Arcanist

by MoleMage

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The Arcanist

A stern woman in expensive clothing looks through the glass of her orb, trying to select the perfect angle for her spell. The style of the thing is after all, as important as the substance.

A cheerful man waves a spellcaster's rod in the air like a conductor's baton, streaks of energy flying from the end in time to a song only he can hear. Distant onlookers observe that each spell seemed to form exact angles as well.

A tired researcher looks over the spells in his tome one more time. On instinct, he changes one line from one of his rituals.

The arcanist is a magical virtuoso, someone who weaves the very shape of magic according to their preference rather than rote or reason.

Magical Improvisers

While the wizard studies the inner workings of magic, and the bard creates magic by plucking the resonating strings of the universe, the arcanist sits a line somewhere between one and the other. To them, magic itself is an art form, something to be understood, then torn apart and rebuilt into a more beautiful style. Often confused with those who utilize innate magic, arcanists still work spells from the energies around them, but choose to do so in novel ways, often simply to see what happens.

An arcanist with enough experience eventually becomes a force to be reckoned with, manipulating spells to last longer, reach farther, or even completely shape themselves around allies, all through subtle but deliberate modifications of the magic's underpinnings.

Making Their Own Way

Arcanists typically get their origins in schools for magic or under the tutelage of another spellcaster, whether a more traditional wizard or another arcanist. However, a significant number of arcanists are also self-taught, usually using some tome of magical lore or by observing other magic users in secret. Because of this, arcanists can come from any walk of life, whether the rich prince who seeks to make a name for himself by creating a new spell, the poor servant who imitates their wizard employer each night after work, or the rebellious child of a powerful cleric choosing their own path.

The one thing that most arcanists share is a strong preference for doing things their own way. While arcanists that work within rigid rulesets are not unheard of, most of them do so by their willing choice, either because they see no better option or because they get something back from the organization. Even then, a lawful arcanist is often the first to interpret the letter of the law in a way convenient to them while ignoring the law's intend.

Creating an Arcanist

The arcanist is a specialized spellcaster, learning and mastering a comparatively smaller list of spells than wizards or bards. Instead, they can modify individual spells on the fly, choosing their own style. Play an arcanist if you want to be a magic-user who attempts to perform a specific function as flexibly as possible. Whether you wish to be a wielder of the elements who shapes explosions around your allies or a trickster who pulls opposing magic users' spells apart at the seems, you can choose your own style.

When creating an arcanist, consider the following questions: Where did you learn the basics of magic that would later bloom into your improvisational style? What trademark oddities do you have that other spellcasters can pick up on, or visual cues in your magic that even the casual observer will notice (such as odd colors, or the spells always taking certain shapes or forms)? What drew your character to magic in the first place?

Work with your GM to determine the place of arcanists in your setting. Are their organizations or a recognized community of arcanists, such as exist for more mundane arts? Are they regarded as performers, renegades, just another magic user, or something else entirely?

Quick Build

Use the following to quickly create a Arcanist. First, Charisma should be your highest ability score, followed by Constitution. Second, choose the hermit background. Third, chose the light, prestidigitation, ray of frost, and shocking grasp cantrips, along with the 1st level spells shield and Selsi's shimmerbolt.

Arcanists and Sorcerers

For the most part, the arcanist is designed as a replacement for the sorcerer, allowing thematic room for new classes cultist, theurge, and wilder as users of magic from within. The arcanist, for example, uses the sorcerer's base spell list with the additional spells described at the end of the class.

If your GM allows it and you wish to instead play the sorcerer class described in the Players Handbook, the new arcanist spells can be translated into sorcerer spells simply by converting any arcane point requirements into sorcery point requirements.

My Full Caster
Level Proficiency Bonus Arcane Points Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 - Spellcasting, Implement 4 2 2
2nd +2 2 Improvisational Magic 4 3 3
3rd +2 3 Metamagic, Implement Feature 4 4 4 2
4th +2 4 Ability Score Improvement 5 5 4 3
5th +3 5 Experimental Cantrips 5 6 4 3 2
6th +3 6 Implement Feature 5 7 4 3 3
7th +3 7 5 8 4 3 3 1
8th +3 8 Ability Score Improvement 5 9 4 3 3 2
9th +4 9 5 10 4 3 3 3 1
10th +4 10 Metamagic 6 11 4 3 3 3 2
11th +4 11 6 12 4 3 3 3 2 1
12th +4 12 Ability Score Improvement 6 12 4 3 3 3 2 1
13th +5 13 6 13 4 3 3 3 2 1 1
14th +5 14 Implement Feature 6 13 4 3 3 3 2 1 1
15th +5 15 6 14 4 3 3 3 2 1 1 1
16th +5 16 Ability Score Improvement 6 14 4 3 3 3 2 1 1 1
17th +6 17 Metamagic 6 15 4 3 3 3 2 1 1 1 1
18th +6 18 Implement Feature 6 15 4 3 3 3 3 1 1 1 1
19th +6 19 Ability Score Improvement 6 15 4 3 3 3 3 2 1 1 1
20th +6 20 Arcane Restoration 6 15 4 3 3 3 3 2 2 1 1

Class Features

As a Arcanist, you gain the following features

Hit Points


  • Hit Dice: 1d6
  • Hit Points at 1st Level: 6 + your Constitution modifier
  • Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per arcanist level after 1st.

Proficiencies


  • Armor: None
  • Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
  • Tools: None

  • Saving Throws: Constitution, Charisma
  • Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • Two daggers

Spellcasting

An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells.

Cantrips

At 1st level, you know four cantrips of your choice from the arcanist spell list. You learn additional arcanist cantrips of your choice at higher levels, as shown in the Cantrips Known column of the arcanist table.

Spell Slots

The arcanist table shows how many spell slots you have to cast your 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 slots when you finish a long rest. For example, if you know the 1st level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the arcanist spell list. 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, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the arcanist spells you know and replace it with another spell from the arcanist spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your arcanist spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a arcanist spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Charisma modifier

Spell attack modifier = your proficiency bonus +

your Charisma modifier

Implement

At 1st level, you develop a magical style which specializes in the use of a specific type of arcane focus. Choose from Rod, Orb, or Tome. These options are described at the end of this class description. Your choice grants you features when you pick it and again at 3rd, 6th, 14th, and 18th levels.

Improvisational Magic

At 2nd level, you learn to manipulate magic in a less constrained fashion than most spellcasters. Doing so requires additional effort, which is represented by a pool of arcane points, allowing you do create a variety of changed effects.

Arcane Points

You have 2 arcane points, and you gain more as you reach higher levels, as shown in the Arcane Points column of the arcanist table. You can have have more arcane points than shown on the table for your level. You regain all spent arcane points when you finish a long rest.

Flexible Casting

You can use your arcane points to create additional spell slots, or sacrifice spell slots to gain additional arcane points. You learn other ways to use your 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. Any spell slot you create with this feature vanishes when you finish a long rest.

Creating Spell Slots

Spell Slot Level Arcane Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7
  • 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.

Metamagic

At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice, plus one associated with your chosen Implement. You gain another one at 10th and 17th level. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

Careful Spell

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.

Distant 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.

Empowered Spell

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.

Extended 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.

Heightened Spell

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 saving throw made against the spell.

Quickened 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.

Subtle Spell

When you cast a spell, you can spend 1 arcane point to cast it without any somatic or verbal components.

Twinned Spell

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). To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost is.

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. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

Experimental Cantrips

Beginning at 5th level, each time you complete a long rest you may exchange one arcanist cantrip you know for another arcanist cantrip.

Arcane Restoration

At 20th level, you regain 4 expended arcane points whenever you finish a short rest.

Arcanist Implements

Unlike most spellcasters who specialize in a type or source of magic, arcanists specialize in the different forms of casting magic, represented by the different types of arcane focus or other important spellcasting implements. Described here are some options for Implements an arcanist could specialize in.

Rod Implement

The rod is the focus most associated with aggressive magic. Arcanists who specialize in the use of the rod devastate their foes with powerful damaging spells.

Spellcasting Focus

You can use a rod as a spellcasting focus for your arcanist spells. You also gain a rod arcane focus for free.

Battle Mage

At 1st level you gain proficiency in light armor and simple weapons. Your hit point maximum also increases by 1, plus an additional 1 each time you take a level in this class.

Metamagic: Energy Shift

At 3rd level, you gain an additional metamagic effect, which does not count against your limit for metamagic effects known. When you cast a spell which deals acid, cold, fire, lightning, poison, or thunder damage, you can spend 1 arcane point to change the properties of that spell so that it deals another type from that list (including any additional damage dealt such as acid arrow's ongoing damage). Any other effects of the spell beyond damage are unchanged.

Force Strike

At 6th level, you learn to channel raw magical energy as a weapon. As a bonus action, spend 1 arcane point to infuse a rod you are holding with magical energy. For 1 minute, the rod gains the following effects.

  • You can use the rod as a melee weapon dealing 1d8 bludgeoning damage. It deals bonus force damage equal to your Charisma bonus (minimum 1) when used in this way. You are proficient in attacks with your rod.
  • You can make two attacks, instead of 1, when you take the Attack action on your turn, as long as both attacks are made using your rod.
  • When you deal damage with a spell of 1st level or higher, you deal additional damage equal to your Charisma bonus (minimum 1).

This effect ends early if you lose your rod or cast a spell which does not deal damage.

Metamagic: Energy Intensity

At 14th level, you gain an additional metamagic effect, which does not count against your limit for metamagic effects known. When you cast a spell which deals acid, cold, fire, lightning, poison, or thunder damage, you can spend 6 arcane points to lower one affected creature's resistance to the corresponding damage type. Until the end of your next turn, that creature's immunities to that damage type become resistances, its resistances to that damage type are negated, it gains vulnerability to that damage type if it did not already have immunity or resistance, and if it was already vulnerable it takes triple damage instead of double damage. Abilities which reduce or negate damage other than resistance and immunity, such as an Iron Golem's Fire Absorption, are not impacted by this metamagic effect.

Vicious Spells

At 18th level, your spells are more deadly than ever. When you critically hit with a spell attack roll, treat it as if you had cast the spell in a spell slot one level higher than you actually did, to a maximum of 10th level. If you critically hit with a spell attack roll using a cantrip, you instead roll two additional damage dice when determining the extra damage for a critical hit.

Orb Implement

The orb is an implement of defense and seeing. Arcanists who specialize in the use of the orb excel at protecting themselves and their allies from spells and revealing hidden truths.

Spellcasting Focus

You can use an orb as a spellcasting focus for your arcanist spells. You also gain an orb arcane focus for free.

Sense Magic

At 1st level, while you are holding an orb arcane focus, you can cast detect magic without expending a spell slot. You can use this feature a number of times equal to your Charisma bonus (minimum 1). You regain all expended uses when you complete a short or a long rest.

Metamagic: Protective Dweomer

At 3rd level, you gain an additional metamagic effect, which does not count against your limit for metamagic effects known. When you cast a spell of 1st level or higher, you can spend 2 arcane points to cause some of the spell's energy to surround a single effected creature, protecting it from future magic. The affected creature gains a bonus equal to half the spell's level, rounded up, to the next saving throw they make against a magical effect within 1 minute.

Improved Counterspell

At 6th level, you learn the spell counterspell, and it does not count against your number of spells known. Whenever you cast counterspell, treat it as if you had cast it using a spell slot one level higher.

Diviner's Lore

At 14th level, choose two divination spells of 5th level or lower from any class's spell list. The spells can be from the same list or from different lists. You can cast each chosen spell once without expending a spell slot. You regain the ability to do so whenever you complete a short or a long rest.

Spellbreaker

At 18th level, you are considered to be proficient in all saving throws against spells or similar effects. As a bonus action on your turn, you can spend 2 sorcery points to grant this feature to a creature you touch for 1 minute.

Tome Implement

The tome is an implement of experimentation and deliberate action. Arcanists who specialize in the tome can learn a wider variety of spells and perform magical rituals.

Spellcasting Focus

You can use a spellbook or similar tome of magical lore as a spellcasting focus for your arcanist spells. You also gain a spellbook for free, in which you record each spell you learn from this class. If you choose to swap a spell you know out when you gain a level in this class, the lost spell remains in your spellbook for the purposes of your other features, but you can no longer cast it using spell slots.

Ritual Casting

If you possess a spellbook, you can cast any wizard spell contained in it as a ritual if that spell has the ritual tag. You don't need to have the spell as one of your spells known. You can add new wizard spells to your spellbook in the same manner as a wizard, though you do not gain the ability to cast them using spell slots unless you learn them as one of your spells known.

Expanded Spell List

Whenever you would be eligible to learn a new arcanist spell, you can instead learn a spell from the wizard spell list. You can't have more wizard spells known in this way than your Intelligence bonus (minimum 1). Wizard spells learned through this feature count as arcanist spells for you.

Metamagic: Rapid Ritual

At 3rd level, you gain an additional metamagic effect, which does not count against your limit for metamagic effects known. When you attempt to cast a spell with a casting time of one minute or less, or when you perform a spell as a ritual whose base casting time is one minute or less, you can spend a number of arcane points equal to the spell's level to reduce the casting time to one action. Once you have used this feature, you cannot attempt to cast the same spell again until its normal casting time has elapsed (treat spells cast as rituals as having their base casting time, rather than the ritual time).

Flexible Mind

At 6th level, you can learn and forget spells more easily than other arcanists. Whenever you complete a long rest, you can exchange an arcanist or wizard spell you know for another spell which you have recorded in your tome. You must obey the normal limits for spells known (including the limit on wizard spells known from Expanded Spell List).

Spell Cloning

At 14th level, you learn to mimic spells, even if you have seen them cast just one time. When a creature you can see casts a spell, as a Reaction you can make an Arcana check with a DC equal to 10 plus the spell's base level. On a success, you dedicate the spell to memory. The next time you complete a long rest, you add that spell as a spell known and record it in your tome. It does not count against your normal limit of spells known or as one of your Expanded Spell List spells.

You can only have one extra spell known from this feature at a time. If you use this feature on another spell, you still record it in your tome, but you must choose whether the old spell or the new is retained as the bonus spell known.

Words Come to Life

At 18th level, you can call forth spells from your tome, even if you have not committed them to memory. You can cast any spell written in your tome as if it was one of your spells known by expending a number of arcane points equal to the spell's level. You must still provide a spell slot, components, and any other requirements for the spell. Once you have used this feature, you cannot do so again until you have completed a long rest.

New Arcanist Spells

This section contains a number of spells intended for use with the arcanist or the sorcerer. Typically they offer unique benefits, such as modular effects or the ability to spend arcane points or sorcery points for new features. Spells in this section are named after famous arcanists who originally performed them.

Akkat's Spellguard

2nd level abjuration


  • Casting Time: 1 reaction, which you take when you are targeted by a spell attack or when a spell forces you to make a saving throw
  • Range: Self
  • Components: V, S
  • Duration: 1 minute

With a gesture, you ward off the energies of a spell, forming a lasting barrier around yourself. For the spell's duration, you have advantage on saving throws against that spell and attack rolls from that spell have disadvantage against you. This effect applies even to future castings of the same spell. You can spend arcane points while this spell lasts for additional benefits.

  • 1 Arcane Point. As a bonus action on your turn, you can share this effect with another creature for the remaining duration.
  • 2 Arcane Points. Use your reaction when targeted by a different spell to apply this effect to that spell and any other castings of it as well.

Akkat's Spellstealing

5th level abjuration


  • Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous

You attempt to interrupt a creature casting a spell and turn that spell to your own ends. If the creature is casting a spell of 4th level or lower, you choose any effects of the spell as if it was a spell you were casting, including targets, location, and any other choices allowed by the spell. If it is casting a spell of 5th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.

You can spend arcane points to activate any Metamagic you know on this spell as if you had originally cast it.

Mylar's Lightning Lance

1st level evocation


  • Casting Time: 1 action
  • Range: 200 feet
  • Components: V, S, M (a small copper rod)
  • Duration: Instantaneous

A jolt of energy leaps forth from the caster's pointed finger, striking a nearby target. Make a melee spell attack roll. On a hit, the target takes 3d8 lightning damage. You can spend arcane points to improve this spell.

  • 1 Arcane Point. The target is also knocked back 20 feet.
  • 4 Arcane Points. The spell creates a second lance, which can target the same creature or a different creature.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Mylar's Mirror Trap

4th level illusion


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a small silver mirror worth at least 250 gold pieces, which is consumed in the casting)
  • Duration: Permanent

You turn the mirror towards a creature or location, capturing an image for future use. If you use this spell on a creature, the captured image has the creature's appearance and knowledge at the time of the casting. If you use this spell on a location, you capture a perfect recollection of an area or room up to 100 feet on a side. The image is frozen into the mirror used in this spell, which cannot be used again for another spell.

At any point in the future, you can call up the captured image as an action, creating a representation of it. The creation is purely illusory and cannot be harmed or cause any harm to creatures or its environment. An illusory creature will attempt to respond to its environment as it would have at the time its image was captured, and the illusory room has the same appearance as it did when captured.

Illusory items in a room or carried by a creature can be interacted with, affecting the illusion as they would have at the time of capturing (pulling a lever in in the illusory room produces the same effect on the illusion as the real lever would have produced in the room when the image was captured, for example). You can also make ability checks to interact with the image, such as looking for clues or speaking to the creature.

The image lasts for up to one minute, at which point it cannot be called again until the next time you regain spell slots. Each time you create the image, you can make adjustments to it by spending arcane points.

  • 1 Arcane Points. Add an illusory copy of an item to the room or the creature's belongings. You must have the item in your possession to add it. The copy is part of the illusion and follows the normal rules. For example, you could add a copy of a key you found later and test it on locks in an illusory room with accurate results.
    You can use this effect multiple times, spending additional arcane points to add more items to the scene.
  • 3 Arcane Points. Alter the emotional state of a creature's image. For example, you could capture the image of a creature in combat and later alter its emotional state to being calm so it is easier to speak to.

Selsi's Shimmerbolts

1st level evocation


  • Casting Time: 1 action
  • Range: varies
  • Components: V, S, M (a small prism)
  • Duration: varies

A rainbow streak of energy leaps forward from your outstretched hand. Choose a damage from Column A, an effect from Column B, and a target from Column C. If the target allows a saving throw, targets which succeed take half damage and no effect. If the target requires an attack roll, no damage or effect occurs on a miss.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by one die for each slot level above 1st.

Column A Column B Column C
1d12 fire damage Target takes an additional die of damage at start of next turn A single creature within 30 feet (no save).
1d10 lightning damage Target pushed up to 10 feet away A single creature up to 120 feet away (attack roll). Increase base damage by 2 dice.
2d8 poison damage Target's speed reduced to 0 until end of next turn Two creatures up to 10 feet apart within 60 feet (attack roll). Increase base damage by one die.
2d6 cold damage Target has disadvantage on next attack roll against you before start of your next turn 10 foot cube centered on you (Constitution save)
3d4 acid damage Next attack against any one target has advantage 15 foot cone centered on you (Dexterity save)

Selsi's Forcewave

3rd level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a coin with the center drilled out)
  • Duration: Instantaneous

An expanding ring of force shoots out from you. Each creature 5 feet away from you must make a Strength saving throw. On a failed save, they take 3d6 force damage and are pushed back five feet. Then, each creature more than 5 feet but up to 10 feet away from you must make the same saving throw. On a failed save, they take 2d6 force damage and are pushed back five feet. Then, each creature more than 10 feet but up to 15 feet away from you must make the same saving throw. On a failed save they take 1d6 force damage and are pushed back five feet.

Creatures which succeed on the saving throw take half damage and are not pushed. A creature might be called upon to make multiple saves if the spell pushes them further away.

You can spend arcane points to modify this spell.

  • 1 Arcane Point. Only creatures in a semicircle of your choice are affected. Each range and knockback is doubled. A creature takes 1d10 extra force damage the first time it fails a save against this spell.
  • 1 Arcane Points. The spell starts at the furthest range and moves inward instead of expanding outward.
  • 3 Arcane Points. The spell is instead centered on a point you can see within 100 feet.
  • 5 Arcane Points. Increase the damage of every zone by 1d6. Add an additional zone from 15 to 20 feet away dealing 1d6 damage. You can spend additional arcane points, gaining another 1d6 damage per zone and an additional zone 5 feet wider for every additional 3 points spent.
 

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