Base Class: Sorcerer
As an Arcanist you have devoted yourself to unraveling the mysteries of magic. You continually push what is possible to be done with your spells and twist them to fit whatever need you may have.
Arcane Adept
As an Arcanist, your choice of spells is enhanced even further than other sorcerous origins. Starting at first level when choosing spells, all spells on the wizard spell list with he ritual tag are considered to be on the sorcerer spell list. Additionally at 3rd level you gain the ritual caster ability.
Additional Metamagics
You gain additional metamagic choices. You gain one choice at level 1 and additional choices at 5th and 9th levels. You also gain 1 sorcery point at first level.
Careful Spell
When you Cast a Spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.
Distant Spell
When you Cast a Spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.
When you Cast a Spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.
Empowered Spell
When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.
You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.
Extended Spell
When you Cast a Spell that has a Duration of 1 minute or longer, you can spend 1 sorcery point to double its Duration, to a maximum Duration of 24 hours.
Heightened Spell
When you Cast a Spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.
Maximized Spell
You have learned to create the maximum effect from your spell casting.
For 3+the spells level sorcery points, you can maximize the damage dealt by any spell. All dice will be treated as if you had rolled the highest amount.
Quickened Spell
When you Cast a Spell that has a Casting Time of 1 action, you can spend 2 sorcery points to change the Casting Time to 1 Bonus Action for this casting.
Subtle Spell
When you Cast a Spell, you can spend 1 sorcery point to cast it without any somatic or verbal Components.
Twinned Spell
When you Cast a Spell that Targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).
Focused Studies
Starting at level 1 your combat is enhanced by magical prowess rather than physical. You gain a bonus to your initiative equal to your spellcasting modifier. Additionally, whenever you make an ability check that uses the arcana, history, nature, or religion skills, and you are proficient in those skills, you may double your proficiency bonus for that check.
Arcanists Metamagic
Starting at second level you gain the following metamagic options:
Altered Spell
Whenever you cast a spell with an elemental damage type you may pay 1 sorcery point to swap it to a different elemental damage type.
Warped Spell
Whenever you cast a spell that requires a save, you may spend 2 sorcery points to change that save type to a different save. You may not interchange mental and physical saves.
Spell Mastery
At 6th level you learn to augment your spellcasting outside of metamagic.
Whenever you cast a spell that deals damage you may spend an additional 1st level spell slot as you cast the spell to increase the damage each target affected by the spell takes by 2d10. A target can only be affected once by this extra damage and if the spell deals damage on more than one turn, it only deals this extra damage once.
An additional 2nd level spell slot can increase the spells save DC by 2.
Sharpened Spell
For an additional 3rd level spell slot, you modify a spell with a range that is not self or touch, has a casting time of 1 action and a duration of instantaneous. The spell you cast changes in the following ways:
If the spell forces a save DC, roll a spell attack instead. You deal 0 damage on a miss. If you hit, increase the damage by one die for each level of the spell.
If the spell is not single target, it becomes a single target spell. If the spell has area effects, it only affects the single target of the spell. If it also deals damage, increase the damage by one die for each level of the spell.
Arcane Attuenment
Upon reaching 14th level you are well versed in all forms of arcane magic. Whenever you cast the spell Counterspell you may augment it by spending 1 sorcery point to increase the base level instead of a spell slot.
Additionally, whenever a spell is successfully countered by you, you may spend a number of sorcery points equal to the spells level to fire a copy of the spell back at the original caster at half effectiveness. If the spell would deal damage, it deals half as much damage. If the spell has a save DC it's save DC is halved. You must complete a short or long rest to use this feature again.
Innate Spellcasting
Choose a spell of 3rd level or lower. You may cast this spell for 1 sorcery point. The spells effect is always treated as if it were cast using a 3rd level slot.
Innate Spell Knowledge
Once per long rest, you may cast a spell form any spell list. It must be of a spell level that you can cast, this consumes a spell slot of that level.







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