Arcanist - Pathfinder 2E

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Arcanist Class
SECOND EDITION

Arcanist

Some spellcasters seek the secrets of magic, pursuing the power to make the impossible possible. Others are born with magic in their blood, commanding unbelievable forces as effortlessly as they breathe. Yet still others seek to meld the science of arcane scholars with the natural might of innate casters. These arcanists seek to discover the mysterious laws of magic and through will and expertise bend those forces to their whims. Arcanists are the shapers and tinkers of the arcane world, and no magic can resist their control.
       Key Ability                       Hit Points

           CHARISMA OR INTELLIGENCE                    6 + Constitution Modifier


DURING COMBAT ENCOUNTERS...

You are a source of arcane tricks and spells, empowering your spells or shifting your repertoire to fit the situation. You likely stay back from the fray, looking for opportunities to hamper your enemies, bolster your allies, or counter enemy spellcasters.


DURING SOCIAL ENCOUNTERS...

You might persuade others with logic and obscure arcane knowledge, or be naturally good with people, depending on your main source of arcane inspiration.


WHILE EXPLORING...

You provide a well of arcane knowledge, and a spellbook filled with the solutions to any problem you encounter.


IN DOWNTIME...

You spend time to learn new spells, craft magic items, scribe scrolls, or even start your own magical school.


YOU MIGHT...

  • Have an unquenchable thirst for magical knowledge
  • Try new solutions to problems you could have solved quickly
  • Hoard spells and magic items so you've 'got a spell for that'

OTHERS PROBABLY...

  • Consider you to be incredibly powerful and possibly dangerous
  • Think you can solve all of their problems, and ask you for magical solutions to mundane issues
  • Find your magical experimentation to be annoying when another solution is easy and already available

Initial Proficiencies

    At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.

Perception

    Trained in Perception

Saving Throws

    Trained in Fortitude
Trained in Reflex
Expert in Will

Skills

    Trained in Arcana
Trained in a number of additional skills equal to 2 plus your Intelligence modifier

Attacks

    Trained in Simple Weapons
Trained in Unarmed Attacks

Defenses

    Untrained in all armor
Trained in Unarmed Defense

Spells

    Trained in arcane spell attacks
Trained in arcane spell DCs








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.

Heightening Spells
When you get spell slots of 2nd level and higher, you can prepare stronger versions of lower-level spells. This increases the spell’s level, heightening it to match the spell slot. Many spells have specific improvements when they are heightened to certain levels. A spell prepared this way is prepared using the spell slot of the level it is heightened to instead of it's normal level.
  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).


Cantrips
A cantrip is a special type of spell that doesn’t use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is always automatically heightened to half your level rounded up—this is usually equal to the highest level of spell you can cast as a sorcerer. For example, as a 1st level arcanist, your cantrips are 1st-level spells, and as a 5th-level arcanist, your cantrips are 3rd-level spells.
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*
* The Grand Arcana class feature gives you a 10th-level spell slot that works a bit differently from other spell slots.

Spellbook

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

ARCANIST
Your focus pool is not full.
You consume an arcanist spell slot of up to 4th level that is still available to you with which you could cast a spell. The spell slot becomes used, as if you had cast a spell with it, though no spell is actually cast. You regain 1 focus point. You can't go above your maximum pool amount using this ability.

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.

Blood Arcanist

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.

School Savant

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

ARCANIST
once per day.
your next action is to cast a spell.
The next spell you cast does not expend a spell slot when cast. This can allow you to cast that spell even if all of your spell slots of that level are already used.

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

ABJURATION
ARCANE
ARCANIST
You are adept at disrupting the spells of others as they cast them. You gain the Disrupt Spell arcane exploit. Increase the number of Focus Points in your focus pool by 1.

ESCHEW MATERIALS
FEAT 1

ARCANIST
You can use clever workarounds to replicate the arcane essence of certain materials. When Casting a Spell that requires material components, you can provide these material components without a spell component pouch by drawing intricate replacement sigils in the air. Unlike when providing somatic components, you still must have a hand completely free. This doesn’t remove the need for any materials listed in the spell’s cost entry.

Familiar
FEAT 1

ARCANIST
You make a pact with creature that serves you and assists your spellcasting. You gain a familiar (page 217 of the Core Rulebook).

Arcane Barrier
FEAT 1

ARCANIST
You know how to quickly create arcane fields to protect yourself. You gain the Arcane Barrier arcane exploit. Increase the number of Focus Points in your focus pool by 1.

Blood Magic
FEAT 1

ARCANIST
Blood Arcanist
You gain the effect of your chosen bloodline's Blood Magic when you cast your bloodline spell or granted spells.

Metamagic Knowledge
FEAT 1

ARCANIST
METAMAGIC
School Savant
You gain a 1st level wizard class feat with the Metamagic key term. Replace any references to the wizard class with arcanist, and you must otherwise meet it's prerequisites.

2nd Level

Arcane Assemblage
FEAT 2

ARCANIST
Trained in Crafting
You have learned the art of enchanting mundane items with magical power. You become an expert in Crafting if you are not already. You gain the Magical Crafting skill feat. You gain another new formula for a magic item at level 4 and every 2 levels thereafter.

Cantrip Expansion
FEAT 2

ARCANIST
Dedicated study allows you to prepare a wider range of simple spells. You can prepare two additional cantrips each day.

Enhanced Familiar
FEAT 2

ARCANIST
a familiar
You infuse your familiar with additional magical energy. You can select four familiar or master abilities each day, instead of two.

4th Level

Chromatic Missile
FEAT 4

ARCANIST
You know a few arcane tricks to send out an elemental attack that meets your needs in battle. You gain the Chromatic Missile arcane exploit. Increase the number of Focus Points in your focus pool by 1.

Energy Shield
FEAT 4

ARCANIST
arcane barrier
You can tune your warding magic to help dissipate certain types of energy. Whenever you use Arcane Barrier you can choose Acid, Cold, Fire or Lightning. If you do, you have resistance to that energy type equal to twice Arcane Barrier's spell level for 1 minute, instead of it's normal effect.

Quick Study
FEAT 4

ARCANIST
You learn to quickly reference any spell in your spellbook, able to alter your preparations to suit the situation. You gain the Quick Study arcane exploit. Increase the number of Focus Points in your focus pool by 1.

6th Level

Dimensional Slide
FEAT 6

ARCANIST
You are adept at bending space to teleport short distances. You gain the Dimensional Slide arcane exploit. Increase the number of Focus Points in your focus pool by 1.

Steady Spellcasting
FEAT 6

ARCANIST
You don’t lose spells easily. If a reaction would disrupt your spellcasting action, attempt a DC 15 flat check. If you succeed, your action isn’t disrupted.

8th Level

Arcane Weapon
FEAT 8

ARCANIST
You can temporarily empower a weapon with your magic. You learn the Arcane Weapon arcane exploit. Increase the number of Focus Points in your focus pool by 1.

Emergency Force Sphere
FEAT 8

ARCANIST
arcane barrier
You have mastered the art of quickly erecting defenses at a moment's notice to protect yourself from harm. You learn the Emergency Force Sphere arcane exploit. Increase the number of Focus Points in your focus pool by 1.

Face Thief
FEAT 8

ARCANIST
You have become skillful at transmutation magic. You learn the Face Thief arcane exploit. Increase the number of Focus Points in your focus pool by 1.

10th Level

Bloodline Spellcraft
FEAT 10

ARCANIST
Blood Arcanist
You can choose 1 spell from the spell list of your bloodline and of a spell level you can cast, then add it to your spellbook, It is considered an arcane spell on the arcane spell list for you. You can choose a second spell when you become a master in arcane spells.

Meditative Focus
FEAT 10

ARCANIST
Your focus recovers faster. If you have spent at least 2 Focus Points since the last time you Refocused, you recover 2 Focus Points when you Refocus instead of 1.

Greater Metamagic
FEAT 10

ARCANIST
METAMAGIC
School Savant
You gain a 10th level or lower wizard class feat with the Metamagic key term. Replace any references to the wizard class with arcanist, and you must otherwise meet it's prerequisites.

12th Level

Eldritch Font
FEAT 12

ARCANIST
You can exceed your maximum focus pool by 1 point when using Consume Spell. The extra point is lost if not used before your next daily preparations.

Magic Sense
FEAT 12

ARCANIST
DETECTION
DIVINATION
You have a literal sixth sense for magic. You can sense the presence of magic auras as though you were always using a 1st-level detect magic spell. This detects magic in your field of vision only. When you

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

ARCANIST
disrupt spell, recognize spell
You no longer take a penalty for not having the spell you wish to counter in your spellbook. You can choose to spend an extra focus point when casting Disrupt Spell instead of expending a spell slot. Whenever you successfully disrupt a spell, the caster or source of the spell can't attempt to cast the same spell again until the end of it's next turn.

14th Level

Draining Disruption
FEAT 14

ARCANIST
disrupt spell
When you succeed on your attempt to counteract and disrupt a spell, you can immediately regain focus points as if you had used Consume Spell on a spell slot of the level of the spell disrupted.

Focus Mastery
FEAT 14

ARCANIST
You have mastered the techniques used to draw arcane energy from your surroundings. If you have spent at least 3 Focus Points since the last time you Refocused, you recover 3 Focus Points when you Refocus instead of 1.

16th Level

Effortless Concentration
FEAT 16

ARCANIST
Your turn begins.
You maintain a spell with hardly a thought. You immediately gain the effects of the Sustain a Spell action, allowing you to extend the duration of one of your active arcanist spells.

Metamixing
FEAT 16

ARCANIST
METAMAGIC
School Savant, at least 1 metamagic feat
During your daily preparations, you can choose 1 wizard metamagic feat of 10th level or lower and you know that feat until the next time you do your daily preparations. Replace any references to the wizard class with arcanist, and you must otherwise meet the feat's prerequisites. Any time you apply a metamagic feat to a spell you are casting, you can choose to spend a focus point to use the metamagic feat as a free action.

SAMPLE CHARACTER






























SCHOOL SAVANT

You have spent countless hours learning the arcane arts to blend sorcery and wizardry together.
ABILITY SCORES

Improve your key ability first. Good Dexterity, Constitution, and Wisdom provide solid defenses.

SKILLS

Arcana, Medicine, Crafting, Society

Inspiration

Universalist School Savant

FEATS AT HIGHER LEVELS...

Disrupt Spell, Arcane Assemblage, Quick Study, Dimensional Slide, Meditative Focus, Greater Metamagic(Quickened Spell)

Potent Bloodline
FEAT 16

ARCANIST
Blood Arcanist
You gain an additional signature spell, chosen from your bloodline granted spells, or spells you chose from the Bloodline Spellcraft feat. This signature spell is always cast as if you had used Potent Magic without expending any focus points or taking any extra actions. If the spell benefits from both heightening and a penalty to saves, it gains both effects.

18th Level

Endless Exploitation
FEAT 18

ARCANIST
once per minute
Choose one focus spell you know other than Potent Magic. Once per minute, you can cast this focus spell and spend 1 less focus point when casting it, to a minimum of 0 points.

Spell Synthesis
FEAT 18

ARCANIST
You have learned to reverse the process of consuming spells, able to restore spell slots from your reservoir of arcane energy. You learn the Spell Synthesis arcane exploit. Increase the number of Focus Points in your focus pool by 1.

20th Level

Arcane Dynamo
FEAT 20

ARCANIST
You passively regain 1 focus point per minute.

Magical Supremacy
FEAT 20

ARCANIST
once per minute
You are quickened until the end of your turn, and can use this extra action only to cast spells (including focus spells), command your familiar, use Consume Spell, and apply metamagic feats.

Sublime Arcanum
FEAT 20

ARCANIST
You have achieved the pinnacle of spellcraft. You gain an additional 10th-level spell slot.

Arcane Exploits

Arcane Barrier
FOCUS 1

UNCOMMON
ABJURATION
ARCANE
ARCANIST
somatic, verbal
10 minutes
You gain a number of temporary hit points equal to 2 + your key ability modifier. At the beginning of each of your turns, you gain temporary hit points equal to the spell level of this spell, up to the amount you initially gained from the spell. if you ever reach 0 temporary hit points, the barrier breaks and the spell ends.
You gain 2 more temporary hit points when you first cast the spell.

Arcane Weapon
FOCUS 4

UNCOMMON
ARCANE
ARCANIST
TRANSMUTATION
somatic
touch
1 weapon that is wielded by you
1 minute
You touch a weapon and it gains magical power. It becomes a +1 striking weapon. If the weapon is already at least a +1 striking weapon you can instead increase it's striking rune to one grade higher (up to major striking), and increase it's weapon potency rune by +1 (up to +3). Alternatively, you can give the weapon a property rune up to level 8. This property rune does not count towards the maximum number of property runes the weapon can have.

Chromatic Missile
FOCUS 2

UNCOMMON
ARCANE
ARCANIST
EVOCATION
somatic, verbal
30 feet
1 creature
You send a missile of elemental energy to strike your target, dealing 1d6 + key ability modifer damage, depending on the result of your spell attack roll. When you cast this spell, choose acid, cold, fire, or lightning. This spell's damage is of the chosen type, and gains an additional effect on a success or critical success based on the element chosen.
  • Acid: 1d6 persistent acid damage.
  • Cold: Slowed 1.
  • Fire: Changed to 30 foot line, with a reflex save.
  • Lightning: Flatfooted for 1 round.
  • Double Damage, or no effect on a save for fire.
    Full damage, or half damage on a save for fire.
    No effect, or full damage on a save for fire.
    No effect, or double damage on a save for fire.
    The damage increases by 1d6.

    Dimensional Slide
    FOCUS 3

    UNCOMMON
    ARCANE
    ARCANIST
    CONJURATION

    15 feet
    You teleport to an unoccupied square within range that you can see.
    The range increases by 5 feet.

    Disrupt Spell
    FOCUS 1

    UNCOMMON
    ABJURATION
    ARCANE
    ARCANIST
    A creature Casts a Spell.
    You must also expend a spell slot of the same level as the spell you attempt to counter.
    When a foe Casts a Spell and you can see its manifestations, you can use your own magic to disrupt it. Your checks to counteract the spell take a -2 penalty if you don't recognize the spell, and an additional -2 penalty if you do not have the spell in your spellbook. You then attempt to counteract the triggering spell (page 458 of the Core Rulebook).

    Emergency Force Sphere
    FOCUS 4

    UNCOMMON
    ABJURATION
    ARCANE
    ARCANIST
    You are subject to a hostile action.
    Emergency Force Sphere costs 2 focus points to cast.
    1 minute
    You create a spherical bubble of force that occupies your square(s). The sphere has 10 hit points per spell level, and otherwise acts
    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

    UNCOMMON
    ARCANE
    ARCANIST
    TRANSMUTATION
    somatic, material
    self
    10 minutes
    You gain the effects of the humanoid form spell at 3rd level. You can choose to spend an extra focus point when casting this spell to increase it's duration to 1 hour.

    Potent Magic
    FOCUS 1

    UNCOMMON
    ARCANE
    ARCANIST
    METAMAGIC
    You Cast a Spell of up to 4th level.
    You empower the spell to be particularly potent. Enemies have a -1 circumstance penalty to their saving throws against the spell.

    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.
    You can choose to spend an extra focus point and a single action to apply Potent Magic to a spell of 5th level or higher.

    Quick Study
    FOCUS 2

    UNCOMMON
    ARCANE
    ARCANIST
    DIVINATION
    You lose a prepared spell and replace it with another spell of the same spell level from your spellbook.

    Spell Synthesis
    FOCUS 9

    UNCOMMON
    ARCANE
    ARCANIST
    Spell Synthesis costs 2 focus points to cast.
    You regain a used spell slot of up to 3rd level. This spell slot can't be one obtained from a source other than your arcanist class. You can instead spend 3 focus points to regain a spell slot up to 5th level.

    Multiclass Feats


    Arcanist Dedication
    FEAT 2

    ARCHETYPE
    DEDICATION
    MULTICLASS
    Charisma 14 or Intelligence 14
    You cast spells like an arcanist, gaining a spellbook with four common arcane cantrips of your choice. You gain the Cast a Spell activity. You can prepare two cantrips each day from your spellbook. You’re trained in arcane spell attack rolls and spell DCs. Choose Charisma or Intelligence, your key spellcasting ability for arcanist archetype spells is whichever you chose, and they are arcane arcanist spells. You become trained in Arcana; if you were already trained in Arcana, you instead become trained in a skill of your choice.

    Special You can’t select another dedication feat until you have gained two other feats from the arcanist archetype.


    Potent Magic
    FEAT 4

    ARCHETYPE
    Arcanist Dedication
    You gain the Potent Magic arcanist arcane exploit class feature. Increase the number of Focus Points in your focus pool by 1.

    Basic Exploit
    FEAT 4

    ARCHETYPE
    Arcanist Dedication
    You gain a 1st- or 2nd-level arcanist feat of your choice.

    Basic Arcanist Spellcasting
    FEAT 4

    ARCHETYPE
    Arcanist Dedication
    You gain the basic spellcasting benefits. Each time you gain a spell slot of a new level from the arcanist archetype, add two common spells of that level to your spellbook.

    Advanced Exploit
    FEAT 6

    ARCHETYPE
    Basic Exploit
    You gain one arcanist feat. For the purpose of meeting its prerequisites, your arcanist level is equal to half your character level.

    Special You can select this feat more than once. Each time you select it, you gain another arcanist feat.



    Exploit Breadth
    FEAT 8

    ARCHETYPE
    Basic Arcanist Spellcasting
    You can cast more arcane spells each day. Increase the spell slots you gain from arcanist archetype feats by 1 for each spell level other than your two highest spell levels.

    Expert Arcanist Spellcasting
    FEAT 12

    ARCHETYPE
    Basic Arcanist Spellcasting, Master in Arcana
    You gain the expert spellcasting benefits.

    Master Arcanist Spellcasting
    FEAT 18

    ARCHETYPE
    Expert Arcanist Spellcasting, Legendary in Arcana
    You gain the master spellcasting benefits.

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