Base Class: Wizard
Many wizards join arcane traditions that specialize in various forms of magic, espousing the superiority of their arcane philosophy over others. Some few, however, have learned that there is power in the magic itself. Rather than focusing on a specific school of thought in his research, the Arcanist seeks to learn as many varied approaches to the same problem as possible.
Signature Spell
At 2nd level, the Arcanist has learned enough about the fundamentals of magical spellcrafting that he has begun to bend the rules. You may select a single spell you know of any level, not a cantrip. This spell is always prepared and does not count against your number of daily prepared spells. When you gain a level, you may select a new spell as your signature spell.
At 10th level, additionally, when you cast your signature spell, any saving throw is made at disadvantage and if you are required to make an attack roll, you have advantage to that attack.
You gain proficiency in Arcana. If you already have proficiency in Arcana, you may instead double your proficiency bonus.
Spell Versatility
Beginning at 2nd level, the Arcanist has learned to manipulate the magics he has prepared for daily use during the day. Once per day, when you complete a short rest, you may exchange a number of spells equal to your proficiency modifier for other spells that you also know of the same spell level.
Countermagic Mastery
At 6th level, you learn the Dispel Magic and Counterspell spells, if you do not already know them. You can cast each of these spells once without expending a spell slot. When you cast one of these spells, in this way, it is cast at the highest level spell slot you may cast.
Arcane Secrets
At 10th level, you have unlocked the secrets of magic performed by other spellcasters. Select another spellcasting class (Bard, Cleric, Druid, Sorcerer, Warlock). Add one spell of each spell level from that class's spell list to your spellbook. You can prepare and cast these spells normally, as if they were wizard spells. Each time you gain access to a new spell level, you may add a spell of that spell level from that class's spell list to your spellbook.
Spell Trigger
At 14th level, you can cast a spell ahead of time and call forth the effect when needed later. Expend a spell slot of 6th-level or lower to cast a prepared spell with a casting time of 1 action or less. You can choose to hold that spell in your trigger for later use. As a bonus action, you can trigger the spell stored in your trigger. You can only have one spell stored in your trigger at a time. A spell slot so expended is not restored until the spell stored is triggered or dismissed and a long rest is completed.
Previous Versions
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