The Arcanist

by Jadeor

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The Arcanist

Arcanist

A woman covered in strange markings stands before a horde of zombies. Her eyes are glowing. In one hand she summon a blade of shadows. With the other, she conjures a bolt of divine light that she hurls at the undead. She is unafraid.

Unlike wizards, arcanists do not merely study and learn the casting of spells. Instead, through painstaking research, they have uncovered ancient or forbidden rituals that allows them to unlock any kind of magic. These rituals allow them to master certain schools of magic and gain access to almost any spell.

Keepers of Secrets

Arcanists often know a large number of great or terrible secrets. They make it their business to research and uncover that which others do not know. Through these secrets, they also learn to perform occult rituals to replicate the magics of other casters. Many arcanists consider it their duty to protect these secrets, as some of them could have disastrous if they were revealed to the world.

Students of the Multiverse

An arcanist's life is that of an eternal student. However the knowledge that arcanist's crave is not usually contained in a bookshelf, nor can it be found in the lecturing hall of a mage academy. Instead, it is can be found scrawled in a forgotten language on the wall of a cave in the Underdark, trapped in a

gem guarded by a dragon, or locked within the mind of a lich. The need to learn these secrets can bring even the most cowardly arcanist to embark upon a deadly quest. To an arcanist, knowledge is power, and the greatest knowledge is that which has been hidden or forgotten. Arcanists will often works as archeologists or treasure hunters in order to find such knowledge.

Creating an Arcanist

Arcanists have gone to incredible lengths and learned secret or even forbidden knowledge in order to gain access to magic. How did your character discover this knowledge? Was it a serendipity or was it a long and difficult road?

When creating an arcanist, discuss with your DM the possibility that your character possesses secrets that no one else does. With their approval and assistance, ask yourself: what are these secrets? Are they forbidden or merely forgotten? Does knowing them put you in danger or, on the contrary, would revealing them endanger others?

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 investigator background. Third, choose to master the schools of conjuration and evocation. Finally, choose the eldritch blast, mage hand and shocking grasp cantrips, along with the following 1st-level spells: fog cloud, healing word and magic missile.

The Arcanist
Level Proficiency Bonus Features Cantrips Known Spells Known Spell Slots Slot Level Rituals Known
1st +2 Knowledge of the Arcane (2), Occult Magic 3 3 1 1st -
2nd +2 Charged Cantrips, Hidden Rituals 3 4 2 1st 2
3rd +2 Secret Keeper 3 5 2 2nd 2
4th +2 Ability Score Improvement 3 6 2 2nd 2
5th +3 - 3 7 2 3rd 3
6th +3 Secret Keeper feature 3 8 2 3rd 3
7th +3 Knowledge of the Arcane (3) 4 10 2 4th 4
8th +3 Ability Score Improvement 4 11 2 4th 4
9th +4 - 4 12 2 5th 5
10th +4 Secret Keeper feature 4 13 2 5th 5
11th +4 Mystic Arcanum (6th level) 4 13 3 5th 5
12th +4 Ability Score Improvement 4 14 3 5th 6
13th +5 Mystic Arcanum (7th level) 4 14 3 5th 6
14th +5 Knowledge of the Arcane (4) 5 16 3 5th 6
15th +5 Mystic Arcanum (8th level) 5 16 3 5th 7
16th +5 Ability Score Improvement 5 17 3 5th 7
17th +6 Mystic Arcanum (9th level) 5 17 4 5th 7
18th +6 Secret Keeper feature 5 18 4 5th 8
19th +6 Ability Score Improvement 5 19 4 5th 8
20th +6 Knowledge of the Arcane (5), Mastery of Magic 6 20 4 5th 8

Arcanist

As an arcanist, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per arcanist level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per arcanist level after 1st

Proficiencies


  • Armor: Light armor
  • Weapons: Daggers, light hammers, quarterstaffs, sickles, shortbows
  • Tools: One type of artisan's tools of your choice

  • Saving Throws: Dexterity, Intelligence
  • Skills: Choose two from Deception, History, Investigation, Medicine, Nature, Perception, Religion and Stealth

Equipment

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

  • (a) a sickle or (b) a shortbow and a quiver with 20 arrows
  • (a) a scholar's pack or (b) a priest's pack
  • Leather armor, any simple weapon, and a dagger

Knowledge of the Arcane

When you choose this class at 1st level, you have learned some of the secrets of magic. You gain proficiency in the Arcana skill, and your proficiency bonus is doubled for any ability check you make that uses Arcana.

Additionally, choose two schools of magic to master from among: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy and Transmutation. Spells of any spell list that are of a school of magic that you've mastered count as arcanist spells for you.

You can choose one additional school of magic to master when you reach 7th, 14th and 20th level in this class, as shown in the Arcanist table.

Occult Magic

Also at 1st level, your arcane research and your forbidden knowledge have given you facility with spells.

Cantrips

You know three cantrips of your choice from any spell list, these cantrips must be of a school of magic that you have mastered. You learn additional arcanist cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Arcanist table.

Spell Slots

The Arcanist table shows how many spell slots you have to cast your arcanist spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your arcanist spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest, provided you perform a 10 minute ritual as part of that rest.

For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell Bane, you must spend one of those slots, and you cast it as a 3rd-level spell.

Spells Known of 1st Level and Higher

At 1st level, you know three 1st-level spells of your choice from any spell list, these spells must be of a school of magic that you have mastered.

The Spells Known column of the Arcanist table shows when you learn more arcanist spells of your choice of 1st level or higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level and must be of a school of magic that you've mastered. When you reach 6th level, for example, you learn a new spell, which can be 1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class, you can choose one of the arcanist spells you know and replace it with another spell from any spell list, provided it is of a school of magic you have mastered and that it is of a level for which you have spell slots.

Spellcasting Ability

Intelligence is your spellcasting ability for your arcanist spells, so 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 a 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 your own body as a spellcasting focus for your arcanist spells, provided you have at least one hand free. Alternatively, you can use an arcane or druidic focus, or a holy symbol.

Charged Cantrips

At 2nd level, you have learned how to charge your canrips with arcane power. Once on each of your turns, when you cast or deal damage with an arcanist cantrip, you can choose one of the following benefits:

  • You add half your arcanist level (rounded down) to one damage roll of the cantrip.
  • The cantrip's range increases by a number of feet equal to 5 times your arcanist level, if the cantrip had a range of Touch, its range becomes a number of feet equal to 5 times your arcanist level instead. You can't apply this modification to cantrips with a range of Self.
  • You gain a number of temporary hitpoints equal to the highest slot level of your arcanist spell slots.

Hidden Rituals

At 2nd level, you have discovered strange and varied rituals. Choose two spells that have the ritual tag from any class's spell list (the two needn't be from the same list, nor do they need to be of a school of magic that you've mastered), the spells you choose must be of a level equal to or lower than your arcanist spell slots. You learn the chosen spells and always have them prepared, they don't count against the number of arcanist spells you know but do count as arcanist spells for you. You can cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means. You can also cast an arcanist spell you know as a ritual if it has the ritual tag.

You can learn new rituals this way when you gain certain levels in this class, as shown in the Rituals Known column of the arcanist class table.

Additionally, when you gain a level in this class, you can choose one of the rituals you learned this way and replace it with another ritual that you could learn at that level.

Secret Keeper

At 3rd level, you have learned great and obscure secrets of a particular area of knowledge. Choose a Secret Keeper option from the ones listed at the end of this class. Your choice grants you features at 3rd, 6th, 10th, and 18th levels.

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.

Mystic Arcanum

At 11th level, you have uncovered a magical secret called an

arcanum. Choose one 6th-level spell from any spell list that is of a school of magic you have mastered as this arcanum.

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again. It counts as an arcanist spell for you.

At higher levels, you gain more spells that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.

Any arcanum you learn this way can be from any spell list, provided it is of a school of magic you have mastered.

Mastery of Magic

At 20th level, you have truly mastered the arcane. Whenever you finish a long rest, you can choose a number of arcanist spells you know equal to your Intelligence modifier, and swap them out for the same number of spells from any spell list of 5th level or lower of a school of magic that you've mastered; whenever you do so, you can also choose one of your Mystic Arcanums, and swap it out for another spell from any spell list of the same level of a school of magic that you've mastered.

Secret Keepers

There are many kinds of secrets an arcanist may have uncovered. Below are three different types of such secrets.

Forbidden Secrets

Some arcanists spend their time studying the secrets that have been covered up or hidden from the world. These arcanists quickly become masters of uncovering the truth and understanding others.

Forgotten Knowledge

Starting at 3rd level, you have gained access to long lost knowledge. Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make using the chosen skill. You also learn to speak, red and write one language of your choice.

Forbidden Magic

Also at 3rd level, you have learned ways to increase your magic. You gain one additional 1st level arcanist spell slot. You regain this spell slot whenever you regain your other arcanist spell slots. This spell slot becomes one level higher when you reach certain levels in this class. It becomes a 2nd level spell slot when you reach 6th level, a 3rd level spell slot when you reach 10th level, and a 4th level spell slot when you reach 18th level.

Eye of the Investigator

At 6th level, you can intuitively understand your targets' strengths and weaknesses. As a bonus action, you make an Intelligence (investigation) check against a creature you can see that isn't incapacitated, contested by the target's Charisma (deception) check. If you succeed, you learn that creature's current and maximum hitpoints, and any damage resistances, immunities and vulnerabilities it has.

Copycat

At 10th level, you have learned to copy the magic of others quickly and efficiently. Whenever a creature you can see casts a spell of 1st level or higher, you automatically know what spell they are casting, and you can attempt to learn that spell as a reaction. You make an arcana check with a DC equal to 10 + the spell's level. On a success, you can cast that spell as though it were an arcanist spell you know until you use this feature again, provided the spell is of a level equal to or lower than your highest arcanist spell slots.

Arcane Master

At 18th level, your magic replenishes mysteriously. You can spend 1 minute performing occul rituals to regain all your expended spell slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again.

Secrets of War

Arcanists who have dedicated themselves to studying and mastering the art of war have also learned the secrets of this deadly art.

Tools of War

Starting at 3rd level, you have learned to use the tools of war. You gain proficiency in shields, and simple and martial weapons, and can use a weapon as a spellcasting focus. Additionally, you have advantage on Intelligence checks you make regarding war, battles or tactics.

Unarmored Defense

Also at 3rd level, you don't need armor to protect you. While you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Intelligence modifier. You can use a shield and still gain this benefit.

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.

Soldier's Focus

At 10th level, you add your Intelligence modifier to Constitution saving throws that you make to maintain your concentration on a spell when you take damage.

Master Spellsword

At 18th level, you can truly weave magic and wield weapons like few can. Whenever you cast a spell as an action, you can make a weapon attacks as a bonus action.

Secrets of the Coven

Some arcanists have uncovered the secrets of witches. With this knowledge, such arcanists have learned to brew potions and curse their enemies.

Witch's Cauldron

Starting at 3rd level, you have learned how to brew potions. You gain proficiency with alchemist's supplies and the herbalism kit. Additionally, the amount of time and gold you spend to make a potion is halved. You can use alchemist's supplies or a herbalism kit as a spellcasting focus.

Evil Eye

Also at 3rd level, you can mark your enemies with the evil eye. You know the hex spell. It counts as an arcanist spell for you, and it doesn't count against the number of spells you know. You can cast this spell at 1st level without expending a spell slot, when you cast this spell this way you can concentrate on up to one other spell at the same time. You make one combined Constitution saving throws to maintain concentration on both spells.

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

Hex

At 6th level, your hexes are stronger. Whenever you cast the hex spell on a creature, you can choose one additional effect to curse the creature with for the duration of the spell:

  • The target subtracts 1d4 from attack rolls it makes.
  • The target subtracts 1d4 from saving throws it makes.
  • The target's movement speed is halved.
  • You know the target's direction and distance from you for the duration, as long as it remains on the same plane of existence as you.

Curse from Afar

At 10th level, you have learned how to curse others from afar. As an action, you can choose a creature you can describe or name and cast a spell with a casting time of 1 action or 1 bonus action that targets at least 1 creature, targeting only that creature, regardless of distance and regardless of whether you can see the target or not. If the creature is 10 miles or more away from you, any spell attack rolls you make against it have disadvantage and any saving throws it makes against the spell have advantage.

Once you've used this feature, you cannot use it again until you finish a long rest.

Master Maleficus

At 18th level, you are a master of curses. Whenever you cast the hex spell on a creature, that creature must succeed on a Wisdom saving throw against your spell save DC or be your choice of Charmed by you, Frightened of you or Incapacitated. The target repeats the saving throw at the end of each of its turns, ending all effects on a success or when the spell ends.

The Arcanist

Unlock the secrets of the multiverse with this versatile and adaptable intelligence based casting class!

Art property of Wizards of the Coast, used under the fan content policy. Art credits:

Cover Art - Tamiyo, Compleated by Chris Rahn

Page 2 - Ghen, Arcanum Weaver by Kieran Yanner

Page 3 - Elemental Masterpiece by Marta Nael

Page 4 - Urza, Planeswalker by Ryan Pancoast

Page 5 - Jace, the Living Guildpact by Chase Stone

Page 6 - Jace, Unraveler of Secrets by Tyler Jacobson

Page 7 - Jared Carthalion by Manuel Castañón

Page 8 - Liliana, Death Wielder by Clint Cearley

Page 9 - Teferi, Timebender by Zack Stella

Thanks for reading! Class created by Sensitive Coyote.

 

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