Arcanist Class - V0.7

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Arcanist

Arcanist

Scholars of the Arcane

Wild and enigmatic, varied in form and function, the power of magic draws students who seek to master its mysteries. Some aspire to become like the gods, shaping reality itself. Though the casting of a typical spell requires merely the utterance of a few strange words, fleeting gestures, and sometimes a pinch or clump of exotic materials, these surface components barely hint at the expertise attained after years of apprenticeship and countless hours of study.

Arcanists live and die by their spells. Everything else is secondary. They learn new spells as they experiment and grow in experience. They can also learn them from other arcanists, from ancient tomes or inscriptions, and from ancient creatures (such as the fey) that are steeped in magic.

The Lure of Knowledge

Arcanists’ lives are seldom mundane. The closest an arcanist is likely to come to an ordinary life is working as a sage or lecturer in a library or university, teaching others the secrets of the multiverse. Other arcanists sell their services as diviners, serve in military forces, or pursue lives of crime or domination.

But the lure of knowledge and power calls even the most unadventurous arcanists out of the safety of their libraries and laboratories and into crumbling ruins and lost cities. Most arcanists believe that their counterparts in ancient civilizations knew secrets of magic that have been lost to the ages, and discovering those secrets could unlock the path to a power greater than any magic available in the present age.

Arcanist Fields

  • Alteration focuses on reshaping the nature of creatures and objects by channeling magic into them.
  • Mentalism focuses on strengthening one's mind with knowledge and twisting the perceptions of others for righteousness or ill intents.
  • Fabrication focuses on magic involving creation, whether for protection or to harm those that oppose them.

Creating an Arcanist

Creating an arcanist character demands a backstory dominated by at least one extraordinary event. How did your character first come into contact with magic? How did you discover you had an aptitude for it? Do you have a natural talent, or did you simply study hard and practice incessantly? Did you encounter a magical creature or an ancient tome that taught you the basics of magic?

What drew you forth from your life of study? Did your first taste of magical knowledge leave you hungry for more? Have you received word of a secret repository of knowledge not yet plundered by any other arcanist? Perhaps you’re simply eager to put your newfound magical skills to the test in the face of danger.

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 sage background. Third, choose the Fabrication major, and Alteration minor. Lastly, choose the mage hand, light, and ray of frost cantrips, along with the following 1st-level spells for your spellbook: burning hands, disguise self, feather fall, mage armor, magic missile, and shield.

ARCANIST
The Arcanist
Level Proficiency Bonus Features Cantrips Known Arcane Rejuvenation Number of Arcs Max Spell Level
1st +2 Spellcasting, Field Specialization, Arcane Rejuvenation 3 3 4 1st
2nd +2 Mythical Profession 3 3 6 1st
3rd +2 Field Techniques 3 4 14 2nd
4th +2 Ability Score Improvement 4 4 17 2nd
5th +3 4 6 27 3rd
6th +3 Mythical Profession Feature 4 6 32 3rd
7th +3 4 7 38 4th
8th +3 Ability Score Improvement 4 7 44 4th
9th +4 Field Techniques (2) 4 9 57 5th
10th +4 Mythical Profession Feature 5 9 64 5th
11th +4 5 10 73 6th
12th +4 Ability Score Improvement 5 10 73 6th
13th +5 5 12 83 7th
14th +5 Mythical Profession Feature 5 13 83 7th
15th +5 Field Techniques (3) 5 13 94 8th
16th +5 Ability Score Improvement 5 13 94 8th
17th +6 5 15 107 9th
18th +6 5 15 114 9th
19th +6 Ability Score Improvement 5 16 123 9th
20th +6 Supreme Magic 5 16 133 10th

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: Daggers, darts, slings, quarterstaffs, light crossbows
  • Tools: None

  • Saving Throws: Intelligence, Wisdom
  • Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion

Equipment

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

  • (a) a quarterstaff or (b) a dagger
  • (a) a component pouch or (b) an arcane focus
  • (a) a scholar's pack or (b) an explorer's pack
  • A spellbook

Spellcasting

As a practitioner of arcane magic, you have a spellbook containing spells that record your connection to the weave. See chapter 10 (PHB) for the general rules of spell casting and chapter 11 (PHB) for the wizard spell list that arcanist’s share.

ARCANIST
Your Spellbook

The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard's chest, for example, or in a dusty tome in an ancient library.

Copying a Spell into the Book. When you find a wizard or arcanist spell of 1st level or higher that is contained within one of your fields, you can add it to your spellbook if it is of a spell level you can cast and if you can spare the time to decipher and copy it.

Copying a spell into your spellbook involves testing your attachment to the weave, afterwards reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard or arcanist who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.

You must make a spell learning saving throw using your Intelligence modifier + your Proficiency Bonus. The spell learning DC equals 8 + the spells level. On a successful save, you can begin the process of learning the spell. On a failure, the spell is out of your grasp forever. You can never learn that particular spell in the future, regardless of increasing your arcanist level, wish, or other methods.

For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can use the spell just like your other spells.

Replacing the Book. You can copy a spell from your own spellbook into another book-for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier and without a spell learning saving throw, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.

If you lose your spellbook, you can use the same procedure to transcribe the spells that you have learned into a new spellbook.

The Book's Appearance. Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.

Cantrips

At 1st level, you know three 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.

Spellbook

At 1st level, you have a spellbook containing six 1st-level arcanist spells of your choice.

Arcs

At 1st level, you gain arcs to fuel your spells of 1st level and higher. The Arc Cost table summarizes the cost in arcs of slots from 1st to 9th level. You expend a number of arcs to create a spell slot of a given level, and use that slot to cast a spell. You can’t reduce your arcs total to less than 0, and you regain all spent arcs when you finish a long rest. Spells of 6th level and higher are particularly taxing to cast. You can use arcs to create one slot of each level of 6th level or higher. You can’t create another slot of the same level until you finish a long rest.

The number of arcs you have to spend is based on your level as a spellcaster, as shown in the Number of Arcs column. Your level also determines the maximum-level spell slot you can create. Even though you might have enough arcs to create a slot above this maximum, you can't do so.

Arc Cost Table
Spell Level Arc Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7
Spell Level Arc Cost
6th 9
7th 10
8th 11
9th 13
10th

Spellcasting Ability

Intelligence is your spellcasting ability for your arcanist spells, since you learn your spells through dedicated study and passion. 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

Ritual Casting

You can cast an arcanist spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook.

Spellcasting Focus

You can use an arcane focus (found in chapter 5 of the Player’s Handbook) as a spellcasting focus for your arcanist spells.

ARCANIST

Learning Spells of 1st Level and Higher

Each time you gain an arcanist level, you can add two arcanist spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Arcanist table and must be within your chosen fields. On your adventures, you might find other spells that you can add to your spellbook (see the “Your Spellbook” sidebar).

Field Specialization

At 1st level, you specialize in two fields, majoring in one and minoring in the other. Spells from schools outside of your major and minor fields, excluding spells known from racial features, cannot be learned or cast. This exclusion includes scrolls, spells cast from magic item, wish, etc. An asterisk indicates which spell schools are a major.

Major Minor Spell Schools
Fabrication Mentalism Evocation*, Abjuration*, Conjuration*, Enchantment, Divination, Illusion
Fabrication Alteration Evocation*, Abjuration*, Conjuration*, Transmutation, Necromancy, Illusion
Mentalism Fabrication Enchantment*, Divination*, Illusion*, Evocation, Abjuration, Conjuration
Mentalism Alteration Enchantment*, Divination*, Illusion*, Transmutation, Necromancy, Conjuration
Alteration Fabrication Transmutation*, Necromancy*, Conjuration*, Enchantment, Evocation, Abjuration
Alteration Mentalism Transmutation*, Necromancy*, Conjuration*, Enchantment, Divination, Illusion

Arcane Rejuvenation

You have learned to regain some of your magical energy by bonding with the weave. Once per day when you finish a short rest, you can regain a number of arcs as shown in the Arcane Rejuvenation column of the Arcanist Table.

Mythical Profession

When you reach 2nd level, you choose a mythical profession, committing your course of expertise through one of the following professions: Mythallar Maker, Volatile Innovator, Academy of Lost Arts, Academy of Shadow Magic, Mystic Slayer. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

Field Techniques

At 3rd level, you gain one field technique of your choice. You gain a second technique at 9th level, and a third technique at 15th level. Additionally, Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can choose one of the techniques you know and replace it with another technique that you can learn at that level.

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.

Supreme Magic

At 20th level, your mastery of the arcane allows you to surpass the limitations of magic. As an action, you can create a 10th level spell slot to cast a spell from your spellbook, the spell takes effect immediately. You don’t need to meet any requirements on that spell, including costly components. Afterwards, you suffer one level of exhaustion and can’t use this feature again until you finish 2d4 long rests.

Mythical Professions

Mythallar Maker

In the bygone era of the empire of magic, arcanists developed gigantic spheres of energy to keep their flying cities aloft. Mythallar’s of old have since disappeared or been destroyed, yet the secrets to their creation remain partially intact. Mythallar maker’s honor history’s talent by producing their own globes of raw magic on a smaller scale, due to the restrictions of the weave. Members of this profession are keen to develop and improve their creation to act as a tool to assist them in dungeon delving, enchanting magic items, and exploring the planes.

Mythallar Apparatus

Starting at 2nd level, as an action, you can magically summon a mythallar that is bound to you. It appears in an unoccupied space of your choice within 10 feet of you. Once you create a mythallar, you can’t do so again until you finish a long rest or until you expend a spell slot to create one. You can have only one mythallar at a time and can’t create one while your mythallar is present.

The mythallar is a magical tiny object. You can determine cosmetic characteristics of the globe, such as its color and patterns it has, if any. The mythallar normally hovers a few feet above the ground. The mythallar has an AC of 15 + your proficiency bonus and a number of hit points equal to 4 + four times your arcanist level. It is immune to force, poison, and psychic damage. If it is forced to make an ability check or saving throw, treat all of its ability scores as 10 (+0). If the mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points, or if you die. You can dismiss it early as an action.

On each of your turns, you can take a bonus action to command the mythallar to use one of its talents if you are within 80 feet. As a part of the same bonus action, you can command the globe to hover up to 40 feet to an unoccupied space.

Orb Talents

Starting at 2nd level, you can imbue your mythallar with various talents. You learn the Radiating Light talent and one more talent of your choice, from among the talents described below.

ARCANIST

Each time you gain a level in this class, you can replace one talent you know with a different one from this feature. When you reach certain levels in this class, you learn additional talents, as shown in the Talents Known table.

Talents Known
Arcanist Level Number of Talents
2nd 2
6th 3
10th 4
14th 5

Whenever you finish a long rest, you can imbue your mythallar with the talents you know.

The following talents are available to you when you learn a talent. If a talent has a level requirement, you must be at least that level in this class to learn the talent. If a talent requires a saving throw, your Orb Magic save DC equals 8 + your proficiency bonus + your Intelligence modifier.

Assisted Awareness

When you command the mythallar, you can invoke it to help you discover secrets about your surroundings. For the next minute, you gain advantage on Intelligence (Investigation) and Wisdom (Perception) checks. Additionally, at 10th level, you gain darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 30 feet.

Energy Bolt

When you command the mythallar, you can invoke it to surge with lightning. Make a ranged spell attack originating from the orb, at one creature or object within 60 feet. On a hit, the target takes 1d8 lightning damage and must make a Constitution saving throw. On a failed save it can’t take a reaction until the end of its next turn.

This talent’s damage increases by 1d8 when you reach 10th level (2d8).

Evasive Navigation

When you command the mythallar, you can invoke it to protect itself with enhanced speed. Until the start of your next turn, any attack roll made against the mythallar has disadvantage, and it makes Dexterity saving throws with advantage. You can increase its movement by an additional 20 feet.

At 10th level, the mythallar makes all saving throws with advantage when commanded.

Examining Sphere (14th level or higher)

Prerequisite: Mentalism Major or Minor

When you command the mythallar, you can invoke it to glimpse into a creature’s life from afar. You cast the Scrying spell with this bonus action, using the mythallar as the material component.

Once you use this talent, you can’t use it again until you finish a long rest.

Hidden Ally (6th level or higher)

When you command the mythallar, you can invoke it to disappear from sight. The mythallar becomes invisible for the next hour. This invisibility ends for the mythallar when it attacks, deals damage, or casts a spell. Once you use this talent, you can’t use it again until you finish a short or long rest.

Incandescent Wave

When you command the mythallar, you can invoke it to burst with destructive light. Each creature within a 10-foot radius of the orb must make a Wisdom saving throw, taking 2d4 radiant damage on a failed save, or half as much damage on a successful one. On a failed save, affected creatures shed dim light in a 10-foot radius and can’t benefit from being invisible until the end of its next turn.

This talent’s damage increases by 1d4 when you reach 10th level (3d4).

Phase Focus (14th level or higher)

Prerequisite: Alteration Major or Minor

When you command the mythallar, you can invoke it to transform the environment around you. You cast the Passwall or Transmute Rock spell with this bonus action. Once you use this talent, you can’t use it again until you finish a long rest.

Radiating Light

When you command the mythallar, you can invoke it to shine with light. For the next hour, the globe sheds bright light in a 25-foot radius and dim light for an additional 25 feet. You can dismiss the light (no action required).

At higher levels, the radius of the bright and dim light increases to 30 feet at 6th, 35 feet at 10th, and 40 feet at 14th level.

Spawn Platform (6th level or higher)

When you command the mythallar, you can invoke it to haul your possessions. The mythallar casts the Floating Disk spell at will with this bonus action, and is treated as the spellcaster. A Floating Disk created by the mythallar can hold up to 1000 pounds, instead of 500.

You can use this talent a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

ARCANIST

Pseudo-Magic Items

Starting at 6th level, you can fashion magical items that are drawn from your mythallar’s fuel, linked to its power. Whenever you finish a long rest, you can create a number of pseudo-magic items equal to half your proficiency bonus (rounded down). A pseudo-magic item only functions while it remains within a 80-foot radius of your mythallar.

Additionally, a pseudo-magic item disintegrates into dust if it remains outside the mythallar’s radius for a number of minutes equal to your Arcanist level. You can’t create more pseudo-magic items if it exceeds your proficiency bonus, or until an item is disintegrated (no action required).

If the pseudo-magic item requires attunement, you can attune yourself to it the instant you create the item. If you decide to attune to the item later, you must do so using the normal process for attunement. You can choose to make a pseudo-magic item from the Pseudo-magic Items tables. A table’s title tells you the Arcanist level you must be to choose an item from the table. In the tables, an item’s entry tells you whether the item requires attunement.

Pseudo-magic Items (6th-level Arcanist)
Magic Item Attunement
Alchemy Jug No
Amulet of Proof Against Detection and Location Yes
Cap of Water Breathing No
Cloak of the Manta Ray No
Decanter of Endless Water No
Goggles of Night No
Gloves of Thievery No
Immovable Rod No
Periapt of Health No
Ring of Water Walking No
Rope of Climbing No
Pseudo-magic Items (10th-level Arcanist)
Magic Item Attunement
Boots of Striding and Springing Yes
Boots of the Winterlands Yes
Bracers of Archery Yes
Brooch of Shielding Yes
Eversmoking Bottle No
Gloves of Missile Snaring Yes
Gloves of Swimming and Climbing Yes
Necklace of Adaptation Yes
Periapt of Wound Closure Yes
Slippers of Spider Climbing Yes
Winged Boots Yes
Pseudo-magic Items (14th-level Arcanist)
Magic Item Attunement
Amulet of Health Yes
Boots of Speed Yes
Bracers of Defense Yes
Cloak of Displacement Yes
Cloak of the Bat Yes
Dagger of Venom No
Dimensional Shackles Yes
Horn of Blasting No
Ring of Free Action Yes
Ring of Protection Yes

Retributive Mythallar

Starting at 10th level, the magic contained within your mythallar can be hazardous. You and any creatures you designate when you finish a long rest are immune to the damage from this feature. To all others, whenever a creature attacks or casts a spell that affects the mythallar, it innately strikes back. The creature takes 1d12 radiant damage from a rush of force.

Improved Bond

Starting at 14th level, your attachment to your creation becomes profound. When you command your mythallar with your bonus action, it can use two talents instead of one. Additionally, while you are within 80 feet of your mythallar and are hit by an attack roll, you can use a reaction to redirect it to your mythallar. If the attack roll hits the mythallar’s AC, it absorbs the damage. On a miss, you are unaffected by the attack. If this damage reduces the mythallar to 0 hit points, you take any remaining damage. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Volatile Innovator

Endless curiosity buzzes in the fingertips and minds of every Volatile Innovator. Typical magic isn’t quite enough to satiate these arcanist’s by itself. Experimentation and discovering all that is possible to elevate one’s power is critical, even with the potential risks. The weave can be fickle and dangerous when its boundaries are tested. Understanding wild magic and acquiring its favor is the apex for a Volatile Innovator.

ARCANIST

Peculiar Magic

Starting at 2nd level, you dabble in the unknowable catastrophic power of untamed magic.

Mayhem Dice. You have two mayhem dice, which are d6s. A mayhem die is expended when you use it. You regain all of your expended mayhem dice when you finish a long rest. As a bonus action, you can expend one of your arcanist hit dice to gain one mayhem die. You cannot have more than two mayhem dice at a given time.

Pandemonium. When you expend an arcanist hit die to gain mayhem die, you roll on the Pandemonium Table.

Propensities. You have studied methods to reshape your spells. Some of your propensities expend the Mayhem die they use, as specified in a propensity’s description, and you can’t use a propensity if it requires you to use a die when your dice are all expended. You can use a propensity once per turn.

Propensities

Dangerous Spell

When you cast an arcanist spell that deals damage, you increase the harm it does. Before you roll damage for the spell, you can expend one mayhem die to maximize the result of each damage dice equal to the roll.

Efficient Spell

When you cast an arcanist spell of 1st level or higher, you produce it with ease. You can expend one mayhem die to reduce the number of arcs you spend to cast the spell equal to half the roll (rounded down).

Mutated Spell

When you cast an arcanist spell that does damage, you twist its form. Roll a d10 to determine the damage type and expend one mayhem dice to add to the spells damage. 1 = acid, 2 = cold, 3 = fire, 4 = force, 5 = lightning, 6 = necrotic, 7 = poison, 8 = psychic, 9 = radiant, 10 = thunder.

Stretched Spell

When you cast an arcanist spell with a duration of 1 hour or longer, you can expend one mayhem die to increase the duration by a number of hours equal to the result.

Trained Spell

When you cast an arcanist spell of 4th level or lower, you strengthen its effect. You treat the spell as if it were cast one level higher. Once you use this propensity, you can’t use it again until you finish a long rest.

Warped Spell

When you cast an arcanist spell that requires a saving throw, you corrupt its nature. You can expend one mayhem die to change the saving throw from one ability score to another, based on the roll. 1 = Strength, 2 = Dexterity, 3 = Constitution, 4 = Intelligence, 5 = Wisdom, 6 = Charisma. You can choose to use the original ability score of the spell after seeing the mayhem die result.

Pandemonium Table
d10 Effect
1 You gain one level of exhaustion.
2 You take 2d6 necrotic damage. This damage ignores resistance and immunity.
3 Each creature within a 15-foot radius, centered on you, takes 1d8 fire damage.
4 You accidentally glimpse into the Far Realm. You are blinded until the end of your next turn.
5 A thunderous boom spreads from you. Each creature within a 20-foot radius, centered on you, is deafened for the next minute.
6 Doubt weighs over your mind. You gain disadvantage on the next ability check you make.
7 You teleport to an unoccupied space within 5 feet of the nearest creature you can see.
8 Slippery ooze appears under your feet causing you to fall prone.
9 You sneeze magical glitter and cannot use a reaction until the start of your next turn.
10 No Effect.

Fleeting Epiphany

Starting at 6th level, you can swiftly learn spells around you. When you see a creature cast a spell of 5th level or lower within 60 feet, that is contained within your field’s major or minor spell list, you can use a reaction to temporarily learn it. Make a spell learning save, on a success it magically appears in your spellbook. On a failure, there is no effect.

Once you cast a spell using this feature, it vanishes from your spellbook.

Shared Strife

Starting at 10th level, you expand your territory over the weave and can inflict wild magic on others. Whenever you roll on the Pandemonium table, you can target one creature you can see within 60 feet to make a Charisma saving throw equal to your Spell Save DC. On a failure, they suffer the same effect on the table as you. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Discipline Over Discord

Starting at 14th level, you gain insight into the essence of chaos to manipulate it. Whenever you roll on the Pandemonium table, you can roll twice and use either number.

Additionally, you have three mayhem dice instead of two, and cannot have more than three die at any given time.

ARCANIST

Academy of Lost Arts

The dedication to inquire into history’s forgotten libraries is at the heart of this academy. Not all of Netheril’s talent were lost from its disastrous fall, some is buried deep in underground caverns or traded as precious merchandise over centuries past. The Academy of Lost Arts strives to recover ancient information for a wide array of reasons. Many of these arcanist’s seek to safeguard those they care for, find vulnerabilities in enemies, and study the world(s) at large.

Arcane Protection

Starting at 2nd level, you reinforce your ally’s defenses with well kept secrets. When you see another creature fail a saving throw within 30 feet, you can use your reaction to add your Intelligence modifier to the roll, potentially turning the failure into a success.

Expansive Knowledge

Starting at 2nd level, each time you gain an arcanist level, you can add three arcanist spells of your choice to your spellbook for free instead of two.

Additionally, you can major in one spell school outside of your chosen fields.

Inquisitive Mind

Starting at 6th level, you have learned to identify hidden characteristics in the world around you. In turn, you can use this information to your advantage. As an action, you can make an Intelligence (Nature) check contested by a creature's Charisma (Deception) check.

If you succeed on the check and the creature is hostile to you, you have advantage on spell attack rolls against it, and it has disadvantage on attack rolls against you. This effect lasts for 1 minute, until you are incapacitated, or use this feature on another creature.

If you succeed on the check and the creature is not hostile to you, you have advantage on Charisma checks, as well as Wisdom (Insight) checks made to interact with it. In addition, you can use your Intelligence modifier in place of Charisma for these checks.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Sigil’s Vast Talons

Starting at 10th level, your understanding and study of the many planes allows you to exploit weaknesses in your foes. You can choose one damage type when you finish a long rest. Spells you cast ignore resistance to that damage type until you choose a different one with this feature.

Mastery Over the Weave

Starting at 14th level, your pool of intellect has grown immensely deep, allowing you to master the very nature of magic. Whenever you must make a saving throw against spells and other magical effects, you gain a bonus to the saving throw equal to your Intelligence modifier. You must be conscious to gain this bonus.

ARCANIST

Academy of Shadow Magic

In the darkness, one stands resilient above those in the light. These arcanist’s stem from the works of an infamous Netherise mage, one who transported his own city to the Shadowfell. Arcanist’s belonging to the Academy of Shadow Magic prefer to stay out of sight and mind until the right moment. Whether coming from the plane of shadow or instructed in the dark methods in secret, these arcanist’s serve a special purpose. Spies, assassins, thieves, schemers and the like, all find home in this academy.

Hidden Savant

Starting at 2nd level, you gain proficiency in the Stealth skill. Your proficiency bonus is doubled for any ability check you make that uses the Stealth skill. In addition, you can use your Intelligence modifier in place of Dexterity for Stealth checks. If you already have proficiency in Stealth, you gain proficiency with one other skill of your choice.

Shadow Form

Starting at 2nd level, you can briefly link yourself to the Shadowfell and phase into darkness. As a bonus action, you gain the following benefits, which last for one minute.

  • Once on each of your turns, when you cast an arcanist spell with a casting time of 1 action, you can take the hide action as part of your movement.
  • any creature that makes an opportunity attack against you has disadvantage on the attack roll.
  • You have advantage on Dexterity (Sleight of Hand) checks.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Mark for Death

Starting at 6th level, while cloaked out of sight, your magic spawns deadly shadows to strike at your foes. Once per turn, when you cast an arcanist spell while you are hiding, you can deal 1d6 psychic damage to one creature you target with your spell.

This feature’s damage increases by 1d6 when you reach 10th level (2d6), and 14th level (3d6).

Elusive Shade

Starting at 10th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can magically teleport up to 90 feet to an unoccupied space you can see that is also in dim light or darkness.

Empire's Night

Starting at 14th level, you summon the umbral spirits of the fallen Netherese Empire to assist you. As part of the bonus action to activate Shadow form, you can transform into a ghastly state for the duration. In this state,

  • You emit a 15-foot radius of magical darkness.
  • You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
  • You gain advantage on Dexterity (Stealth) checks.
  • You regain hit points equal to half the amount of psychic damage dealt by Mark for Death.

Once you use this feature, you can’t use it again until you finish a long rest.

Mystic Slayer

This arcanist profession started as a resistance against the rising threat of the Phaerimm. That magical war ended with the Netherese Empire but these teachings did not. Mystic slayers, also known as mage hunters, oppose mighty magical creatures who abuse their powers. Extraplanar creatures such as aberrations, fey, fiends, and monstrosities are common enemies for these arcanists.

In battle, a mystic slayer is a terrifying opponent for the likes of tyrannical lich’s due to their prowess in anti-magical maneuvers. They are hard to kill and deadlier with weapons compared to most traditional mages.

Bonus Proficiencies

Starting at 2nd level, you gain proficiency with light armor, and you gain proficiency with one type of one-handed melee weapon of your choice.

Mythical Tactics

Starting at 2nd level, you learn mythical tactics that are fuelled by special dice called ingenuity dice.

Mythical Tactics. You learn three mythical tactics of your choice, which are detailed below. Many tactics enhance an attack in some way. You can use only one tactic per attack. You learn two additional mythical tactics of your choice at 6th, 10th, and 14th level. Each time you learn new mythical tactics, you can also replace one tactic you know with a different one.

Ingenuity Dice. You have three ingenuity dice, which are d8s. An ingenuity die is expended when you use it. You regain all of your expended ingenuity dice when you finish a long rest. In addition, as a bonus action, you can regain one expended ingenuity die by expending a number of arcs equal to twice your proficiency bonus. You gain another ingenuity die at 6th level and one more at 14th level.

Saving Throws. Some of your mythical tactics require your target to make a saving throw to resist the tactic’s effects. The saving throw DC is equal to your Arcanist spell save DC.

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.

Designated Defense

Starting at 10th level, you embolden your guard with particular spells. You can choose one spell of 1st through 4th level when you finish a long rest. When you cast the chosen spell at 4th level or below, you gain a bonus equal to the spell’s level to your AC and saving throws until the start of your next turn. You can replace the chosen spell when you finish a long rest.

In addition, You are immune to magical aging effects.

Spell Reflection

Starting at 14th level, If you succeed on a saving throw against a 5th level or lower spell that targets only you, you can use a reaction to reflect it. The spell has no effect on you and instead targets the caster, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Mythical Tactics

Arc Smite

When you hit a creature with a weapon attack, you can expend one ingenuity die to injure the target with your magical energy. you can expend up to 10 arcs to deal force damage to the target, in addition to the weapon’s damage. The extra damage is 1d8 for every 2 arcs expended, to a maximum of 5d8. The damage increases by 1d8 if the target has the spellcasting feature, to a maximum of 6d8.

Delaying Spell Strike

When you hit a creature with a weapon attack, you can expend one ingenuity die to attempt to slow the target’s spellcasting. The target must make a wisdom saving throw.

On a failed save, If the creature attempts to cast a spell with a casting time of 1 action on its turn, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted.

Destructive Burst

Your body surges with magical energy to unleash upon nearby foes. As a bonus action, you can expend three ingenuity die to erupt. Each creature you choose within 15 feet must make a Strength saving throw.

On a failed save, a creature takes 3d8 force damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone.

Fatiguing Attack

When you hit a creature with a weapon attack, you can expend one ingenuity die to attempt to siphon the target’s maneuverability. The target must make a wisdom saving throw.

On a failed save, the creature’s speed is reduced by 10 feet and your movement speed increases by 10 feet until the start of your next turn. In addition, teleportation and planar travel fail for 1 minute for the target.

Incorporeal Step

You can expend an ingenuity die to gain ethereal motion. You gain the following benefits that last until the start of your next turn. You take 1d10 force damage if you end your turn inside a creature or object and are shunted to the nearest unoccupied space.

  • You can move through other creatures and objects as if they are difficult terrain.
  • You gain a flying speed equal to your walking speed.
  • Any creature that makes an opportunity attack against you has disadvantage on the attack roll.
  • The first time you move within 5 feet of a creature, it takes 1d8 necrotic damage.
Keen Tracker

When you make an Intelligence (Investigation) or Wisdom (Survival) check, you can expend an ingenuity die and add the die to the roll.

Spell Attraction

As a reaction, when you see a spell target a creature within 15 feet of you, you can become the target instead by expending an ingenuity die. Roll the ingenuity die, and adding the number rolled to your AC against the spell's attack(s) or saving throw.

Spell Drain

When you hit a creature with a weapon attack, you can expend one ingenuity die to attempt to drain the target’s magic to harm them. The target must make a constitution saving throw.

On a failed save, roll a d4, the creature loses a spell slot of which equals the roll or lower (your choice), and you deal force damage equal to the roll.

Thunderous Attack

When you hit a creature with a weapon attack, you can expend one ingenuity die to attempt to blast the target back. You add the ingenuity die to the attack’s damage roll, and if the target is Medium or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 20 feet away from you.

Unstable Teleportation

As a bonus action, you can expend two ingenuity die to teleport. You can teleport yourself up to a number of feet equal to 5 x the roll of your ingenuity dice to an unoccupied space you can see within range. You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you use this arcane tactic.

Unyielding Confidence

As an action, you can expend two ingenuity die to bolster your resolve. You gain temporary hit points equal to the roll of your ingenuity dice and have advantage on saving throws you make to avoid or end the charmed and frightened condition for the next hour.

Field Techinques

Academic Expertise

Your experiences and studies have helped you develop a keen ingenuity. Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen proficiency. The skill you choose must be one that isn’t already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.

Adept Insight

Prerequisite: Divination Major

Your magical intuition blesses your talent. When you cast a Divination spell of 1st level or higher and expend a spell slot, you gain advantage on the first skill check you make in the next 10 minutes.

Cruel Incantations

Prerequisite: Necromancy Major

When you damage a creature using a Necromancy spell, you can inflict hesitation into your foes. For each creature damaged by the spell, it has disadvantage on the next attack roll they make until the end of your next turn.

You can use this feature a number of times equal to half your proficiency bonus (rounded up), and you regain all expended uses of it when you finish a long rest.

Distance Seeker

Prerequisite: Conjuration Major

When you cast a spell that lets you teleport with a range of self, you can choose to increase the distance you teleport by 5 feet. Additionally, when you cast a spell that lets you teleport a creature with a range greater than 10 feet, you can choose to increase the range of that spell by 10 feet.

Empowered Destruction

Prerequisite: Evocation Major

You strengthen the harm you inflict on your foes. When you cast an Evocation spell, you can choose to expend 1 to 3 arcs. For each arc you expend, you gain a +1 bonus to the spell’s attack rolls and damage.

Enthusiastic Student

You’re eager to expand your library of knowledge. You gain advantage on spell learning saving throws.

Favoured Ally

Prerequisite: Conjuration Major

You strengthen the defences upon the creatures and monsters you bring forth. When you cast a conjuration spell that summons or creates a creature, you can choose to expend 1 to 2 arcs. For each arc you expend, each creature gains a +1 bonus to AC.

Hastened Ritual

Prerequisite: Divination Major

When you cast a Divination spell as a ritual, you can use the spell’s normal casting time, rather than adding 10 minutes to it. Once you use this feature, you can’t use it again until you finish a long rest.

Hunting Savant

Prerequisite: Evocation Major

When you see a creature fail a saving throw against an Evocation spell you cast, you can choose to gain advantage on the next attack roll you make against them. Once you use this feature, you can’t use it again until you finish a long rest.

Magnified Trickery

Prerequisite: Illusion Major

When you cast an Illusion spell that has a duration of 1 minute or longer with a range of self or touch, you can choose to double its duration, to a maximum of 24 hours. Once you use this feature, you can’t use it again until you finish a long rest.

Metamorphic Protection

Prerequisite: Transmutation Major

When you are under the effects of two or more Transmutation spells you cast, you can choose to gain temporary hit points equal to your proficiency bonus at the start of each of your turns for the next minute. You lose any remaining temporary hit points when you are no longer under the effects of more than one Transmutation spell you cast. Once you use this feature, you can’t use it again until you finish a short or long rest.

Mindful Manipulation

Prerequisite: Enchantment Major

When you cast one of the following Enchantment spells, you can choose to hamper one creature before they make a saving throw: Charm Monster, Charm Person, Confusion, Crown of Madness, Dominate Monster, Dominate Person, Geas, Mass Suggestion, Modify Memory, Otto’s Irresistible Dance, and Suggestion.

The target must roll a d6 and subtract the number from the saving throw against your spell. Once you use this feature, you can’t use it again until you finish a long rest.

Recharging Completion

Prerequisite: Enchantment Major

You draw energy from the success of your magic. When you cast an Enchantment spell and maintain concentration for the full duration of the spell, you regain a number of arcs equal to the spell’s level.

Restorative Magic

Prerequisite: Abjuration Major

You remedy your wounds with the defensive spells you cast. When you cast an Abjuration spell with a casting time of 1 action, you can regain a number of hit points equal to the arcs expended to cast the spell. Once you use this feature, you can’t use it again until you finish a long rest.

Shielded Mage

Prerequisite: Abjuration Major

You can temporarily increase your defenses. When you cast an Abjuration spell, you can choose to gain a +1 bonus to AC until the end of your next turn.

You can use this feature a number of times equal to half your proficiency bonus (rounded up), and you regain all expended uses of it when you finish a long rest.

Swift Research

The time you must spend to copy an arcanist spell in your spellbook is halved.

Trained Focus

Prerequisite: Transmutation Major

As a bonus action, you can gain a bonus equal to your Intelligence modifier when making saves to maintain concentration for transmutation spells you cast in the next hour. Once you use this feature, you can’t use it again until you finish a short or long rest.

Undead Sense

Prerequisite: Necromancy Major

You develop an awareness for foul decaying entities. As an action, for the next minute, you know the location of any undead within 60 feet of you that is not behind total cover. Additionally, you know if an undead has the Turn Resistance feature and immunity to necrotic damage. Once you use this feature, you can’t use it again until you finish a long rest.

Undetectable Deception

Prerequisite: Illusion Major

When you see a creature make an Intelligence (Investigation) check to examine or identify an Illusion spell you cast, you can use your reaction to impose disadvantage on the roll.

You can use this feature a number of times equal to half your proficiency bonus (rounded up), and you regain all expended uses of it when you finish a long rest.

10th Level Spells

Wail of the Banshee

10th-level necromancy


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (A lock of hair from an evil female elf)
  • Duration: Instantaneous

At the culmination of this dreadful spell, you scream like a banshee. This spell has no effect on constructs and undead. All other creatures within 30 feet of you that can hear must make a Constitution saving throw. A creature takes necrotic damage equal to half its hit point maximum on a failed save, or half as much damage on a successful one.

Hindsight

10th-level divination


  • Casting Time: 1 minute
  • Range: Self (60-foot sphere)
  • Components: V, S, M (An hourglass-shaped diamond worth at least 1,000 gp)
  • Duration: Instantaneous

You can see and hear into the past, getting a look at events that happened previously at your current location. The level of detail you see and hear by means of this spell depends on the span of time you wish to observe; concentrating on a span of days renders a more detailed perspective than, say, a span of centuries.

You can view only one span of time per casting, chosen from the following options.

Days: You sense the events of the past, stretching back twenty days. You gain detailed knowledge of the people, conversations, and events that transpired.

Weeks: You gain a summary of the events of the past, stretching back twenty weeks. Exact wording and details are lost, but you know all the participants and the highlights of the conversations and events that took place.

Years: You gain a general idea of the events of the past, stretching back twenty years. You notice only noteworthy events such as deaths, battles, scenes of great emotion, important discoveries, and significant happenings.

Centuries: You gain a general idea of the events of the past, stretching back six centuries.

You notice only the most remarkable of events: coronations, deaths of important personages, major battles, and other truly historic happenings.

Ioulaum's longevity

10th-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 8 hours

You touch a willing creature and bestow it the power to extend its lifespan. For the duration of the spell, whenever the target reduces a creature to zero hit points, the target’s lifespan increases by a number of years equal to the challenge rating of the slain creature. Constructs and undead slain do not increase a target’s lifespan.

Mordenkainen’s Disjunction

10th-level abjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V
  • Duration: Instantaneous

You generate an intense bubble of antimagic surrounding you in a 30-foot radius sphere. Spells casted on you and magic items you are wearing and carrying are unaffected by this disjunction. Otherwise, every spell and magical effect within the area ends and each magic item must make a Wisdom saving throw. A magic item gains a bonus to its saving throw based on its rarity. Sentient magic items gain a bonus to the roll on top of their rarity. On a failed save, a magic item becomes nonmagical.


Common: +1


Uncommon: +2


Rare: +3


Very Rare: +4


Sentience: +5


Legendary and artifact magic items automatically succeed on the saving throw. Spells and other magical effects created by an artifact or a deity within the area are unaffected by this disjunction.

Grand Invisibility

10th-level illusion


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 hour

You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The target can't be targeted by any divination magic or perceived through magical scrying sensors. While invisible, the target leaves behind no tracks, creates no scent, and no sound can be created within or pass through a 10-foot radius sphere centered on the target. Any creature or object entirely inside the sphere is immune to thunder damage, and can cast spells without a verbal component.


Any creature that relies on truesight to see has disadvantage on Wisdom (Perception) checks to see the target.

Create Volcano

10th-level evocation


  • Casting Time: 10 minutes
  • Range: Sight
  • Components: V, S, M (An efreeti’s scimitar)
  • Duration: Concentration, up to 1 hour

You cause a volcano to erupt from the ground at a point you choose within range. The volcano is 300 feet long, 200 feet wide, and 500 feet tall at its peak. Any buildings, structures, and creatures in the area are lifted up as the volcano rises.


Smoke. A cloud of thick smoke pours out in a 80-foot radius from the center of the crater. The cloud spreads around corners and is heavily obscured. Each minute the volcano remains active, the radius increases by 40 feet until it reaches its maximum radius of 400 feet. Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against the smoke. On a failed save, the creature spends its action that turn retching and reeling, and takes 4d8 fire damage. On a success, a creature takes half as much damage and isn’t sent retching and reeling. Creatures that don’t need to breathe automatically succeed on this saving throw.


Lava. Lava spills out in a 20-foot radius from the center of the crater. Any area of ground the lava touches is difficult terrain. At the start of each of your turns, the radius increases by 10 feet until it reaches its maximum radius of 200 feet. When a creature enters the lava for the first time on a turn or starts its turn there, that creature must make a Dexterity saving throw. The creature takes 10d10 fire damage on a failed save, or half as much damage on a successful one.


Volcanic fireballs. When you cast the spell, choose a point that you can see within 300 feet of the crater. You cause a boiling globe of lava to launch from the volcano and land on that point. Each creature within a 20-foot radius sphere of that point must make a Dexterity saving throw. A creature takes 8d6 fire damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to launch lava in this way again, targeting the same point or a different one.

Blizzard

10th-level conjuration


  • Casting Time: 1 action
  • Range: 1000 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

A blizzard howls down to a point that you can see on the ground within range. The blizzard is a 30-foot-radius, 90-foot-high cylinder centered on that point. Until the spell ends, you can use your action to move the blizzard up to 60 feet in any direction along the ground. The blizzard sucks up any Large or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone.


A creature must make a Constitution saving throw the first time on a turn that it enters the blizzard or that the blizzard enters its space, including when the blizzard first appears. A creature takes 12d8 cold damage on a failed save, or half as much on a successful one. In addition, a creature that fails the save must succeed on a Constitution saving throw or suffer one level of exhaustion.

ARCANIST

Mass Modify Memory

10th-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You attempt to reshape multiple creature’s memories. Each creature that you choose and can see within range must make a Wisdom saving throw. If you are fighting the target, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another spell, this spell ends, and none of the target’s memories are modified. While this charm lasts, you can affect the target’s memory of an event that it experienced within the last 30 days and that lasted no more than 1 hour. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event. You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you have finished describing the modified memories, the creature’s memory isn’t altered. Otherwise, the modified memories take hold when the spell ends. A modified memory doesn’t necessarily affect how a creature behaves, particularly if the memory contradicts the creature’s natural inclinations, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The GM might deem a modified memory too nonsensical to affect a creature in a significant manner. A greater restoration or wish spell cast on the target restores the creature’s true memory.

Multiclassing (WIP)

This character option was not designed with multiclassing in mind. However, if you still wish to do so and with the permission of your DM, you can use the following rules.

You must have an Intelligence score of 13 or higher in order to multiclass in or out of this class.

If you have both the Spellcasting class feature and the Arc class feature from the Arcanist class, you can use the arcs you gain from the Arc feature to cast spells you know or have prepared from classes with the Spellcasting class feature, and you can use the spell slots you gain from the Spellcasting class feature to cast Arcanist spells you know.

Arcanist Magic Items

Arcanists meet the requirements of any magic item that requires attunement by a spellcaster. Additionally, they can attune to magic items that require attunement by a wizard.

Arcanist’s Power Pearl

Wondrous Item, uncommon (requires attunement by an Arcanist)

While this pearl is on your person, you can use an action to speak its command word and regain arcs. You regain up to 5 expended arcs. Once you use the pearl, it can't be used again until the next dawn.

Mystical Compendium

Wondrous Item, uncommon (+1), rare (+2), very rare (+3) (requires attunement by an Arcanist)

While you are holding this leather-bound book, you can use it as a spellcasting focus for your arcanist spells, and you gain a bonus to spell attack rolls and to the saving throw DCs of your arcanist spells. The bonus is determined by the book’s rarity. You can use this book as a spellbook.

In addition, you can use an action to regain expended arcs equal to a roll of a d6. You can’t use this action again until the next dawn.

ARCANIST

Arcanist

Become the mystical Arcanist from the fallen empire of Netheril in fifth edition D&D!

Version 0.7 - Created by Noobybread

Though this homebrew noticeably deviates from its original source material inspiration, I want to thank Jim Butler and the whole TSR team who worked on the book “Netheril: Empire of Magic” from 1996.

Cover Art - Efflam Mercier - Apprentices

Page 2 - Billy Christian - Geomorpher Mollisa REG

Page 7 - Vladimir Mokry - Orb of Lavishness

Page 8 - Cristi Balanescu - Gale, Waterdeep Prodigy MtG

Page 9 - Cristi Balanescu - Loran, Disciple of History MtG

Page 10 - Vladimir Matyukhin - the dark mage

Page 11 - Justine Cruz - Zar Ojanen, Scion of Efrava

 

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