Arcanist

by Lobonez

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The Arcanist

Arcanist

Long lost in time are the ways of Arcanists. Even Sorcerers impose some basic order and structure on the Weave to partition it for their use. Not the Arcanist - their means of delving into and directly tappping energy from the weave sets them apart. They are unmatched in being able to apply the appropriate power to the task at hand, though this ability does ultimately limit their spell versatility compared to a similarly experienced Wizard.

While the ancient ways of 10th level spells and beyond are barred to modern casters, the Arcanist who attains the status of Archmage is unmatched in their ability to bring 9th level magic into reality.

Arcanist
Level Proficiency Bonus Features Cantrips Known Spells Known Arcs Weave Depth Greater Delves
1 +2 Arc Casting, Arcane Insights, Field of Learning 3 5 2 1st
2 +2 Mage Sight 3 6 4 1st
3 +2 - 4 8 8 2nd
4 +2 Ability Score Improvement 4 9 11 2nd
5 +3 Lesser Delve Access, Spell Exhaustion 4 10 15 3rd
6 +3 Field of Learning Feature 4 12 19 3rd
7 +3 Weave Tapping 1 4 13 23 4th
8 +3 Ability Score Improvement 4 14 27 4th
9 +4 - 5 16 31 5th
10 +4 Field of Learning Feature 5 17 36 5th
11 +4 - 5 18 40 6th 1
12 +4 Ability Score Improvement 5 20 44 6th 1
13 +5 Weave Tapping 2 5 21 49 7th 2
14 +5 Field of Learning Feature 5 22 54 7th 2
15 +5 Cantras Mastery 6 24 58 8th 3
16 +5 Ability Score Improvement 6 25 63 8th 3
17 +6 - 6 26 67 9th 4
18 +6 Weave Tapping 3 6 28 70 9th 4
19 +6 Ability Score Improvement 6 29 74 9th 5
20 +6 Archmage 6 30 79 9th 5

Creating an Arcanist

The story of an Arcanist will almost always revolve around how you were introduced to this arcane path. Are you a disillusioned apprentice following the guidance of a forgotten tome, or have you sought out a specific sage or magus to teach you this specific path to the Art? Or are you inspired by the very god of magic itself, reintroducing this lost Art to the world at large?

An Arcanist leans towards neither Law or Chaos. Their search for knowledge is as much inward, rather than always seeking for scrolls and knowledge penned by others. As such, they can be motivated as much by material rewards - better to fuel their private research and build their personal ego - as rewards of scrolls or other wizardly arcane knowledge. One thing common to many Arcanists - while they cannot deny the power of the gods, they often have little respect for them or their servants.

Quick Build

You can make an Arcanist quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution or Dexterity. Second, choose the Cloistered Scholar (SCAG) or Sage Background.

Third, choose the Inventives Field of Study. Take the Mage Hand, Ray of Frost, and Prestidigitation Cantrips, along with the following 1st-level Cantras: Find Familiar, Magic Missile, Mage Armor, Sleep, and Expeditious Retreat.

Class Features

As an Arcanist, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: None
  • Weapons: Clubs, Daggers, Darts, Quarterstaffs, and Slings
  • Tools: None

  • Saving Throws: Constitution, Intelligence
  • Skills: Choose two from History, Insight, Intimidation, Investigation, and Medicine

Equipment

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

  • (a) a quarterstaff or (b) a dagger
  • (a) an arcane focus or (b) a component pouch
  • (a) a scholar's pack or (b) an explorer's pack
  • (a) a workbook of arcane formula

Arcane Insights

Upon choosing Arcanist as a class at 1st level, you gain proficiency in the Arcana skill. Study of the Arcane is an intrinsic part of both becoming an Arcanist, as well as further expanding an Arcanist's spellcrafting ability.

Arc Casting

You have been initiated into the unique tradition of the Arcanists of old, who delved directly into the weave to create arcane wonders. You have taken the first steps and mustered your first Arcs, whether under the tutelage of an elder sage, otherworldly being, or chance found ancient book of lore.

Cantrips

You know 4 cantrips of your choice from the Arcanist spell list. You learn additional Arcanist Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Arcanist table.

Arcs

The greatest difference between an Arcanist and other arcane spellcasters is in regards to spell slots and spell memorization. An arcanist does not prepare spell slots per level beforehand like other spellcasters, they reach into the weave through the casting of a spell and pluck out the mystical energies they seek as needed.

To cast a spell, an Arcanist spends Arcs equivalent to the level it is being cast at from their pool of Arcs. So a 3rd level Fireball would cost 3 Arcs to cast, while a magic missile spell cast at 2nd level would cost 2 arcs to cast.

An Arcanist recovers all of their spent arcs upon completion of a long rest.

Delving

In the Arcanist's tradition, their are three tiers of magic. Cantras - Spells cast at 1st and 2nd level which serve to practice a growing Arcanist's skill. An Arcanist is never limited in the number of Cantras they may cast at any time, beyond the total number of Arcs they have available to cast them. Lesser Delves - Spells cast at 3rd to 5th level which further teach control and mastery of reaching into the Weave. Greater Delves - Spells of 6th to 9th level which are the prerogative of Archmages and the mark of one who has truly earned the title of Master Arcanist.

Spell Exhaustion

Delving into the weave is more exhausting the deeper you go. Once they attain the ability to cast Lesser Delves this exhaustion begins to impact their spellcasting. Every time an Arcanist casts a spell at their maximum available level, they accrue a point of Spell Exhaustion. When they reach 2 points of spell exhaustion, their highest level spells become harder to pull from the weave, costing twice the normal number of Arcs. At 3 points of spell exhaustion, they suffer a point of physical exhaustion and become unable to cast spells at their maximum level until spell exhaustion is removed.

Spell Exhaustion can be recovered upon completion of a short or long rest. Additonal features may add to Spell Exhaustion an Arcanist accrues, as described in the Fields of Learning descriptions. The number of spells which an Arcanist can cast before Spell Exhaustion begins to accrue increases to 3 at 11th level, and 4 at 17th level.

Greater Delves require their own unique strength to accomplish, and the total number an Arcanist can access is listed on the Arcanist table. An Arcanist can only pull the energy for their highest level Greater Delve once between long rests, but may cast Greater Delves of a lower level any number of times up to their maximum as listed on the Arcanist table, as long as they have the Arcs available to spend. The number of Greater Delves which may be cast is recovered upon the completion of a long rest.

Spells Known of 1st Level and Higher

At 1st level, you know 4 spells from the Arcanist spell list, as well as 1 spell specifically from your Field of Learning's list, detailed later in this section.

Additionally, the Spells Known column of the Arcanist table specifies when you learn new spells of 1st level or higher. Every 3rd level, starting at level 3, you learn 2 additional spells from your specific Field of Learning's list. These spells are accounted for in the Spells Known column.

Spellcasting Ability

Intelligence is your Spellcasting Ability for your Arcanist Spells, since you learn your spells⁠ through dedicated study and understanding of arcane formula. You use your Intelligence whenever a spell refers to your spellcasting⁠ ability. In addition, you use your Intelligence modifier when setting⁠ the saving throw DC for an Arcanist spell you cast and when Making an Attack roll with one.


Spell save DC = 8 + your Proficiency Bonus + your Intelligence modifier


Spell Attack modifier = your Proficiency Bonus + your Intelligence modifier

Spellcasting Focus

You can use an arcane focus as a Spellcasting Focus for your Arcanist Spells.

Mage Sight

Arcanists must develop a keen ability to see the weave that they delve in to pull forth mystical effects. By their 2nd level of study, they have gained the ability to cast Detect Magic at will, with a casting time of 1 minute. While under the effects of Detect Magic, they have Advantage on Perception and Investigation checks against any object or creature which radiates a magical aura, but disadvantage on Perception or Investigation checks against any creature or object that does not radiate a magical aura.

Ability Score Improvement

When you reach 4th Level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Weave Tapping

At 7th level you discern some of the means by which Arcanists of old tapped into the weave to power Quasi-Magical items. As part of your research, you create a single quasi-magical item from the Arcanist list which functions while it remains within 5 feet of you. Initially, If it is an item which has charges it has a single charge which is restored at the beginning of each day.

At 13th level you gain access to a 2nd such item and the second tier list of available items, and you gain access to a 3rd item and 3rd tier list at 18th level. Each time you gain a level in the Arcanist class, you may choose to change one of these Quasi Magical items for another on any of the Arcanist lists you have available.

Cantras Mastery

At 15th level displaying your level of skill with the simple Cantras magics is trivial. You may cast a number of Cantras (Spell levels 1 or 2) equal to your proficiency bonus without spending Arcs. You regain use of this feature upon completion of a long rest.

Archmage

At 20th level, you have attained the rank of Archmage, and can reach more deeply into the weave than perhaps any other type of arcane spellcaster. You may cast any spell of 9th level or lower that you know or which is in your Field of Learning's List as part of this ability. If this ability would be the second 9th level spell you had cast without a long rest, or if you were to cast a 9th level spell after using this ability without a long rest in between, you lose the ability to use this feature or to cast 9th level spells for 1d4+1 days.

Otherwise, you regain use of this feature after completion of a long rest.

Fields of Learning

The Arcanists of old approached study of the Arcane in a very different way then arcane users of the present. They focused their efforts on collective groupings of schools - Inventives, Mentalisms, and Variations.

Inventives focused on creation or destruction, and studied the modern schools of evocation and conjuration.

Mentalisms focused on the mind, and pursued the modern schools of enchantment and illusion.

Variations focused on alterations - even to the fundamental properties of magic - and studied the modern schools of transmutation and necromancy.

Alongside these three groupings common magics also were important to the studies of all Arcanists, represented by the modern schools of Divination, Abjuration, and select few other spells.

Inventives

Element Arcanum

At 1st level upon choosing this field of study you learn to focus the building blocks of the inventive craft for both attack or defense. As part of this ability, gain advantage on a spell attack with an Evocation or Conjuration spell, or gain advantage on a saving throw against an Evocation or Conjuration spell or elemental damage effect. You regain use of this ability after completion of a short rest.

Arc Charging

At 6th level you gain knowledge of how to bolster spells which have pulled weakly from the weave. When casting a spell from the Evocation or Conjuration school which deals damage, if you roll a 1 or 2 on a dice you may spend 1 additional Arc and add an additional dice of damage for each 1 or 2 rolled, up to a total of your intelligence bonus (minimum 2). You may use this ability a number of times equal to your proficiency modifier, and you regain all uses upon completion of a long rest.

Elemental Delving

At 10th level your studies have given you insights in how to pull threads of magic from the elemental planes as part of your delving. When casting a Cantra or Lesser Delve, you may spend 2 additional Arcs to change that spell's damage type to Fire, Lightning, Thunder, Cold, Acid, Necrotic, or Radiant. Using this feature counts as 1 spell towards Spell Exhaustion, if the spell was not already of a high enough level to count towards spell exhaustion, as described in the Lesser Delving feature.

Spell Shaper

At 14th level you learn to achieve a uniquely deep Delve, extending or enhancing a single Cantra or Lesser Delve beyond that which should be possible. For a single cantra or lesser delve spell, as part of its casting you may double its range (including that which defines a cone), double its radius, double its length, or double one dimension if a rectangular shape. You regain use of this feature upon completion of a long rest.

Mentalisms

Studied Minds

When you choose this field of learning at first level, your familiarity and resilience to mind effecting magics is heightened. You and creatures friendly to you who are under a spell effect of yours gain advantage on saves against fear and charm effects.

Additionally, your studies have focused on the ways in which minds interact so much, that you may choose proficiency in either the Deception or Insight skill as a reflection of these studies and interactions.

Mental Focus

At 6th level, you've learned to tap into the weave in the moment to gain advantageous focus, guile, and insight. When making a skill check involving Deception, Insight, Intimidation, Investigation, or Persuasion you may spend 1 Arc to gain advantage on that check, and you reroll any 1's made on that check.

Mental Fortress

At 10th level you have learned how to defend your mind. If on your turn you are under an unwanted Enchantment or Illusion spell, or a Fear or Charm effect, as an action you may break the spell or effect by spending Arcs equivalent to half the spell level, or 3 Arcs if it isn't caused by a spell. Using this ability ends your turn.

Penetrating Gaze

At 14th level your mastery of the Mental arts are so complete that your very gaze can terrify or enchant. As a bonus action you may spend 5 Arcs to gain a fearful or charming gaze for 1 minute. As part of using this feature and for each round thereafter, you may use a bonus action to make a gaze attack on a creature within 50' of you. The creature may make a Charisma saving throw to resist, otherwise they are charmed or frightened of you until the end of your next turn.

Variations

Resonance

Upon choosing this Field of Learning at first level, you gain the ability to find resonances in the weave to duplicate recent spell effects. On a round following one in which you have cast a spell, you may cast the exact same spell, choosing the same target or another that is within 30 feet of the target or the location of the target at last casting if it is incapacitated or invalid. You may use this ability on a spell equal to 1/2 your weave depth, rounded down (minimum 1st level). You regain use of this ability upon completion of a long rest. This ability cannot be used on area effecting spells.

Spell Weaving

At 6th level you gain the ability to pull additional affects from the weave and interlace them into your spells. As part of casting a Cantra or Lesser Delve you may spend an additional Arc to add 1 of the following effects to yourself or a single spell recipient per use. You may use this feature a number of times equal to your proficiency modifier and regain all uses upon completion of a long rest.

  • 10' of additional movement for 1 minute
  • Advantage on the next Intelligence Save for 1 minute
  • 1d6 + Spell Attack Modifier Maximum hit points for 1 minute
  • Resistance to the next attack from a specific damage type for 1 minute
  • Immunity to maximum hit point reduction, magical aging, and ability score reducing attacks and features for 1 minute

Reactive Tapping

At 10th level your understanding of the weave allows you to temporarily capture spell effects caused even by other spellcasters. As a reaction to a spell being cast, you may read the resonances in the weave and imprint that spell into a new quasi-magical item. Until the completion of your next long rest, you may cast that spell through that item up to two times as if it were an Arcanist spell by spending the appropriate number of Arcs. You may only use this ability upon a cantra or lesser delve level spell. This item does not count against your total from the Weave Tapping feature.

Echo Casting

At 14th level you perfect your ability to read Resonances in the weave. You may use your Resonance ability on any spell cast within 200' of yourself (that otherwise follows the same guidelines outlined in the Resonance feature). The Resonating spell can additionally be cast on its original caster or anyone within 30' of its original caster as well. Additionally, you now regain the use of this feature upon the completion of a short or long rest.

Multiclassing

To qualify, you must meet the ability score requisites for the Arcanist class - Intelligence 13 and Constitution 13. When you gain your first level in this class other than your initial class, you gain proficiency in the Arcana skill.


Spellcasting: Arc Casting and the spellcasting or pact magic casting of other classes does not combine well. Another spellcasting or Pact Magic class does not count Arcanist levels to determine spell slots per level, nor does the Arcanist class count other spellcasting or Pact Magic classes when determining spells. Other spellcasting classes cannot cast spells learned as part of the Arcanist class, and Arcanists must spend an extra Arc, in addition to the normal Arc cost of the appropriate spell level, to cast a spell available from another spellcasting or Pact Magic class they have taken from their pool of available Arcs.

Arcanist Spell Lists

Cantrips (0 Level)
  • Acid Splash
  • Chill Touch
  • Control Flames (Xan)
  • Create Bonfire (Xan)
  • Dancing Lights
  • Fire Bolt
  • Frostbite (Xan)
  • Gust (Xan)
  • Infestation (Xan)
  • Light
  • Mage Hand
  • Mending
  • Message
  • Minor Illusion
  • Mold Earth (Xan)
  • Poison Spray
  • Prestidigitation
  • Ray of Frost
  • Shape Water (Xan)
  • Shocking Grasp
  • Thunderclap (Xan)
  • Toll the Dead (Xan)
  • True Strike

1st Level

Inventives

  • Find Familiar
  • Fog Cloud
  • Grease
  • Tenser’s Floating Disk
  • Burning Hands
  • Chromatic Orb
  • Magic Missile
  • Thunderwave
  • Earth Tremor (Xan)
  • Ice Knife (Xan)

Mentalisms

  • Charm Person
  • Sleep
  • Tasha’s Hideous Laughter
  • Color Spray
  • Disguise Self
  • Illusory Script
  • Silent Image

Variations

  • False Life
  • Ray of Sickness
  • Catapult
  • Expeditious Retreat
  • Feather Fall
  • Jump
  • Longstrider
  • Cause Fear (Xan)

Common Spells

  • Absorb Elements (Xan)
  • Mage Armor
  • Protection from Evil and Good
  • Shield
  • Unseen Servant
  • Comprehend Languages
  • Detect Evil and Good
  • Identify

2nd Level

Inventives

  • Aganazzar's Scorcher (Xan)
  • Cloud of Daggers
  • Dust Devil (Xan)
  • Flaming Sphere
  • Misty Step
  • Web
  • Continual Flame
  • Darkness
  • Gust of Wind
  • Melf’s Acid Arrow
  • Scorching Ray
  • Shatter
  • Snilloc's Snowball Swarm (Xan)
  • Warding Wind (Xan)

Mentalisms

  • Calm Emotions
  • Crown of Madness
  • Enthrall
  • Hold Person
  • Suggestion
  • Blur
  • Invisibility
  • Magic Mouth
  • Mirror Image
  • Nystul’s Magic Aura
  • Phantasmal Force
  • Silence
  • Shadow Blade (Xan)

Variations

  • Blindness/Deafness
  • Gentle Repose
  • Ray of Enfeeblement
  • Alter Self
  • Cordon of Arrows
  • Darkvision
  • Enhance Ability
  • Enlarge/Reduce
  • Levitate
  • Magic Weapon
  • Rope Trick
  • Spider Climb
  • Dragon's Breath (Xan)
  • Earthbind (Xan)
  • Pyrotechnics (Xan)

Common Spells

  • Mind Spike (Xan)
  • Arcane Lock
  • Knock
  • Detect Thoughts
  • Locate Object
  • See Invisibility

3rd Level

Inventives

  • Sleet Storm
  • Stinking Cloud
  • Daylight
  • Fireball
  • Leomund’s Tiny Hut
  • Lightning Bolt
  • Sending
  • Wind Wall
  • Melf's Minute Meteors (Xan)
  • Thunder Step (Xan)
  • Tidal Wave (Xan)
  • Wall of Sand (Xan)
  • Wall of Water (Xan)

Mentalisms

  • Enemies Abound (Xan)
  • Catnap (Xan)
  • Fear
  • Hypnotic Pattern
  • Major Image
  • Phantom Steed

Variations

  • Animate Dead
  • Bestow Curse
  • Speak with Dead
  • Vampiric Touch
  • Blink
  • Fly
  • Gaseous Form
  • Haste
  • Slow
  • Water Breathing
  • Water Walk
  • Erupting Earth (Xan)
  • Flame Arrows (Xan)
  • Life Transferance (Xan)
  • Tiny Servant (Xan)

Common Spells

  • Counterspell
  • Dispel Magic
  • Glyph of Warding
  • Magic Circle
  • Nondetection
  • Protection from Energy
  • Remove Curse
  • Clairvoyance
  • Tongues

4th Level

Inventives

  • Conjure Minor Elementals
  • Dimension Door
  • Evard’s Black Tentacles
  • Mordenkainen’s Faithful Hound
  • Fire Shield
  • Ice Storm
  • Otiluke’s Resilient Sphere
  • Wall of Fire
  • Sickening Radiance (Xan)
  • Storm Sphere (Xan)
  • Vitriolic Sphere (Xan)
  • Watery Sphere (Xan)

Mentalisms

  • Compulsion
  • Confusion
  • Greater Invisibility
  • Hallucinatory Terrain
  • Phantasmal Killer
  • Charm Monster (Xan)

Arcanist Spell Lists

4th Level cont'd

Variations

  • Blight
  • Control Water
  • Fabricate
  • Polymorph
  • Stone Shape
  • Elemental Bane (Xan)

Common Spells

  • Banishment
  • Freedom of Movement
  • Leomund’s Secret Chest
  • Mordenkainen’s Private Sanctum
  • Stoneskin
  • Arcane Eye
  • Locate Creature

5th Level

Inventives

  • Cloudkill
  • Conjure Elemental
  • Teleportation Circle
  • Bigby’s Hand
  • Cone of Cold
  • Wall of Force
  • Wall of Stone
  • Dawn (Xan)
  • Far Step (Xan)
  • Immolation (Xan)
  • Steel Wind Strike (Xan)
  • Wall of Light (Xan)

Mentalisms

  • Dominate Person
  • Geas
  • Hold Monster
  • Modify Memory
  • Creation
  • Dream
  • Mislead
  • Seeming
  • Synaptic Static (Xan)

Variations

  • Contagion
  • Animate Objects
  • Passwall
  • Telekinesis
  • Control Winds (Xan)
  • Dance Macabre (Xan)
  • Enervation (Xan)
  • Negative Energy Flood (Xan)
  • Skill Empowerment (Xan)
  • Transmute Rock (Xan)

Common Spells

  • Planar Binding
  • Contact Other Plane
  • Legend Lore
  • Rary’s Telepathic Bond
  • Scrying

6th Level

Inventives

  • Arcane Gate
  • Drawmij’s Instant Summons
  • Chain Lightning
  • Otiluke’s Freezing Sphere
  • Sunbeam
  • Wall of Ice
  • Scatter (Xan)

Mentalisms

  • Mass Suggestion
  • Otto’s Irresistible Dance
  • Programmed Illusion
  • Mental Prison (Xan)

Variations

  • Circle of Death
  • Create Undead
  • Eyebite
  • Magic Jar
  • Disintegrate
  • Flesh to Stone
  • Move Earth
  • Create Homunculus (Xan)
  • Tenser's Transformation (Xan)
  • Soul Cage (Xan)
  • Investiture of (Flame, Ice, Stone, Wind) (Xan)

Common Spells

  • Globe of Invulnerability
  • Guards and Wards
  • True Seeing
  • Contingency

7th Level

Inventives

  • Mordenkainen’s Magnifi-cent Mansion
  • Plane Shift
  • Teleport
  • Delayed Blast Fireball
  • Fire Storm
  • Forcecage
  • Mordenkainen’s Sword
  • Prismatic Spray
  • Crown of Stars (Xan)
  • Whirlwind (Xan)

Mentalisms

  • Insanity #
  • Mirage Arcane
  • Project Image
  • Simulacrum
  • Power Word Pain (Xan)

Variations

  • Finger of Death
  • Etherealness
  • Reverse Gravity

Common Spells

  • Symbol

8th Level

Inventives

  • Demiplane
  • Incendiary Cloud
  • Maze
  • Sunburst
  • Telepathy
  • Maddening Darkness (Xan)
  • Mighty Fortress (Xan)

Mentalisms

  • Antipathy/Sympathy
  • Dominate Monster
  • Feeblemind
  • Power Word Stun
  • Illusiory Dragon (Xan)

Variations

  • Clone
  • Control Weather
  • Glibness
  • Abi-Dalzim's Horrid Wilting (Xan)

Common Spells

  • Antimagic Field
  • Mind Blank

9th Level

Inventives

  • Gate
  • Wish
  • Meteor Swarm

Mentalisms

  • Weird
  • Power Word Kill
  • Psychic Scream (Xan)

Variations

  • Astral Projection
  • Shapechange
  • Time Stop
  • True Polymorph
  • Mass Polymorph (Xan)

Common Spells

  • Imprisonment
  • Prismatic Wall
  • Foresight
  • Invulnerability (Xan)

{ # = Spell outlined in this document }

Arcanist Quasi-Magical Item List

Weave Tapping 1 Mystra's restrictions limit the amount of latent energy that can be slowly siphoned off by an Arcanist's Weave Tap. These objects slowly build up a charge from the surrounding latent magical energy, allowing for a single use before the recharging process is required to begin again.

  • Any common magic item ^ at your DM's discretion, which can take another shape *.
  • Brooch * of Diminution
  • Brooch * of Climbing
  • Brooch * of Growth
  • Brooch * of Hill Giant Strength
  • Brooch * of 1st Level Spell (L3 Caster) From an Arcanist's specific Field of Learning or General List
  • Brooch * of 2nd Level Spell (L3 Caster) From an Arcanist's specific Field of Learning or General List

.* Any small object of Jewelry, Arcane Spell Focus, or gemstone of at least 50 gp in value as appropriate

^ Effect ends if object is separated from you by 60' or more, or for longer than 1 minute.


Weave Tapping 2 Mystra's restrictions limit the amount of latent energy drawn, but a significantly more powerful single effect - or weak ongoing effect - may now be fueled by an Arcanist's Weave Tap.

  • Pouch of a pinch of Dust of Disappearance
  • Brooch * of Fire Breath
  • Brooch * of Resistance
  • Brooch * of 1st Level Spell (L5 Caster) From an Arcanist's specific Field of Learning or General List
  • Brooch * of 2nd Level Spell (L5 Caster) From an Arcanist's specific Field of Learning or General List
  • Brooch * of 3rd Level Spell (L5 Caster) From an Arcanist's specific Field of Learning or General List
  • Decanter of Endless Water
  • Spellshard
  • Orb of Time & Direction
  • Bag of Tricks (1 fuzzy object, any color bag)
  • Gem of Brightness (First 2 effects only, Single charge)

.* Any small object of Jewelry, Arcane Spell Focus, or gemstone of at least 50 gp in value as appropriate


Weave Tapping 3 Stable constant effects are now possible with an Arcanist's Weave Tap.

  • Circlet of Disguise
  • Driftglobe ^
  • Eversmoking Bottle ^
  • Luckstone
  • Necklace of Adaptation
  • Gem of Defense (+2 bonus to AC if no armor worn and no shield used)
  • Gem of Brightness (5 charges)
  • Ring^^ of Climbing
  • Ring^^ of Jumping
  • Ring^^ of Mind Shielding
  • Ring^^ of Swimming
  • Ring^^ of Water Walking
  • Ring^^ of Darkvision, 60'
  • Ring^^ of Sustenance (as Ioun Stone)
  • Staff of the Arcanist (Choose 2 spells from your Field of Learning or the Arcanist General list which are Cantras or Lesser Delves. Each spell can be cast with a charge from the staff by speaking a command word.) The staff has 1d4+2 charges which are rolled for each day at dawn. You may only craft 1 item of this sort.

^ Effect ends if object is separated from you by 60' or more, or for longer than 1 minute.

^^ Can be any form of jewelry or gemstone of 100 gp or more in value as appropriate


New Old Spells

Insanity

7th level enchantment


  • Casting Time: 1 action
  • Range: 100 ft
  • Components: V, S
  • Duration: Instantaneous

Target creature makes a Wisdom saving throw against your spell save DC. On a failure, the target creature suffers the effects of the Confusion spell. At the end of every hour, they may make a new saving throw to end the effect.

'The Arcanist' is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

 

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