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.
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### 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.
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##### 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* |
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 {2A}
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.
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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 {0A}
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.
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### 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 {R} 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
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.
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#### Familiar FEAT 1
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
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
You gain the effect of your chosen bloodline's Blood Magic when you cast your bloodline spell or granted spells.
#### Metamagic Knowledge FEAT 1
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
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
Dedicated study allows you to prepare a wider range of simple
spells. You can prepare two additional cantrips each day.
#### Enhanced Familiar FEAT 2
You infuse your familiar with additional magical energy. You
can select four familiar or master abilities each day, instead of two.
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###### 4th Level
#### Chromatic Missile FEAT 4
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
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
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
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
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
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.
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#### Emergency Force Sphere FEAT 8
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
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
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
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
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
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
\pagebreakNum
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
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 {0A}FEAT 14
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
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
#### {0A}
#### Effortless Concentration FEAT 16
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
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.
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\pagebreakNum
#### Potent Bloodline FEAT 16
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 {0A} FEAT 18
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
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
You passively regain 1 focus point per minute.
#### Magical Supremacy {0A} FEAT 20
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
You have achieved the pinnacle of spellcraft. You
gain an additional 10th-level spell slot.
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## Arcane Exploits
#### Arcane Barrier FOCUS 1
UNCOMMON
ABJURATION
ARCANE
ARCANIST
{2A} 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
{1A} 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
{2A} 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
You teleport to an unoccupied square within range that you can see.
The range increases by 5 feet.
\pagebreakNum
#### Disrupt Spell
FOCUS 1
UNCOMMON
ABJURATION
ARCANE
ARCANIST
{R}
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
{R}
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
{2A} 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
{0A}
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 {1A} to apply Potent Magic to a spell of 5th level or higher.
\columnbreak
#### 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
{3A}
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.
\pagebreakNum
# 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
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
You gain a 1st- or 2nd-level arcanist feat of your choice.
#### Basic Arcanist Spellcasting FEAT 4
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
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.
\columnbreak
#### Exploit Breadth FEAT 8
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
Basic Arcanist Spellcasting, Master in Arcana
You gain the expert spellcasting benefits.
#### Master Arcanist Spellcasting FEAT 18
Expert Arcanist Spellcasting, Legendary in Arcana
You gain the master spellcasting benefits.
\pagebreakNum
### OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.
3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.
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5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.
10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.
12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
15. COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.