Artificer Speciality: Arcane Theorist
The Arcane Theorist takes a scientific approach to the study of magic, breaking down esoteric phenomena into cold mathemagical equations which they can use to impose their will onto reality. While their work may not be as flashy as the machines and potions of other artificers, they make up for it in an unparalleled knowledge of spellcraft.
| Artificer Level | Arcane Theorist Features |
|---|---|
| 3rd | Tool Proficiency, Specialist Spells, Dedicated Study (1), Arcane Theorems (1) |
| 5th | Feedback Loop, Dedicated Study (2), Arcane Theorems (2) |
| 9th | Supervised Algorithms, Dedicated Study (3), Arcane Theorems (3) |
| 15th | Arcane Restoration, Feedback Loop improvement, Dedicated Study (4), Arcane Theorems (4) |
Tool Proficiency
3rd-level Arcane Theorist feature
When you choose this speciality at 3rd level, you gain proficiency with calligrapher’s supplies, or one other artisan’s tool of your choice if you already have that one.
Arcane Theorist Spells
3rd-level Arcane Theorist feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Arcane Theorist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
| Artificer Level | Spells |
|---|---|
| 3rd | Illusory Script, Silvery Barbs |
| 5th | Borrowed Knowledge, Skywrite |
| 9th | Counterspell, Magic Circle |
| 13th | Leomund’s Secret Chest, Mordenkainen’s Private Sanctum |
| 17th | Circle of Power, Wall of Force |
Dedicated Study
3rd-level Arcane Theorist feature
Your studies into magical fundamentals yield access to magic outside the traditional realms of artificery. Choose a 1st-level spell from the wizard spell list; you may cast the spell once without expending a spell slot, regaining the ability to do so when you finish a long rest, and you may also cast it normally using your Spellcasting feature. Whenever you gain a level in this class, you may choose to replace this spell with another wizard spell of your choice.
The maximum level of spell you can gain from this feature increases as you gain levels in this class: you can choose 2nd-level spells at your 5th level in this class, 3rd at 9th, 4th at 13th, and 5th at 17th.
You learn one additional spell in this way when you reach 5th, 9th, and 15th levels in this class. When you learn a spell from this feature, it cannot be from the same schools of magic as your other spells from this feature; for instance, if you chose the spell burning hands at 3rd level, you cannot choose an Evocation spell at 5th level.
Arcane Theorems
3rd-level Arcane Theorist feature
You are able to transcribe complex magical equations, turning theory into reality. As an action when you finish a long rest, you may use your calligrapher’s supplies to touch a weapon, shield, or suit of armour. Choose an arcane theorem from the list below; until your next long rest, a creature wearing the armour or holding the weapon or shield gains the benefit of that theorem.
- Theory of Abjuration. Whenever the creature takes damage, it may use its reaction to reduce the damage taken by 1d10.
- Theory of Conjuration. Once per turn, instead of moving, the creature may choose to teleport to an unoccupied space it can see. The creature must expend 2 feet of movement for every foot it teleports; it can take the Dash action before teleporting to increase its available movement speed for this teleport.
- Theory of Divination. Whenever the creature is forced to make a saving throw, it can roll 1d4 and add the result as a bonus to its saving throw.
- Theory of Enchantment. The creature gains a bonus to Persuasion and Intimidation checks equal to your Intelligence modifier (minimum of +1).
- Theory of Evocation. Once per turn when the creature hits another creature with a weapon or spell attack, they may choose to push the target of the attack up to 10 feet away from them in a straight line.
- Theory of Illusion. When the creature is targeted with an attack, it may use its reaction to immediately turn invisible until the end of the current turn.
- Theory of Necromancy. Whenever the creature reduces another hostile creature to 0 hit points, it gains temporary hit points equal to your artificer level.
- Theory of Transmutation. When the creature takes acid, cold, fire, lightning, or poison damage, it may use its reaction to transform the damage into a different type from the same list.
You may imbue additional arcane theorems when you gain levels in this class; 2 at 5th level, 3 at 9th level, and 4 at 15th level. Each theorem must be inscribed onto a different item, and you must chose a different theorem for each item.
Feedback Loop
5th-level Arcane Theorist feature
Your latent enchantments amplify new magic. When you cast an artificer spell that deals damage or restores hit points while you are within 10 feet of an item you have imbued with one of your arcane theorems, you gain a +1 bonus to one of the spell’s damage or healing rolls. If you are standing within 10 feet of multiple items, you gain a +1 bonus for each.
When you reach 15th level in this class, this range is increased to 30 feet.
Supervised Algorithms
9th-level Arcane Theorist feature
As an action, you may touch an item imbued with one of your arcane theorems and change it to a different theorem from the list. You cannot choose a theorem that is already imbued into an item.
You may take this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Arcane Restoration
15th-level Arcane Theorist feature
When you take a short rest, you may choose a number of expended spell slots to regain, the combined level of which cannot exceed your proficiency bonus. Once you have used this feature, you must complete a long rest before using it again.