Arcanist
Table 1-1: Arcanist Advancement
Your Level | Class Features |
---|---|
1 | Ancestry and Background, Initial proficiencies, Arcane Spellcasting, Arcane Reservoir, Arcane Inspiration |
2 | Skill feat, Arcanist feat |
3 | 2nd-level spells, General feat, Signature Spells, Skill increase |
4 | Skill feat, Arcanist feat |
5 | 3rd-level spells, Ability boosts, Ancestry feat, Lightning reflexes, Skill increase |
6 | Skill feat, Arcanist feat |
7 | 4th-level spells, Expert Arcanist, General feat, Skill increase |
8 | Skill feat, Arcanist feat |
9 | 5th-level spells, Ancestry feat, Magical Fortitude, Skill increase |
10 | Ability boosts, Skill feat, Arcanist feat |
11 | 6th-level spells, Alertness, General feat, Simple weapon expertise, Skill increase |
12 | Skill feat, Arcanist feat |
13 | 7th-level spells, Ancestry feat, Defensive robes, Skill increase, Weapon specialization |
14 | Skill feat, Arcanist feat |
15 | 8th-level spells, Ability boosts, General feat, Master Arcanist, Skill increase |
16 | Skill feat, Arcanist feat |
17 | 9th-level spells, Ancestry feat, Skill increase |
18 | Skill feat, Arcanist feat |
19 | General feat, Grand Arcana, Legendary Arcanist, Skill increase |
20 | Ability boosts, Skill feat, Arcanist feat |
Class Features
You gain these abilities as an Arcanist. Abilities gained at higher levels list the levels next to their names.
Ancestry and Background
In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background.
Initial Proficiencies
At 1st level, you gain a number of proficiencies that represent your basic training. These proficiencies are noted at the start of this class.
Arcane Spellcasting
Through dedicated study and practice, you can harness arcane power to cast spells. You can cast arcane spells using the Cast a Spell activity, and you can supply material, somatic, and verbal components when casting spells.
At 1st level, you can prepare up to two 1st-level spells and five cantrips each morning from the spells in your spellbook (see below). Prepared spells are considered known spells and part of your spell repertoire until you prepare spells again.
Each day, you can cast up to two 1st-level spells. You must know the spells as part of your spell repertoire to cast them. The number of spells you can cast each day is called your spell slots. For example, if you were to prepare the Magic Missle and Sleep spells at 1st level, you could use your 2 spell slots to cast each spell once, or either of them twice.
As you increase in level as an arcanist, the number of spells you can prepare of each spell level is equal to the number of spell slots you have for that level. Your number of spell slots and the highest level of spells you can cast from spell slots increase according to your level, shown in Table 1–2: Arcanist Spells per Day on page 4.
Though you gain them at the same rate, your spell slots and spells prepared are separate. If a feat or other ability adds a spell to your spell repertoire or allows you to prepare extra spells as part of your repertoire, it wouldn’t give you another spell slot, and vice versa.
Some of your spells require you to attempt a spell attack roll to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Your spell attack rolls and spell DCs use your Charisma or Intelligence modifier, whichever you chose as your Key Ability. Details on calculating these statistics appear on page 447 of the Core Rulebook.
If you wish to cast a spell at multiple different spell levels, you must prepare it separately for each spell level you wish to cast it at, unless it is one of your signature spells (see below).
Table 1-2: Arcanist Spells Per Day
Your Level |
Cantrips | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | 10th |
---|---|---|---|---|---|---|---|---|---|---|---|
1 | 5 | 2 | — | — | — | — | — | — | — | — | — |
2 | 5 | 3 | — | — | — | — | — | — | — | — | — |
3 | 5 | 3 | 2 | — | — | — | — | — | — | — | — |
4 | 5 | 3 | 3 | — | — | — | — | — | — | — | — |
5 | 5 | 3 | 3 | 2 | — | — | — | — | — | — | — |
6 | 5 | 3 | 3 | 3 | — | — | — | — | — | — | — |
7 | 5 | 3 | 3 | 3 | 2 | — | — | — | — | — | — |
8 | 5 | 3 | 3 | 3 | 3 | — | — | — | — | — | — |
9 | 5 | 3 | 3 | 3 | 3 | 2 | — | — | — | — | — |
10 | 5 | 3 | 3 | 3 | 3 | 3 | — | — | — | — | — |
11 | 5 | 3 | 3 | 3 | 3 | 3 | 2 | — | — | — | — |
12 | 5 | 3 | 3 | 3 | 3 | 3 | 3 | — | — | — | — |
13 | 5 | 3 | 3 | 3 | 3 | 3 | 3 | 2 | — | — | — |
14 | 5 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | — | — | — |
15 | 5 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 2 | — | — |
16 | 5 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | — | — |
17 | 5 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 2 | — |
18 | 5 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | — |
19 | 5 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 1* |
20 | 5 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 1* |
Every arcane spell has a written version, usually recorded in a spellbook. You start with a spellbook worth 10 sp or less (as detailed on page 291 of the Core Rulebook), which you receive for free and must study to prepare your spells each day. The spellbook contains your choice of 10 arcane cantrips and five 1st-level arcane spells. You choose these from the common spells on the arcane spell list on page 307 of the Core Rulebook, or from other arcane spells you gain access to. Your spellbook’s form and name are up to you. It might be a musty, leather-bound tome or an assortment of thin metal disks connected to a brass ring; its name might be esoteric, like The Crimson Libram, or something more academic, like A Field Study in Practical Transmutation.
Each time you gain a level, you add two more arcane spells to your spellbook, of any level of spell you can cast. You can also use the Arcana skill to add other spells that you find in your adventures, as described on page 241 of the Core Rulebook.
Arcane Reservoir
As an arcanist you possess a reservoir of arcane power that you can draw on to empower your spells or cast your arcane exploits. Your arcane exploits are a type of focus spell and it
costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to study your spellbook or gather raw magical energy from your environment.
Focus spells are automatically heightened to half your level rounded up, much like cantrips. Focus spells don’t require spell slots to cast, and you can’t cast them using spell slots. Selecting arcanist feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 points. The full rules for focus spells appear in Chapter 7 on page 300 of the Core Rulebook.
You learn the Potent Magic focus spell, allowing you to boost the power of spells you cast. In addition, as an arcanist, you have the ability to rapidly regain your reservoir of arcane energy by consuming the magical energy you use to cast your spells. You know the Consume Spell action.
Consume Spell
At 9th level you can instead consume a spell slot of 5th level or higher to regain 2 focus points.
Arcane Inspiration
Every arcanist began their path towards mastering the arcane through their prior experiences with magic. You might have begun developing powers through a sorcerous bloodline, learned spells at an academy, found an old eldritch tome you obsessed over, or some other event could have inspired you to become an arcanist. You gain special benefits based upon the source of inspiration you chose. The Blood Arcanist and School Savant are detailed below.
Your source of inspiration comes from a sorcerous bloodline that you have partially awakened. Choose a sorcerer bloodline from the Sorcerer class (page 194 of the Core Rulebook). You gain the initial bloodline spell of that bloodline. Your focus pool increases by 1.
The granted spells of your chosen bloodline are considered arcane spells for you. At 1st level, you gain the cantrip listed and it is always prepared for you without using a cantrip slot. You also add the 1st-level spell to your spellbook. You add the other spells on the list to your spellbook as soon as you gain the ability to cast arcanist spells of that level.
While these spells are considered arcane spells for you, they are not arcane spells for anyone else for the purposes of casting them or copying the spell to another spellcaster's spellbook, unless the spell is normally listed on the arcane spell list.
The School Savant first learned magic through a more traditional wizard academy, and has a knack for casting spells of a certain school. Choose a wizard arcane school from the Wizard class (page 207 of the Core Rulebook). You learn the 1st level school spell of that arcane school. Your focus pool increases by 1.
You can prepare an additional cantrip of the chosen school each day. You add an additional 1st-level spell of that school to your spellbook.
You can choose a universalist tradition instead of an arcane school. You do not gain a school spell, an additional cantrip and you don't increase your focus pool by 1. You instead gain a bonus 1st level arcanist class feat. The additional 1st level spell you add to your spellbook can be from any school.
Regardless of if you choose an arcane school or universalist tradition, you also learn the Arcane Savant action, usable once per day.
Arcane Savant
Ancestry and Background
In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background.
Initial Proficiencies
At 1st level, you gain a number of proficiencies that represent your basic training. These proficiencies are noted at the start of this class
Skill Feats 2nd
At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.
Arcanist Feats 2nd
At 2nd level and every 2 levels thereafter, you gain an arcanist class feat (page 6).
General Feats 3rd
At 3rd level and every 4 levels thereafter, you gain a general feat.
Signature Spells 3rd
You’ve learned to cast some of your spells more flexibly. Choose one spell in your spellbook to be a signature spell. You don’t need to prepare heightened versions of signature spells separately; instead, you can heighten these spells freely. You gain another signature spell when you become an
expert in arcane spell attacks and spell DCs, and again at master and legendary. If you’ve prepared a signature spell at a higher level than its minimum, you can also cast all its lower-level versions without preparing those separately. You can swap out a signature spell each time you level, you can choose a replacement signature spell from your spellbook. You can also retrain specifically to change a signature spell to a different spell; this takes as much time as retraining a spell normally does.
Skill Increases 3rd
At 3rd level and every 2 levels thereafter, you gain a skill
increase. You can use this increase either to increase your
proficiency rank to trained in one skill you’re untrained
in, or to increase your proficiency rank in one skill in
which you’re already trained to expert.
At 7th level, you can use skill increases to increase
your proficiency rank to master in a skill in which you’re
already an expert, and at 15th level, you can use them to
increase your proficiency rank to legendary in a skill in
which you’re already a master.
Ability Boosts 5th
At 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it’s already 18 or above, or by 2 if it starts out below 18.
Ancestry Feats 5th
In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.
Lightning Reflexes 5th
Your reflexes are lightning fast, helping you avoid danger. Your proficiency rank for Reflex saves increases to expert.
Expert Arcanist 7th
Extended practice of the arcane has improved your capabilities. Your proficiency ranks for arcane spell attack rolls and spell DCs increase to expert.
Magical Fortitude 9th
Magical power has improved your body’s resiliency. Your proficiency rank for Fortitude saves increases to expert.
Alertness 11th
You remain alert to threats around you. Your proficiency rank for Perception increases to expert.
Simple Weapon Expertise 11th
Training and magic improved your weapon technique. Your proficiency rank for simple weapons increases to expert.
Defensive Robes 13th
The flow of magic and your defensive training combine to help you get out of the way before an attack. Your proficiency rank in unarmored defense increases to expert.
Weapon Specialization 13th
You’ve learned to inflict grave wounds with your practiced weapons. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you’re a master, and 4 if you’re legendary.
Master Arcanist 15th
You command superlative spellcasting ability. Your proficiency ranks for arcane spell attack rolls and spell DCs increase to master.
Grand Arcana 19th
You command the most potent arcane magic and can cast a spell of truly incredible power. You gain a single 10th-level spell slot and can prepare a spell in that slot using arcane spellcasting. Unlike with other spell slots, you don’t gain more 10th-level spells as you level up, though you can take the Supreme Arcana feat to gain a second slot.
Legendary Arcanist 19th
You are a consummate spellcaster, with a comprehensive
understanding of both arcane theory and practical
spellcraft. Your proficiency ranks for arcane spell attack
rolls and spell DCs increase to legendary.
Arcanist Feats
At each level that you gain an arcanist feat, you can select one of the following feats. You must satisfy any prerequisites before taking the feat.
1st Level
Disrupt Spell FEAT 1
ESCHEW MATERIALS FEAT 1
Familiar FEAT 1
Arcane Barrier FEAT 1
Blood Magic FEAT 1
Metamagic Knowledge FEAT 1
2nd Level
Arcane Assemblage FEAT 2
Cantrip Expansion FEAT 2
Enhanced Familiar FEAT 2
4th Level
Chromatic Missile FEAT 4
Energy Shield FEAT 4
Quick Study FEAT 4
6th Level
Dimensional Slide FEAT 6
Steady Spellcasting FEAT 6
8th Level
Arcane Weapon FEAT 8
Emergency Force Sphere FEAT 8
Face Thief FEAT 8
10th Level
Bloodline Spellcraft FEAT 10
Meditative Focus FEAT 10
Greater Metamagic FEAT 10
12th Level
Eldritch Font FEAT 12
Magic Sense FEAT 12
Seek, you gain the benefits of a 3rd-level detect magic spell on things you see (in addition to the normal benefits of Seeking). You can turn this sense off and on with a free action at the start or the end of your turn.
Superior Spell Disruption FEAT 12
14th Level
Draining Disruption FEAT 14
Focus Mastery FEAT 14
16th Level
Effortless Concentration FEAT 16
Metamixing FEAT 16
Potent Bloodline FEAT 16
18th Level
Endless Exploitation FEAT 18
Spell Synthesis FEAT 18
20th Level
Arcane Dynamo FEAT 20
Magical Supremacy FEAT 20
Sublime Arcanum FEAT 20
Arcane Exploits
Arcane Barrier FOCUS 1
Arcane Weapon FOCUS 4
Chromatic Missile FOCUS 2
Dimensional Slide FOCUS 3
Disrupt Spell FOCUS 1
Emergency Force Sphere FOCUS 4
like a wall of force. You can't dismiss or move out of the bubble
while it exists, though you can teleport past it. A disintegrate
spell immediately destroys the bubble.
Face Thief FOCUS 4
Potent Magic FOCUS 1
If the spell has an effect when it is heightened, instead of the -1 penalty to saving throws you can choose to treat the spell as if it were cast at 1 spell level higher than the slot used to cast it, up to a maximum of 10th level.
This increase can allow you to exceed the normal spell level you can cast, but this spell does not allow you to qualify for anything that requires you to be able to cast spells of a higher level than you actually have.
Quick Study FOCUS 2
Spell Synthesis FOCUS 9
Multiclass Feats
Arcanist Dedication FEAT 2
Special You can’t select another dedication feat until you have gained two other feats from the arcanist archetype.
Potent Magic FEAT 4
Basic Exploit FEAT 4
Basic Arcanist Spellcasting FEAT 4
Advanced Exploit FEAT 6
Special You can select this feat more than once. Each time you select it, you gain another arcanist feat.
Exploit Breadth FEAT 8
Expert Arcanist Spellcasting FEAT 12
Master Arcanist Spellcasting FEAT 18
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