Arcanist

Class Stat

Arcane magick, a branch of magick in opposition to white magick, born from a desire of knowledge and power. Those who pursue this spellcasting art have come to be known as Arcanists, masters of the shadow arts, and wielders of magicks of immense malice. Adventurers who take on the mantle of Arcanist become adepts of destruction and sabotage, capable of bending people to their will and condemning others to a painful death.

Hit Points (HP)

Hit Dice 1d6 per level
HP at Level 1 6 + CON modifier
HP at higher levels 1d6 (or 3) + CON modifier per level

Proficiencies

Armour None
Weapons Daggers, darts, slings, staves, light crossbows
Tools None
Saving Throws INT, WIS
Skills Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion

Arcanist Table

Spell slots per spell level
Level Proficiency Bonus Abilities Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 +2 Spellcasting, Mist Recovery 3 2 - - - - - - - -
2 +2 Path of Power (1) 3 3 - - - - - - - -
3 +2 Cantrip Formulae 3 4 2 - - - - - - -
4 +2 Ability Score Improvement 4 4 3 - - - - - - -
5 +3 - 4 4 3 2 - - - - - -
6 +3 Path of Power (2) 4 4 3 3 - - - - - -
7 +3 - 4 4 3 3 1 - - - - -
8 +3 Ability Score Improvement 4 4 3 3 2 - - - - -
9 +4 - 4 4 3 3 3 1 - - - -
10 +4 Path of Power (3) 5 4 3 3 3 2 - - - -
11 +4 - 5 4 3 3 3 2 1 - - -
12 +4 Ability Score Improvement 5 4 3 3 3 2 1 - - -
13 +5 - 5 4 3 3 3 2 1 1 - -
14 +5 Path of Power (4) 5 4 3 3 3 2 1 1 - -
15 +5 - 5 4 3 3 3 3 1 1 1 -
16 +5 Ability Score Improvement 5 4 3 3 3 3 1 1 1 -
17 +6 - 5 4 3 3 3 3 2 1 1 1
18 +6 Spell Mastery 5 4 3 3 3 3 2 1 1 1
19 +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20 +6 Signature Spells 5 4 3 3 3 3 2 2 1 1

Equipment

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

Or, you could choose to start with 4d4 × 10 gp and purchase your equipment.

Class Abilities

Spellcasting

As a student of the arcane, you have a Spellbook containing spells that show the first glimmerings of your true power.

Cantrips

At Level 1, you know three cantrips of your choice from the Arcanist Spell list. You learn additional Arcanist cantrips as shown on the Arcanist table.

Spellbook

At Level 1, you have a Spellbook containing six 1st Level Arcanist spells. Your Spellbook is the repository of the Arcanist spells that you know, except your Cantrips, which are fixed in your mind.

Learning New Spells

For every Arcanist level you gain, you can add two new Arcanist spells of your choice to your Spellbook for free. The spells must be of a level for which you have spell slots. On your adventures, you might find other spells that you can add to your Spellbook (see "Your Spellbook").

Spell Slots

The table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these Arcanist spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

Spells Known of 1st Level and Higher

You prepare the list of Arcanist spells that are available for you to cast, choosing from the Arcanist spell list. When you do so, choose a number of Arcanist spells equal to your INT modifier + your Arcanist level (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a Level 3 Arcanist, you have four Level 1 and two Level 2 spell slots. With a INT of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the Level 1 spell Debrave, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a Long Rest. Preparing a new list of Arcanist Spells requires time spent studying your Spellbook and memorising the incantations and gestures you must make to cast the spell: at least 1 minute per Spell Level for each spell on your list.

Spellcasting Ability

Intelligence is your spellcasting ability for your Arcanist spells, since the power of your magick relies on your ability to know and memorise complex formulae and incantations. You use your INT whenever a spell refers to your spellcasting ability. In addition, you use your INT 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 INT modifier

Spell attack modifier = your proficiency bonus + your INT 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. You don't need to have the spell prepared.

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your Arcanist spells.

Mist Recovery

You are able to regain some of your spent magickal energy from the Mist around you. When you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your Arcanist level (rounded up), and none of the slots can be 6th Level or higher.

When you use this feature, you can't use it again until you finish a long rest.

For example, if you're a 4th-level Arcanist, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.

Path of Power

At Level 2, choose a school of magick from either Arcane, Debilitation, Illusion, or Shadow. You begin to specialise in this school of magick, and your choice affects the class features you learn at 2nd-Level, 6th-Level, 10th-Level, and 20th-Level.

Further, the gold and time you must spend to copy a spell from your school of magick into your spellbook is halved.

Cantrip Formulae

At 3rd level, you have scribed a set of arcane formulae in your spellbook that you can use to formulate a cantrip in your mind. Whenever you finish a long rest and consult those formulas in your spellbook, you can replace one Arcanist cantrip you know with another cantrip from the Arcanist spell list.

Ability Score Improvement

At Levels 4, 8, 12, 16, and 19, 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 skill.

You can forgo taking this feature to take a Feat of your choice instead.

Spell Mastery

At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level Arcanist spell and a 2nd-level Arcanist spell that you know. You can cast those spells at their lowest level without expending a spell slot. Furthermore, these spells are always prepared and don't count towards the number of your spells prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.

By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.

Signature Spells

At Level 20, you gain mastery over two powerful spells and can cast them with little effort. Choose one 3rd-Level spell, one 4th-Level spell, and one 5th-Level spell that are in your Spellbook as your Signature Spells. At least two of these spells must be from the school from your Path of Power. You always have these spells prepared, they don't count against the number of spells you have prepared, and you can cast them once each at their lowest level without expending a spell slot. When you do so, you can't cast them for free again until you finish a short or long rest. You may still cast them again by expending spell slots.

If you want to cast either spell at a higher level, you must expend a spell slot as normal.