Base Class: Sorcerer
The title of Arcanist once referred to great and powerful Wizards wielding tremendous magic unheard of in the modern age. As a sorcerer of the same title, you wield unparalleled magic only otherwise attainable by a lifetime of study or practice. You may be a descendant of such a mage; Karsus, Elminster, Mordenkainen, Azuth, a chosen of Mystra, or perhaps another extremely powerful mage. Perhaps you or an ancestor were even blessed with sorcery by such a being. Possibly you were once an aspiring wizard and imbued with magic in a horrible accident. Whatever the reason, your magic is rivaled only by such magicians, highly controllable and more present than that in even other sorcerers.
Magic Unrivaled
From the very beginning of your career with magic, you have been more in tune with the weave than any other user of it. Starting at 1st level, you can learn any spell from the Wizard or Artificer spell list in place of a spell. This spell counts as a sorcerer spell for you and counts against the number of spells you know.
Grasp of the Arcane
Arcanists draw their sorcery directly from the weave, the very foundation of all magic in the multiverse. As such, they are more adept at being able to bend it to their will. You learn an additional spell at 1st level. You gain further extra spells at every other level. These spells abide by all the same rules as your normal spell slots.
Empowered Metamagic
Starting at 6th level, your affinity with metamagic grows. You can use any metamagic a number of times equal to your charisma modifier (minimum of once). You don't need to know the metamagic or use sorcery points for it. You regain all expended uses of this ability when you finish a long rest.
In addition, you learn an extra metamagic option of your choice.
One With the Weave
At 14th level, you become able to hone your being to bolster or quash the magic around you. This feat requires your concentration. As a bonus action, you can give yourself the following benefits for up to one minute:
- You add or subtract a roll of 1d4-1 to each individual dice on for a spell's damage or healing. This affects all spells of your choice cast or targeting 30 ft. of you. This extra damage bypasses antimagical spells and other things that could alter it.
- You can add or subtract 1d4-1 to the save DC of a spell targeting within 30 ft. of you.
- You gain a flight speed of 30 ft. If your already had a flight speed, add 15 ft. to that speed.
Once you use this feature, you can't reuse it until you finish a long rest.
Signature Spells
At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level sorcerer spell and a 2nd-level sorcerer spell that you know. You can cast those spells at their lowest level without expending a spell slot. If you want to cast either spell at a higher level, you must expend a spell slot as normal.







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