gunpowder weapons have been discovered in various worlds across
the multiverse. If your Dungeon Master’s world includes firearms, your
arcanist is proficient with two firearms of your choice. Equipment You
start with the following equipment, in addition to the equipment granted by
your background: •
any two simple weapons of your choice •
a repeating crossbow and 20 bolts •
your choice of studded leather armour
or scale mail •
thieves’ tools and a dungeoneer’s pack |
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Features |
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Arcane Craft At
1st level, you chose a type of arcane craft to specialise in. Select an
arcanist vocation from the list of arcanist vocations. As you progress in
levels, you gain the additional abilities of your chosen vocation. The
vocation you choose at 1st level is your primary vocation. Magical Tinkering At
1st level, you learn how to invest a spark of magic into mundane objects. To
use this ability, you must have thieves’ tools or artisan’s tools in hand. This
feature grants you two abilities: minor magic and infuse
cantrip. Minor
Magic This
ability allows you to touch a tiny nonmagical object as an action and give it
one of the following magical properties of your choice: •
The object sheds bright light in a
5-foot radius and dim light for an additional 5 feet. •
Whenever tapped by a creature, the
object emits a recorded message that can be heard up to 10 feet away. You
utter the message when you bestow this property on the object, and the
recording can be no more than 6 seconds long. •
The object continuously emits your
choice of an odor or a nonverbal sound (wind,
waves, chirping, or the like). The chosen phenomenon is perceivable up to 10
feet away. •
A static visual effect appears on one
of the object’s surfaces. This effect can be a picture, up to 25 words of
text, lines and shapes, or a mixture of these elements, as you like. The
chosen property lasts indefinitely. As an action, you can touch the
object and end the property early. You
can bestow this magic on multiple objects, touching one object each time
you use this feature, though a single object can only bear one property at a
time. The maximum number of objects you can affect with this feature at one
time is equal to your Intelligence modifier (minimum of one object). If you
try to exceed your maximum, the oldest property immediately ends, and then
the new property applies. Infuse
Cantrip You
can spend 10 minutes tinkering with an object infusing it with the ability to
produce a magical effect. When you use this ability, you must choose a
cantrip from any spell list and the object gains a number of charges equal to
your Intelligence modifier. Until all charges have been used, the wielder of
the object can expend one charge to cast that cantrip. This casting of the
cantrip uses your intelligence as its spell casting modifier. In addition,
the cantrip does not require verbal or somatic components to cast, instead
the cantrip has a material component that is the infused object. You can use
this ability two times to infuse a non-magical object with a cantrip. You
regain this ability when you finish a long rest. At
5th level and again at 10th level, you can use this ability one additional
time (for a total of four times between long rests at level 10). Infuse item Whenever
you finish a long rest, you can touch a non-magical object and imbue it with
one arcanist infusion you know, turning it into a magic item. When
you gain this feature, you only know one infusion, the signature infusion
granted by your ‘arcane craft’ feature. At higher levels, you gain more
infusion options. Your infusion works on only certain kinds of objects, as
specified in the infusion’s description, and a creature must attune to the
item (as a magic item) to gain the benefits of the infusion. You
can attune yourself to the item when you infuse it. If you decide to attune
to the item later, you must do so using one hour to attune yourself to the
item as normal (see the rules for “attuning to magic items”). Signature
infusions The
vocations you gain through your ‘arcane craft’ and ‘arcanist second vocation’
features, gained at 1st and 3rd level, each grant you a signature infusion
from the arcanist’s list of infusion (see the list of infusions below). You
can infuse one item with each of your signature infusions. If you place a
signature infusion on another item, that signature infusion immediately ends
on any other infused item. Also, when you attune to one of your signature
infusions, it does not count towards the maximum number of items you can
attune to. Infusing
an Item Each
arcanist infusion you know has three infusion option. When you infuse an
item, you must choose one of the available infusion options for that
infusion. The item becomes a magical item with the chosen benefits. The
item remains infused indefinitely, but when you die, the infusion vanishes
after a number of days have passed equal to your Intelligence modifier
(minimum of 1 day). The infusion also vanishes if you give up your knowledge
of the infusion for another one. Spellcasting At
2nd level, you learn how to cast spells. Arcanist
Spells You
learn spells from the arcane spell list. These arcane spells must come from
the abjuration, conjuration, evocation, and transmutation spell schools. Armoured
Casting You
ignore spell failure from armour when you cast arcanist spells wearing light
or medium armour. Focus
Required You
produce your arcanist spells through your tools and can use any Artisan’s
tools as spellcasting focus for your spells. When you use a spell slot to
cast any of your arcanist spells, you must have a spellcasting focus in hand when you cast it (meaning you add an additional
material component to all you arcanist spells when you cast them even if they
normally do not require a material component). You must be proficient with
the tool to use it in this way. In addition to tools, you can also use any
item bearing one of your infusions as a spellcasting focus. Spells
Known of 1st Level and Higher The
spells known column of the arcanist table shows when you learn more arcanist
spells of your choice. Each of these spells must be of a level for which you
have spell slots. For instance, when you reach 5th level in this class, you
can learn one new spell of 1st or 2nd level. Additionally,
when you finish a long rest, you can choose one of the arcanist spells you
know and replace it with another arcanist spell, which also must be of a
level for which you have spell slots. Spell
Slots The
arcanist table shows how many spell slots you have to cast your arcanist
spells of 1st level and higher. To cast one of these spells, you must expend
a slot of the spell’s level or higher. You regain all expended spell slots
when you finish a long rest. Spellcasting
Ability Intelligence
is your spellcasting ability for your arcanist spells; your understanding of
the theory behind magic allows you to wield these spells with superior skill.
You use your Intelligence whenever an arcanist spell refers to your
spellcasting ability. In addition, you use your Intelligence modifier when
setting the saving throw DC for an arcanist spell you cast and when making an
attack roll with one. Spell
save DC = 8 + your proficiency bonus + your Intelligence modifier Spell
attack modifier = your proficiency bonus + your Intelligence modifier Skilled Crafter At
2nd level, you have honed your abilities as a master crafter. You can add
half your proficiency bonus on ability checks using any artisan’s tools you
are not proficient with. Secondary Arcanist Vocation Arcanists
pursue many disciplines. At 3rd level, you begin exploring a different
arcanist vocation. Choose a different arcanist vocation than the one you
chose at 1st level. This vocation is your secondary arcanist vocation. As
you progress in levels, you gain the additional abilities of your secondary
vocation. Tool Expert Starting
at 3rd level, you gain expertise with any tool proficiency gained through
your arcanist vocations. Feat At
4th level, you gain a feat from the list of feats. You must meet the
prerequisites for the feat. You
gain an additional feat at 8th, 12th, 16th, and 19th level. Arcanist infusions At
5th level, you expand the number of items you can create with your infuse
item ability as shown in the infusions and infusions known column on the
arcanist table. Infusions
Known When
you gain this feature, pick two arcanist infusions to learn from the list of
arcanist infusions and add them to your list of infusions known. You also
learn additional infusions of your choice when you reach certain levels in
this class, as shown in the Infusions Known column of the Arcanist
table. Whenever
you gain a level in this class, you can replace one of the arcanist infusions
you learned through this feature with a new one. You
also know the infusions you gained through your signature infusion feature.
If you create one of these with this feature instead, you treat it as any
other arcanist infusions instead of a signature infusion (this allows you to
have two infusions of your signature infusions. One that counts as a
signature infusion object and one that counts as a regular arcanist
infusion). Active
infusions In
addition to your signature infusions, you can infuse a number of nonmagical
object at the end of a long rest: •
The maximum number of objects appears
in the Infusions column of the arcanist table. •
Each of your known infusion can be on
only one object at a time. •
No object can bear more than one of
your infusions at a time. •
If you try to exceed your maximum
number of infusions, the oldest arcanist infusion immediately ends before the
new infusion applies. If
an infusion ends on an item that contains other items, like the luggage
infusion, its contents harmlessly appear in and around its space. Spell infusion At
6th level, you master the art of weaving spellcasting into your infused
items. When you finish a long rest, you can touch one item you have infused
and give it the ability to cast a single spell. When you use this feature,
you must choose one 1st level arcane spell from any spell school. Once
between long rests, a creature that is attuned to the infused item can use an
action to cast the spell without expending a spell slot using your
spellcasting ability. When
you reach 11th level, the spell you chose for this feature can be any arcane
spell of 2nd level or lower, and at 17th level the spells you chose can be
any arcane spell of 3rd level or lower. Improved infusions At
10th level, your mastery over magic infusions improves. When you infuse an
item with your arcanist infusions or signature infusions, you gain the
following features: •
You can choose up to two of the
infusion option available to an infusion (instead of only one) when you
infuse a non-magical item. •
You can place your infusions on magic
items or items that already are infused with one of your arcanist infusions.
When you do so, you only select one of the options available to that
infusion. You can only place one such infusion on any magic or already
infused item. Magic Item Adept When
you reach 10th level, you achieve a profound understanding of how to use
magic items: •
You can attune to a magic item in 1
minute instead of 1 hour. •
You can attune to one additional magic
item. •
You ignore all class, race, spell, and
level requirements on attuning to or using a magic item. Spell-Storing Item At
11th level, you have advanced your ability to store magic and spells in
objects. Whenever you finish a long rest, you can touch one non-magical item
or one magic item and make it a spell-storing item: •
Non-magical item. If
you target a non-magical object with this feature, you can choose one 1st
level spell from any spell list to imprint on the object. The spell can be
cast a number of times equal to twice your Intelligence modifier (minimum of
twice) from the object by any creature that is holding or wearing the item.
Only creatures that know the imprinted spell can cast it from the item. •
Magical item. If
you target a magical object with this feature, you can choose one 2nd level
or lower arcane spell that you know to imprint on the object. The spell can
be cast a number of times equal to your Intelligence modifier (minimum of
once). Only creatures attuned to the item can cast it from the item. If the
item did not already require attunement, making it
a spell-storing item makes the item require attunement. While
holding or wielding the spell-storing item, a creature can cast the imprinted
spell from it without expending a spell slot, using your spellcasting
ability. The spell chosen must be one that requires and action to cast and
must not consume a costly material component. If the spell requires
concentration, the creature that cast the spell must concentrate on the
spell. If
you use this feature again to store a spell in an object, any previous object
loses this ability if it had any uses left. Arcane Manipulator At
14th level, you become a master at manipulating the magic imbued in magic
items, granting you the following features: •
Once between long rests while touching
one of your infused magic items, you can spend 10 minutes to change it into
another magic infusion that you know or change the infusion options for that
item. •
When wielding a magic item that has
charges that allow you to cast spells, you can spend any number of charges to
cast an arcane spell you have prepared instead. The number of required
charges is equal to the level of the spell. You can use this ability once
between short or long rests. Perfected Spell Infusion Beginning
at 17th level, you can use your ‘spell infusion’ feature on any item you
infuse with magic instead of only one. Magic Item Savant At
18th level, your skill with magic items deepens more. You can swap one of
your known infusions whenever you finish a short or long rest. You can also
infuse items after short or long rests. Magic Item Master Starting
at 20th level, you your mastery over magic item creation is unmatched:
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