Wizard
Base Class: Wizard

Arcanists are elite masters of the arcane who blend scholarly precision with raw magical supremacy. They delve into forgotten Netherese lore and beyond, reshaping reality through unparalleled intellect and will. Their power makes them living embodiments of arcane perfection—resistant to magic, devastating in spellcraft, and unbound by many of the usual limitations of mortal wizards.

Arcane Mastery

Beginning when you select this subclass at 2nd level, your study of the arcane and history reaches unparalleled heights, and your very being becomes attuned to magic.

  • You gain expertise and have advantage with Arcana and History skill checks.
  • You gain proficiency in Charisma saving throws.
  • You add your Intelligence modifier (minimum +1) to all Charisma, Intelligence, and Wisdom saving throws you make.
  • Your wizard cantrips deal additional damage equal to your Intelligence modifier (minimum +1).
  • You can concentrate on up to two wizard spells at the same time. If you would lose concentration on one of these spells (such as by failing a Constitution saving throw or by casting another spell that requires concentration), you choose which spell ends. You have advantage on all Constitution saving throws made to maintain concentration on your spells.
  • You learn the Netherese language and two additional languages of your choice.
  • While you are not wearing armor, your Armor Class equals 15 + your Dexterity modifier.
  • The gold and time required to copy a wizard spell into your spellbook is halved (rounded down).
  • Your Intelligence score increases by 2, and your maximum Intelligence score becomes 22.

Arcane Supremacy

At 6th level, your mastery over magic renders you nearly untouchable by lesser spells, and your intellect continues to expand.

  • You have advantage on all Charisma, Intelligence, and Wisdom saving throws.
  • Attack rolls for spells and other magical effects made against you have disadvantage.
  • Your Intelligence score increases by 2, and your maximum Intelligence score becomes 24.

Arcane Dominion

Beginning at 10th level, your spells warp fate itself, and your offensive arcane power surges.

  • Creatures have disadvantage on saving throws and ability checks made against your wizard spells.
  • When you make a spell attack with a wizard spell, you add your Intelligence modifier to the attack roll (in addition to your proficiency bonus).
  • Your Intelligence score increases by 4, and your maximum Intelligence score becomes 26.

Arcane Apotheosis

Starting at 14th level, you transcend the ordinary limits of magic, becoming a near-perfect conduit of arcane power.

  • When you cast a wizard spell, you add your Intelligence modifier to your spell save DC.
  • You cannot have disadvantage on saving throws against spells or other magical effects.
  • You cannot have disadvantage on spell attack rolls made with wizard spells.
  • Creatures cannot have advantage on saving throws against your wizard spells. Creatures also cannot have advantage on attack rolls for spells or magical effects made against you.
  • You ignore the material components of all your wizard spells.
  • When you make a Charisma, Intelligence, or Wisdom saving throw, you can choose to succeed automatically instead of rolling the die. You can use this ability a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.
  • Your Intelligence score increases by 4, and your maximum Intelligence score becomes 30.
Arcanist Image

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