Wizard
Base Class: Wizard

Arcanists master a tradition of wizardry that incorporates war and engineering. Originally created by dwarves, this tradition has been adopted by non-dwarf practitioners, who honor and expand on the dwarvish ways.

In combat, an Arcanist uses Arcanum, a stored magical energy, channeled into their armor and weapons that allow the Arcanist to fend off harm and deliver devastating attacks.

Many who have observed an Arcanist in battle remember the display as a frightening show of strength and brutality accompanied by a charged atmosphere.

Arcanist's Armor and Weapon

2nd-level Arcanist feature

After studying the art of magical engineering, you have learned to infuse a single set of armor and weapon with Arcanum. To do so requires minimum one day of magical tinkering, plus an additional day per magical rarity of the original armor and weapon.

You gain proficiency with medium and heavy armor, and you gain proficiency with one type of two-handed melee weapon of your choice.

If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, it does not apply while you wear it.

Arcanum

2nd-level Arcanist feature

You can invoke an ancient magic called the Arcanum, which graces you with supernatural strength while you wear your Arcanist’s Armor.

You can use a bonus action to activate the Arcanum through your armor and weapon, which lasts for 1 minute. It ends early if you are incapacitated, if you doff your armor, or if you drop your weapon. You can also dismiss the Arcanum at any time (no action required).

While your Arcanum is active, you gain the following benefits:

  • You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1).
  • When you make a melee weapon attack using strength, a strength check, or a strength saving throw, you have advantage, and may instead use your intelligence score to replace your strength score.
  • You have resistance to bludgeoning, piercing, and slashing damage.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Enhanced Weapon of Arcanum

6th-level Arcanist feature

You can imbue your Arcanist’s weapon with one spell from your Spellbook, which you may choose to activate on a successful attack, with the target being the creature you hit. You may only activate this spell while your Arcanum is active.

The activated spell only affects the target creature.

Additional Clarifications:

  • Damage from this spell is subject to critical hit rules.
  • If the original spell requires a saving throw, so does this spell.
  • If the original spell requires concentration, continue to follow all concentration rules.

To imbue a weapon with a new spell, you must:

  • Spend a number of hours magically tinkering with your Arcanum equal to the spell’s level (minimum of 1).
  • Cast the spell into the item using a spell slot, a number of times equal to the spell level.
  • This does not have to be a continuous process, but must be completed within a number of days equal to the spell level.
  • As soon as you begin this process, any previously stored spells are dismissed.

You may use this feature once per long rest.

Critical Arcanum

10th-level Arcanist feature

Any time you strike a critical hit, you may activate your Weapon of Arcanum’s stored spell, even if it has already been used.

Master Arcanist

14th-level Arcanist feature

You have mastered the art of crafting magical items using Arcanum. Work with your DM to determine the time, component, and skill check costs to craft a magical item based on a spell you know.

Crafting Rules and Requirements:

  • Crafting involves the Arcana (Int) skill
  • Spell must be cast a number of times equal to the square of the spell level, with a minimum of nine castings (e.g. cantrip=9, 1=9, 2=9, 3=9, 4=16, 5=25, 6=36, 7=49, 8=64, 9=81).
  • Spell components are still required.
  • Crafting requirements may be shortened or lessened to purposefully create a weaker, single-use, or limited charge version of the item.
  • Disrupted crafting may sunder the item, cause instability in the item, create a cursed item, or cause blowback damaging or cursing the crafter.
  • Activation and nature of the spell is dependent on the specific item being crafted
  • Magic is inherently unstable and difficult to control, be prepared for unforeseen challenges
  • Combining spell effects is possible but greatly increases the challenge and crafting requirements, following your DM's discretion.

Comments

Posts Quoted:
Reply
Clear All Quotes