Base Class: Wizard
The Arcanist Researcher is a wizard who takes what they have learned in the years of practice and wizardry and adapts it in the field. Their ingenuity allows them to create and modify spells on the fly. Arcanist researchers are able to create repeated spells, spells that hunt down their target, spells that enemies are not able to react to, and more.
Build your own Spell
Starting at 2nd level, when you chose this Tradition, you become adept at modifying spells are you are casting them. You are able to research spellements and gain research points.
Spellements.
You learn three spellements of your choice. They are listed under "spellements". Spellements are ways for you to improve your spells as you are casting them. When you cast a spell using a higher level spell slot than that spell's level, you may use one research point to use one of your spellements to augment that spell.
You learn a new spellement of your choice at 6th, 10th, and 14th level. Additionally, whenever you complete a long rest or gain one or more wizard levels, you may replace any number of spellements you know with the same number of other spellements.
Research Points.
You gain a number of research points equal to one plus half your wizard level, rounded up. You may expend a research point whenever you cast a spell at a higher level (). You regain all your expended research points when you complete a long rest.
Abandon
Whenever you cast a spell that requires you to make a spell attack on one or more creatures using a higher level spell slot, you may expend one research point. If you miss all the spell attacks with an abandoned spell, the spell slot you used is refreshed.
Baneful
Whenever you cast a spell with a higher level spell slot, you mag expend one research point. If you do, any creature that takes damage from that spell this turn cannot take reactions until the end of their next turn.
Disolve
Whenever you cast a Line, Cone, Cube, Sphere, or Cylinder spell using a higher level spell slot, you may expend on research point. If you do, you may chose to have the spell deal no damage. You make this decision after seeing the results of the saves made by all the affected creatures.
Endure
Whenever you cast a spell that has a duration of 1 minute or more using a higher level spell slot, you may expend one research point. If you do, that spell lasts twice as long, up to 6 hours.
Engulf
Whenever you cast a Line, Cone, Cube, Sphere, or Cylinder spell using a higher level spell slot, you may expend on research point. If you do, any creature that is fully inside the spell's area of effect takes one additional die of damage.
Future Sight
Whenever you cast a spell using a higher level spell slot, you may expend one research point. If you do, roll 1d3+1. Your spell does not resolve now, and instead resolves at the start of your turn after a number of turns equal to the number rolled. You may chose new targets for the spell when it is cast.
Infect
Whenever you cast a spell using a higher level spell slot, if that spell can deal damage, you may expend one research point. If you do, any creature that took damage from that spell cannot heal or gain temporary HP until the end of your next turn.
Matry
Whenever you cast a Line, Cone, Cube, Sphere, or Cylinder spell using a higher level spell slot, you may expend on research point. If you do, if you are within the spell's area, you gain resistance to spell damage until the end of your next turn.
Metronome
Whenever you cast a spell that requires you to make a spell attack on two or more creatures using a higher level spell slot, you may expend one research point. If you do, if the target hits at least one of its targets, it hits all of the targets.
Mutate
Whenever you cast a spell using a higher level spell slot, if that spell can deal damage, you may expend one research point. If you do, you may change the damage type that that spell would deal to one of the following: Acid, Cold, Fire, Lightning, Necrotic, Poison, Radiant, or Thunder.
Recall
Whenever you cast a spell that requires you to make a spell attack on one or more creatures using a higher level spell slot, you may expend one research point. If you do, after the spell resolves, you cast another version of that spell with disadvantage, but cast at that spell's level. It deals half damage. You must target the same targets. Nothing happens if the spell is countered.
Reverberate
Whenever you cast a Line, Cone, Cube, Sphere, or Cylinder spell using a higher level spell slot, you may expend on research point. If you do, once that spell resolves, you cast another version of that spell, where any creatures making saves have advantage, but cast at that spell's level. It deals half damage. The spell must be centered around the same point. Nothing happens if the spell is countered.
Split Second
Whenever you cast a spell using a higher level spell slot, you may expend one research point. If you do, no creatures may use reactions until that spell finishes resolving.
Vampirism
Whenever you cast a spell that requires you to make a spell attack on one or more creatures using a higher level spell slot, you may expend one research point. If you do, you gain temporary HP equal to the maximum possible roll of one die of the spell.
Spell Delver
Starting at 6th Level, you become able to feel the essence of spells. Whenever you cast a cantrip or a spell of first level or higher, you may ignore one of the verbal, somatic, or material components. If you use this ability to ignore the material components, the total cost in gold cannot be more than 5 times your wizard level.
Secret Finder
Starting at 10th Level, your endless research knows no bounds and cannot be restrained. Whenever you complete a short rest, you are able to regain a number of expended research points equal to your proficiency modifier.
Unraveler of Mysteries
Starting at 14th Level, you are able to unravel the fabric and essence of magic. You are able to use two distinct spellements instead of one whenever you cast a spell using a higher level spell slot.
Previous Versions
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