Homebrew Arcanist Species Details
Hailing from the ruinous realm of Ar'canor, the Arcanist is a race of humanoids, descendants of the draconic God of lightning, Knullor. Since their inception the Arcanists pondered the nature of their affliction. Was the power of the arcane a blessing, destined to bring forth a utopia. Or, a curse, designed to bring ruin once again. One thing is for certain, only time will tell.
Arcanists are typically of the human variety, though it isn't unheard of for an Arcanist to present as another race while still being an Arcanist. Due to their shared draconic ancestor many Arcanists share physical traits harkening back to their father. For instance, white hair, draconic blackened horns, tails and patches of white scales sparking with energy. As an Arcanist gains power these traits become more pronounced, growing alongside the power surging within them.
Arcanist Traits
As an Arcanist, you have these special traits.Darkvision
Thanks to your indirect draconic heritage, you have superior vision in dark and dim conditions.
You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light.
Lightning Affinity
You have resistance to lightning damage.
Languages
You can speak, read and write common and draconic.
Blood of the Arcane
At levels 1, 8 and 16 you select a trait from the provided list. Previously aquired traits can be upgraded to unlock greater effects of that trait.
You also have a number of Arcane Blood charges equal to your Proficiency bonus that are used in the traits below. All expended uses are regained after a Long Rest.
Arcanists Armament
You can use your bonus action to conjure a melee weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. If you let go of the Armament, it disappears, but you can evoke it again as a bonus action. This weapon sheds a dim light in a 10-foot radius.
At levels 5, 11, and 17 this weapon gains a +1 to attack and damage rolls.
Costs 1 Arcane Blood charge to cast.
Arcanists Artillery
You can use your bonus action to conjure a ranged weapon in your empty hand. You can choose the form that this ranged weapon takes each time you create it. If you let go of the weapon, it disappears, but you can evoke it again as an action. This weapon sheds a dim light in a 10-foot radius.
At Higher Levels: At levels 5, 11, 17 this weapon gains a +1 to attack and damage rolls.
Costs 1 Arcane Blood charge to cast.
Elemental Equilibrium
You ignore lightning resistance, unless they are immune to lightning damage. Enemies ignore your lightning resistance, unless you are immune to lightning damage.
Flash Stride
The Arcanist transforms into a bolt of lightning, reappearing a short distance away in an instant. You teleport up to 30 feet to an unoccupied space that you can see.
Costs 1 Arcane Blood charge to cast.
Fulmins Fury
Increase your movement speed by 10 feet, when an enemy makes a successful attack roll against you, they take 1d4 lightning damage.
Kilova's Corruption
Add your constitution modifier to the damage of any lightning damage you inflict.
Osthals Ohmen
Target yourself. Until the spell ends, the target gains an additional bonus action on each of its turns. It has advantage on Dexterity saving throws.
When the spell ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it. This spell lasts 10 turns and has concentration.
Costs 1 Arcane Blood charge to cast.
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