For years, the Arcanists have been a group of gifted minds who have made a tradition built upon the creation and use of elemental abilities. They are wizards and artificers who have never found a place in their society and so created their own society, built upon creativity and ingenuity.
The first creation was elemental magic which they used for their own forms of magic which – after long research, they found a way to seal the elemental magic into inscribed handles which became the traditional weapons of the arcanists. True focus is needed to excel in the magic of the elements because in order for more magic to be imputed into a body, the body must be a clean slate, too much raw power results in self-harm while too little results in a weak attack.
Saving Throws:
Strength
Charisma
Proficiencies:
Weapons:
Martial, Versatile
Armor:
Light, Medium, Shields
Starting Equipment:
An arcane focus
Any martial weapon or a crossbow, hand and 20 arrows
Put points into Strength to gain the most out of your Arcanist Weapon(s) then put other points into Constitution for a more tank build or dexterity for a more agile build.
Level
Proficiency bonus
Elemental Bolt Damage
Abilities
1
+2
1d10
Proficiencies, Elemental Provider, Elemental Bolt
2
+2
1d10
Arcanist Handle
3
+2
1d10
Arcanist Study
4
+2
1d10
Ability Score Improvement
5
+3
2d10
Extra Attack
6
+3
2d10
Arcanist Study Passive
7
+3
2d10
Weapon Study
8
+3
2d10
Elemental Wrath, Ability Score Improvement
9
+4
3d10
-
10
+4
3d10
Arcanist Hilt, Relentless Assault
11
+4
3d10
Arcanist Study Ability 1
12
+4
3d10
Ability Score Improvement
13
+5
4d10
-
14
+5
4d10
Elemental Focus
15
+5
4d10
Arcanist Pommel
16
+5
4d10
Ability Score Improvement
17
+6
5d10
-
18
+6
5d10
Arcanist Study Ability 2
19
+6
5d10
Elemental Breakthrough
20
+6
5d10
Elemental Ray
Level 1:
Proficiencies:
You can choose two of the following:
Arcana
Survival
History
Nature
Insight
Elemental Provider:
You have gained generous benevolent providers, giving you a sliver of their power to use on your own accord. Whenever an Elemental Dice is needed, you roll a d4 and they gain the following abilities:
Dice Roll
Elemental Bolt and Arcanist Weapon
Elemental Wrath
Elemental Focus
Advantages
1 – Infernarc
Elemental Bolt and Arcanist Weapon gains Fire damage.
Your Elemental Wrath is a 5ft by 30ft line attack which deals 3d6 fire damage, sets flammable objects on fire and enemies must make a Constitution saving throw (DC is 12). If it fails, it sets enemies on fire. They repeat the throw every turn until they end the effect.
Your Elemental Focus gives you an additional 1d12 fire damage to all attacks. If Elemental Wrath was used while Elemental Focus was active, the damage from being on fire damage is doubled. This counts as a bonus action.
All attacks dealing fire damage have advantage in a desert, cave, or an area of volcanic activity.
2 – Tundran
Elemental Bolt and Arcanist Weapon gains Cold damage.
Your Elemental Wrath is a 15ft cone attack that deals 3d6 cold damage and halves the enemy’s walking speed and denies the ability to fly until your next turn. This also freezes any and all types of water.
Your Elemental Focus targets a single creature, they must make a Constitution saving throw. If it fails, the target is stunned. All attacks on the target have advantage if the enemy is stunned and if the enemy has less than 15% of their health; bludgeoning, thunder or force damage will instantly kill it.
All attacks dealing cold damage have advantage in a tundra, snowy mountains or deep ocean.
3 – Voltfer
Elemental Bolt and Arcanist Weapon gains Lightning damage.
Your Elemental Wrath is a Ranged attack dealing 3d6 lightning damage and 1d4 thunder damage with a range of 30ft. if an enemy is within 15ft of the target, you can chain the attack onto them. The chaining feature can be used to attack an additional two targets and cannot strike an opponent twice.
Your Elemental Focus causes lightning to strike a certain location dealing 4d8 lightning damage. The enemy must have an opening to the sky to properly strike them. All enemies that are within 5ft of the target take 2d12 thunder damage
All attacks dealing lightning damage have advantage when there is a storm nearby or when the enemy is in water. Also, all attacks dealing thunder damage have advantage when the area is enclosed (must have walls and a partial roof at least).
4 – Arkus
Choose One of the above
Choose one of the above
Choose one of the above
Choose one of the above
Elemental Bolt:
You use a sliver of raw power from one of the elements dealing Elemental damage equal to what is depicted in the table. You may use this ability 1 time then you must perform a short or long rest before you can use it again. You may use this a second time if you deal damage equal to the damage output to yourself.
You must have a free hand to use this.
Level 2:
Arcanist Handle:
You create an arcane-infused handle out of pure steel. As a bonus action you can awaken the magic to make it gain one of the following Arcanist Weapon forms:
Sword:
Deals 1d8+2 Elemental You are proficient with this weapon.
Allies within 10ft of you gain a bonus 1d4 damage with the damage type of your chosen element. This stacks with multiple Arcanists.
Handaxe:
Deals 1d8+2 Elemental You are proficient with this weapon.
All attacks have advantage with this weapon but all attacks against you have advantage on the Hit Roll.
Chain Knife:
Deals 1d8+4 Elemental You are proficient with this weapon.
This weapon has the Reach property.
Level 3:
Arcanist Study:
Choose one of the following archetypes:
Arcane Weaponsmith:
Arcane Pistol:
When you choose this archetype, you gain an extra form to your Arcanist Weapon as a Pistol.
The pistol has the following properties:
misfire 4
reload 4
1d10+2 Elemental damage with a range of 60ft. You are proficient with this weapon.
Combat Roll:
At level 6, you gain the roll 10ft in a straight line and reload your pistol as a bonus action.
You may use this an equal number of times as your Dexterity modifier (minimum of 1) then you must perform a short rest.
Sentry Gun:
At level 11, as a bonus action, you can use your Arcanist Weapon to create a stationary turret with a size of small. The turret takes up a 3ft by 3ft space and has a range of 25ft. If an enemy walk into the range of the turret or starts their turn there, you can use your reaction to attack using the turret to deal 1d6+4 Elemental
The turret has an AC of 12 and the total of health is determined with 1d20+ (your Arcanist level).
You can recall the Arcanist Weapon without using an action or it is automatically recalled when destroyed and requires an action to be repaired.
You can use this 3 times before you must perform a long rest.
Artillery Drone:
At level 18, you can turn your Arcane Weapon into two tiny drones that hover around you. Each drone can attack a target within 25ft of you and each deal 1d8+4 Elemental
The drone can also be used for surveillance or as cameras.
Upon activation of this, you gain temporary health equal to (your Arcanist level) + (your Constitution modifier) and once this health is gone; the drones are destroyed and your Arcanist Weapon requires an action to repair or you can recall them early to regain your Arcanist Weapon.
You may use this 1 time then you must perform a long rest.
Arcane Heavy:
Handle Mastery:
You gain a second Arcane Handle which allows you to have two Arcane Weapons active at once. The effects of the weapons do not stack when duplicates are present and both weapons have the light property.
Dual Defence:
While both Arcane Weapons are being used, you gain +2 to AC.
Earthshatter:
At level 11, while an Arcane Weapon is active, as an attack, you connect the handles to create a great-axe and strike the ground to deal 1d10+4 Elemental damage in a 20ft line. All enemies in the AOE of the attack must make a Strength saving throw with a DC of 12. If it fails, they are knocked prone. You cannot use the great-axe as an Arcanist Weapon form.
You may use this an equal number of times as your Strength modifier (minimum of 1 and maximum of 3) and once per round then you must perform a short or long rest.
Combat Trance:
At level 18, at the start of your turn, you can channel raw elemental power into your body and turn your handles into a great-axe which deals 3d12+ (your Strength modifier) Elemental damage in a 10ft cone until the end of the turn, the damage type is rolled by a d4.
Once you have used this, you must perform a long rest.
Arcane Specialist:
Arcane Mastery:
You have analysed the elements to a point where you can draw upon two sources at once. If you roll the Elemental Dice and choose an element that you do not like, you can reroll the Elemental Dice. You may use this 3 times then you must perform a short or long rest.
Elemental Soul:
At level 6, your body has become accustomed to absorbing and releasing raw elemental power and because of this, you can use your Elemental Bolt twice if you use different damage types.
Dual Release:
At level 11, you can focus constant energy in and out of your body and because of this, you can deal 3d8 Elemental damage in a 15ft sphere from where you are. You roll the Elemental Dice twice. If someone is attacked with both damage types they do not take 6d8 Elemental damage and if they have resistance or immunity to one damage type, you can attack with the other .
You can use this 2 times before having to perform a short or long rest.
True Form:
At level 18, at the start of your turn, you can evoke the elements into your body and transform it. Upon activation, until the end of your turn, you have no limits on your Elemental Blot, Wrath, Focus, and Dual Release and gain the ability to fly with a flying speed of 40ft.
At the end of your turn, you fall prone and suffer 1 level of exhaustion.
Once you have used this, you must perform a long rest before you can use this again.
Level 5:
Extra Attack:
You can attack twice in an action instead of once.
Level 7:
Weapon Study:
Through extensive research, you have gained a mastery in certain weapons giving your Arcane Weapons an extra dice and when attacking with them, a Critical Hit can occur on an 18 or up.
Level 8:
Elemental Wrath:
Roll a d4 to determine the effects of Elemental Wrath. See Elemental Provider to see the effects of Elemental Wrath.
Once you have used this, you must perform a short or long rest or you can deal self-damage equal to the damage roll from Elemental Wrath to use it again.
Level 10:
Arcanist Hilt:
You have extended the elemental power of your Arcanist Weapon and it has gained the ability to counter attack. As a reaction, you both roll a Strength check. If you roll higher, halve the damage and deal 1d10 Elemental damage
You may use this an equal number of times as your Strength modifier (minimum of 1, maximum of 3) before you must perform a short or long rest to use it again.
Relentless Assault:
If you have attacked using your Arcanist Weapon this turn, you can channel energy into your body and gain a second attack phase and 20ft extra walking speed until the end of your turn.
Once you have used this, you must perform a short or long rest to use it again.
Level 14:
Elemental Focus
Roll a d4 to determine the effects of Elemental Wrath. See Elemental Provider to see the effects of Elemental Wrath.
Once you have used this, you must perform a short or long rest to use it again or you can use it a second time but be stunned at the end of your turn.
Level 15:
Arcanist Pommel:
You have added a weight on the end of the Arcanist Handle and because of this, on a successful attack, you can inflict the Stunned condition.
You may use this 2 times before having to perform a short or long rest to use it again.
Level 19:
Elemental Breakthrough:
You have made a discovery that has given you complete control over the elements. You now can choose which provider you get. instead of rolling the d4 to determine it.
Level 20:
Elemental Ray:
You have gain complete control and understanding of the elements and can incinerate all in your path. As an attack, all enemies in a 10ft by 50ft cylinder must make a Constitution saving throw with a DC of 16. If it fails, they take 2d10 damage of each of the elements (2d10 fire, 2d10 cold, 2d10 lightning damage). If it succeeds, they take half as much damage.\
Once you have used this ability, you must perform a long rest to use it again.
D&D HOMEBREW CLASS
Name:
Arcanist
Description:
For years, the Arcanists have been a group of gifted minds who have made a tradition built upon the creation and use of elemental abilities. They are wizards and artificers who have never found a place in their society and so created their own society, built upon creativity and ingenuity.
The first creation was elemental magic which they used for their own forms of magic which – after long research, they found a way to seal the elemental magic into inscribed handles which became the traditional weapons of the arcanists. True focus is needed to excel in the magic of the elements because in order for more magic to be imputed into a body, the body must be a clean slate, too much raw power results in self-harm while too little results in a weak attack.
Saving Throws:
Proficiencies:
Starting Equipment:
Hit Dice at 1st level:
Additional Hit Points:
Quick Build:
Level
Proficiency bonus
Elemental Bolt Damage
Abilities
1
+2
1d10
Proficiencies, Elemental Provider, Elemental Bolt
2
+2
1d10
Arcanist Handle
3
+2
1d10
Arcanist Study
4
+2
1d10
Ability Score Improvement
5
+3
2d10
Extra Attack
6
+3
2d10
Arcanist Study Passive
7
+3
2d10
Weapon Study
8
+3
2d10
Elemental Wrath, Ability Score Improvement
9
+4
3d10
-
10
+4
3d10
Arcanist Hilt, Relentless Assault
11
+4
3d10
Arcanist Study Ability 1
12
+4
3d10
Ability Score Improvement
13
+5
4d10
-
14
+5
4d10
Elemental Focus
15
+5
4d10
Arcanist Pommel
16
+5
4d10
Ability Score Improvement
17
+6
5d10
-
18
+6
5d10
Arcanist Study Ability 2
19
+6
5d10
Elemental Breakthrough
20
+6
5d10
Elemental Ray
Level 1:
Proficiencies:
Elemental Provider:
Dice Roll
Elemental Bolt and Arcanist Weapon
Elemental Wrath
Elemental Focus
Advantages
1 – Infernarc
Elemental Bolt and Arcanist Weapon gains Fire damage.
Your Elemental Wrath is a 5ft by 30ft line attack which deals 3d6 fire damage, sets flammable objects on fire and enemies must make a Constitution saving throw (DC is 12). If it fails, it sets enemies on fire. They repeat the throw every turn until they end the effect.
Your Elemental Focus gives you an additional 1d12 fire damage to all attacks. If Elemental Wrath was used while Elemental Focus was active, the damage from being on fire damage is doubled. This counts as a bonus action.
All attacks dealing fire damage have advantage in a desert, cave, or an area of volcanic activity.
2 – Tundran
Elemental Bolt and Arcanist Weapon gains Cold damage.
Your Elemental Wrath is a 15ft cone attack that deals 3d6 cold damage and halves the enemy’s walking speed and denies the ability to fly until your next turn. This also freezes any and all types of water.
Your Elemental Focus targets a single creature, they must make a Constitution saving throw. If it fails, the target is stunned. All attacks on the target have advantage if the enemy is stunned and if the enemy has less than 15% of their health; bludgeoning, thunder or force damage will instantly kill it.
All attacks dealing cold damage have advantage in a tundra, snowy mountains or deep ocean.
3 – Voltfer
Elemental Bolt and Arcanist Weapon gains Lightning damage.
Your Elemental Wrath is a Ranged attack dealing 3d6 lightning damage and 1d4 thunder damage with a range of 30ft. if an enemy is within 15ft of the target, you can chain the attack onto them. The chaining feature can be used to attack an additional two targets and cannot strike an opponent twice.
Your Elemental Focus causes lightning to strike a certain location dealing 4d8 lightning damage. The enemy must have an opening to the sky to properly strike them. All enemies that are within 5ft of the target take 2d12 thunder damage
All attacks dealing lightning damage have advantage when there is a storm nearby or when the enemy is in water. Also, all attacks dealing thunder damage have advantage when the area is enclosed (must have walls and a partial roof at least).
4 – Arkus
Choose One of the above
Choose one of the above
Choose one of the above
Choose one of the above
Elemental Bolt:
Level 2:
Arcanist Handle:
Level 3:
Arcanist Study:
Level 5:
Extra Attack:
Level 7:
Weapon Study:
Level 8:
Elemental Wrath:
Level 10:
Arcanist Hilt:
Relentless Assault:
Level 14:
Elemental Focus
Level 15:
Level 19:
Elemental Breakthrough:
Level 20:
Elemental Ray:
If you have any thoughts or ideas for some tweaks I could do, leave them in the comments! I'm open for criticism!