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Životy

Kostky životů 1d8 za úroveň

Odbornosti

INT , WIS

Arcanist

Úroveň Bonus odbornosti Vlastnosti Cantrips Known
1 + 2 Spellcasting Master of Arcana 3
2 + 2 Spellcasting Master of Arcana 3
3 + 2 Spellcasting Master of Arcana 3
4 + 2 Spellcasting Master of Arcana 4
5 + 3 Spellcasting Master of Arcana 4
6 + 3 Spellcasting Master of Arcana 4
7 + 3 Spellcasting Master of Arcana 4
8 + 3 Spellcasting Master of Arcana 4
9 + 4 Spellcasting Master of Arcana 4
10 + 4 Spellcasting Master of Arcana 5
11 + 4 Spellcasting Master of Arcana 5
12 + 4 Spellcasting Master of Arcana 5
13 + 5 Spellcasting Master of Arcana 5
14 + 5 Spellcasting Master of Arcana 5
15 + 5 Spellcasting Master of Arcana 5
16 + 5 Spellcasting Master of Arcana 5
17 + 6 Spellcasting Master of Arcana 5
18 + 6 Spellcasting Master of Arcana 5
19 + 6 Spellcasting Master of Arcana 5
20 + 6 Spellcasting Master of Arcana 5

Spell Slots per Spell Level

Úroveň Bonus odbornosti Vlastnosti 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 + 2 Spellcasting Master of Arcana 2 0 0 0 0 0 0 0 0
2 + 2 Spellcasting Master of Arcana 3 0 0 0 0 0 0 0 0
3 + 2 Spellcasting Master of Arcana 4 2 0 0 0 0 0 0 0
4 + 2 Spellcasting Master of Arcana 4 3 0 0 0 0 0 0 0
5 + 3 Spellcasting Master of Arcana 4 3 2 0 0 0 0 0 0
6 + 3 Spellcasting Master of Arcana 4 3 3 0 0 0 0 0 0
7 + 3 Spellcasting Master of Arcana 4 3 3 1 0 0 0 0 0
8 + 3 Spellcasting Master of Arcana 4 3 3 2 0 0 0 0 0
9 + 4 Spellcasting Master of Arcana 4 3 3 3 1 0 0 0 0
10 + 4 Spellcasting Master of Arcana 4 3 3 3 2 0 0 0 0
11 + 4 Spellcasting Master of Arcana 4 3 3 3 2 1 0 0 0
12 + 4 Spellcasting Master of Arcana 4 3 3 3 2 1 0 0 0
13 + 5 Spellcasting Master of Arcana 4 3 3 3 2 1 1 0 0
14 + 5 Spellcasting Master of Arcana 4 3 3 3 2 1 1 0 0
15 + 5 Spellcasting Master of Arcana 4 3 3 3 2 1 1 1 0
16 + 5 Spellcasting Master of Arcana 4 3 3 3 2 1 1 1 0
17 + 6 Spellcasting Master of Arcana 4 3 3 3 2 1 1 1 1
18 + 6 Spellcasting Master of Arcana 4 3 3 3 3 1 1 1 1
19 + 6 Spellcasting Master of Arcana 4 3 3 3 3 2 1 1 1
20 + 6 Spellcasting Master of Arcana 4 3 3 3 3 2 2 1 1

Kouzla třídy

aundair's silent sanctum|exe Blade Ward booming blade|tce create bonfire|xge green-flame blade|tce force blast|exe Guidance improvised wand|kcaa induce stasis|kcaa Light lightning lure|tce magecraft|exe magic stone|xge Mending mold earth|xge Prestidigitation Resistance sword burst|tce thunderclap|xge absorb elements|xge catapult|xge cause damage|kcaa concussive burst|exe conjure elemental mote|kcaa Detect Magic emergency repair|kcaa ice knife|xge Identify magewright's incantation|kcaa repair damage|kcaa Shield of Faith snare|xge spell-storing item|kcaa Arcane Lock Continual Flame Enhance Ability Find Traps Heat Metal Knock Locate Object Magic Weapon maximillian's earthen grasp|xge methods of repair|kcaa shadow blade|xge Shatter Silence Warding Bond Counterspell Crusader's Mantle Daylight Dispel Magic Elemental Weapon erupting earth|xge flame arrows|xge Glyph of Warding mass emergency repairs|kcaa melf's minute meteors|xge Protection from Energy reactivate|kcaa Remove Curse tiny servant|xge transmute weapon|kcaa wall of sand|xge Death Ward Fabricate Fire Shield Leomund's Secret Chest Mordenkainen's Private Sanctum Freedom of Movement Stone Shape Stoneskin Animate Objects Creation holy weapon|xge Legend Lore mass repair damage|kcaa Passwall Planar Binding reconstruct|kcaa skill empowerment|xge steel wind strike|xge transmute rock|xge Wall of Stone bones of the earth|xge Blade Barrier create homunculus|xge fix|kcaa Forbiddance Guards and Wards Magic Jar tenser's transformation|xge True Seeing Wall of Ice wreck|kcaa Etherealness Forcecage Mordenkainen's Magnificent Mansion Mordenkainen's Sword Symbol Antimagic Field Clone Maze mighty fortress|xge Sunburst Gate Imprisonment invulnerability|xge mass fix|kcaa Time Stop arcane ablation|kibblestasty:cc arcane weapon|kibblestasty:cc awaken rope|kibblestasty:cc fall|kibblestasty:cc seeking projectile|kibblestasty:cc unburden|kibblestasty:cc animate object|kibblestasty:cc imbue luck|kibblestasty:cc lightning charged|kibblestasty:cc thunderburst mine|kibblestasty:cc spelltrap|kibblestasty:cc wind cutter|kibblestasty:cc dispel construct|kibblestasty:cc fireburst mine|kibblestasty:cc repair|kibblestasty:cc vorpal weapon|kibblestasty:cc mordenkainen's unsheathed sword|kibblestasty:cc bond item|kibblestasty:cc blade ward|xphb guidance|xphb light|xphb mending|xphb prestidigitation|xphb resistance|xphb detect magic|xphb identify|xphb shield of faith|xphb arcane lock|xphb continual flame|xphb enhance ability|xphb find traps|xphb heat metal|xphb knock|xphb locate object|xphb magic weapon|xphb shatter|xphb silence|xphb warding bond|xphb counterspell|xphb crusader's mantle|xphb daylight|xphb dispel magic|xphb elemental weapon|xphb glyph of warding|xphb protection from energy|xphb remove curse|xphb death ward|xphb fabricate|xphb fire shield|xphb leomund's secret chest|xphb mordenkainen's private sanctum|xphb freedom of movement|xphb stone shape|xphb stoneskin|xphb animate objects|xphb creation|xphb legend lore|xphb passwall|xphb planar binding|xphb wall of stone|xphb blade barrier|xphb forbiddance|xphb guards and wards|xphb magic jar|xphb true seeing|xphb wall of ice|xphb etherealness|xphb forcecage|xphb mordenkainen's magnificent mansion|xphb mordenkainen's sword|xphb symbol|xphb antimagic field|xphb clone|xphb maze|xphb sunburst|xphb gate|xphb imprisonment|xphb time stop|xphb

Vlastnosti třídy

Úroveň 1

Spellcasting
Master of Arcana

Úroveň 10

Salvage Schema

Úroveň 12

Ability Score Improvement
Proficiency Versatility

Úroveň 14

Infusions (3/rest)

Úroveň 16

Ability Score Improvement
Proficiency Versatility

Úroveň 17

Mastery feature

Úroveň 18

Infusions (4/rest)

Úroveň 19

Ability Score Improvement
Proficiency Versatility

Úroveň 2

Infusions (1/rest)
Mastery feature

Úroveň 20

Salvage Schema improvement

Úroveň 4

Ability Score Improvement
Proficiency Versatility

Úroveň 5

Infusion: Instant Armor Augmentation

Úroveň 6

Infusions (2/rest)
Mastery feature

Úroveň 8

Ability Score Improvement
Proficiency Versatility

Vývoj čaroděje

Vývoj čaroděje: full

Vývoj triků

Úroveň 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Známé triky 3 3 3 4 4 4 4 4 4 5 5 5 5 5 5 5 5 5 5 5

Odbornosti

Armor

light

medium

shield

Weapons
Skills

Počáteční vybavení

(a) a light crossbow and 20 bolts or (b) a shield
Raw materials required to make custom spellcasting foci that do not have a cost
Alternativně můžete začít s: 5d4 × 10|5d4 × 10|Starting Gold

Vlastnosti třídy

Spellcasting (Level 1)

You approach the study of arcane arts differently from a wizard. While they research to control the essence of magic with speech and gesture, you experiment with ways to infuse magic's arcane threads through the physical world around you. You cast spells a bit differently from other spellcasters, (see Custom Spellcasting Focus and Jury-Rigged Rituals below), but you follow the general rules of spellcasting as detailed in chapter 10 of the Player's Handbook.

Cantrips

At 1st level, you know three cantrips of your choice from the arcanist spell list. You learn additional arcanist cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Arcanist table.

Preparing and Casting Spells

The Arcanist table shows how many spell slots you have to cast your arcanist spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of arcanist spells that are available for you to cast, choosing from the arcanist spell list. When you do so, choose a number of arcanist spells equal to your Intelligence modifier + your arcanist level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 3rd-level arcanist, you have four 1st-level and two 2nd-level spell slots. With a Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell repair damage, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of arcanist spells requires time spent in contemplation and brainstorming: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Intelligence is your spellcasting ability for your arcanist spells, since your ability to formulate magic into spell effects comes from your skill and ingenuity.. You use your Intelligence whenever an arcanist spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an arcanist spell you cast and when making an attack roll with one.

Spell

Spell

Jury-rigged Rituals

You can cast an arcanist spell as a ritual if that spell has the ritual tag and you have the spell prepared.

When you cast a ritual, it is less of a ceremonious affair and more a scramble to create a temporary magic item to activate the spell's effect. When you cast a spell as a ritual, there is a special requirement cost to cast it; objects, supplies, and raw materials worth at least 10 gold per spell level. These supplies are not expended in casting the ritual and can be salvaged and reused for later rituals.

Custom Spellcasting Focus

You cannot fulfill the material component of arcanist spells you cast, unless they have a notable cost. Instead, you use any type of Artisan's tools (usually Artificer's tools) to construct an improvised device that produces the spell's effect, functioning as a spellcasting focus. Constructing this device is part of the casting time of the spell and counts as the spell's somatic component. An arcanist must have both hands free to construct a custom spellcasting focus.

Your custom device can be reused the next time you cast the same spell it was constructed for, unless the spell specifies that its material component is consumed. If consumed, the custom spellcasting focus falls apart after the spell's duration is over. Reusing a custom spellcasting focus requires only one hand for casting a spell. Drawing a previously-made custom spellcasting focus and stowing it are part of the casting time of the spell.

Master of Arcana (Level 1)

Your proficiency bonus is doubled for any ability checks you make using the Arcana skill or Artificer's tools.

In addition, choose one field of arcane science that you have focused in above all others. Each field of mastery is detailed at the end of the class description. Your choice grants you additional arcanist spells and other features when you choose it at 1st level. It also grants you additional ways to use your Infusions when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.

Mastery Spells

Each field of mastery has a list of spells—its mastery spells—that you gain at the arcanist levels noted in the mastery description. Once you gain a mastery spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.

If you have a mastery spell that doesn't appear on the arcanist spell list, the spell is nonetheless an arcanist spell for you.

Infusions (1/rest) (Level 2)

At 2nd level, you gain the ability to shape magic energy directly from the world around you to create magical effects. You start with one such effect: Personal Weapon Augmentation. When you reach 2nd level, you also gain an effect determined by your field of mastery. At 5th level, you gain the Instant Armor Augmentation effect. Some fields of mastery also grant additional Infusions as you advance in levels, as noted in the mastery description.

When you use your Infusions, you choose which effect to create. You must then finish a short or long rest to use your Infusions again.

Some Infusion effects require saving throws. When you use such an effect from this class, the DC equals your arcanist spell save DC.

At 6th, 14th, and 18th level, you can use your Infusions an additional time between rests. When you finish a short or long rest, you regain your expended uses.

Infusion: Personal Weapon Augmentation

As either an action or a bonus action, you may enhance a weapon you are holding. If you enhance a weapon with the ammunition property, it confers any augmentation to ammunition loaded and fired from it. For the 10 minutes or until you let go of the weapon, you gain one of the following benefits:

  • Disrupting Weapon

    +1d6 radiant damage, sheds bright light in 20-foot radius and dim light in an additional 20 feet.

  • Flame Tongue

    +1d6 fire damage, and you gain fire resistance.

  • Frost Brand

    +1d6 cold damage, and you gain cold resistance.

Mastery feature (Level 2)

At 2nd level, you gain a feature from your Mastery.

Ability Score Improvement (Level 4)

When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Proficiency Versatility (Level 4)

4th-level feature (enhances Ability Score Improvement)

When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).

This change represents one of your skills atrophying as you focus on a different skill.

Infusion: Instant Armor Augmentation (Level 5)

Starting at 5th level, you can use an Infusion to enhance an outfit or suit of armor that you touch, just in the nick of time. As either an action or reaction, you can select one of the following benefits. The Infusion lasts for 10 minutes. If you are using the Infusion as a reaction, you may only do so when you or an ally you can see within 5 feet of you are hit by an attack or are affected by a spell, and the wearer of the outfit or suit of armor gains its benefit against the triggering attack or spell.

  • Resonant Harmonics

    The wearer gains thunder resistance and an area with a radius of 5 feet around them ignores the effects of magical silence.

  • Force Ward

    The wearer gains force resistance and if an effect moves the wearer against their will (including the triggering effect), the distance they are moved is reduced by up to 10 feet.

  • Vitality Seal

    The wearer gains necrotic resistance and their hit point maximum cannot be reduced by an attack that deals necrotic damage.

Infusions (2/rest) (Level 6)

Beginning at 6th level, you can use your Infusion twice between rests.

Mastery feature (Level 6)

At 6th level, you gain a feature from your Mastery.

Ability Score Improvement (Level 8)

When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Proficiency Versatility (Level 8)

8th-level feature (enhances Ability Score Improvement)

When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).

This change represents one of your skills atrophying as you focus on a different skill.

Salvage Schema (Level 10)

Beginning at 10th level, you may spend one workday of downtime to dismantle a magic item and reverse engineer the schema necessary to create it (for more about schema, see the rules for creating magic items in the Wayfinder's Guide to Eberron).

You record the schema in a series of symbolic notations that only make sense to yourself and other arcanists and artificers. (Many accomplished arcanists maintain a book of schema that they safeguard against theft or duplication from rivals.)

The item you dismantle is destroyed, and the physical components used to make it cannot be reused. Artifacts, cursed items, sentient items, and constructs cannot be dismantled.

At 20th level, you can dismantle a magic item in such a way that you can reassemble it within the same workday you spent dismantling it, reverse engineering its formula without destroying the original item.

Ability Score Improvement (Level 12)

When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Proficiency Versatility (Level 12)

12th-level feature (enhances Ability Score Improvement)

When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).

This change represents one of your skills atrophying as you focus on a different skill.

Infusions (3/rest) (Level 14)

Beginning at 14th level, you can use your Infusion three times between rests.

Ability Score Improvement (Level 16)

When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Proficiency Versatility (Level 16)

16th-level feature (enhances Ability Score Improvement)

When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).

This change represents one of your skills atrophying as you focus on a different skill.

Mastery feature (Level 17)

At 17th level, you gain a feature from your Mastery.

Infusions (4/rest) (Level 18)

Beginning at 18th level, you can use your Infusion four times between rests.

Ability Score Improvement (Level 19)

When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Proficiency Versatility (Level 19)

19th-level feature (enhances Ability Score Improvement)

When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).

This change represents one of your skills atrophying as you focus on a different skill.

Salvage Schema improvement (Level 20)

At 20th level, your ability to salvage a schema improves such that you can dismantle a magic item in such a way that you can reassemble it within the same workday you spent dismantling it, reverse engineering its formula without destroying the original item.

Multitřídy

Požadavky multitříd

{"int":13}

Získané odbornosti

Armor light , medium
Weapons simple

Podtřídy

Elemental Mastery
KCAA
Innovation Mastery
KCAA
Spellcraft Mastery
KCAA

Vlastnosti podtřídy

Elemental Mastery

Elemental Mastery (Level 1)

The secrets of elemental binding are behind some of the most famous inventions of modern Khorvaire, including the wondrous lightning rail and elemental airships of House Orien and House Lyrandar. Masters of elemental binding channel the primal power of conjured elementals into their works of artifice to enhance and empower them.

Restriction. You must know the secrets of elemental binding to select this mastery. The techniques to bind elementals are known only to the gnomes of Zilargo and the Sulatar drow, but with the DM's permission, it is possible that you were taught by an a Zil or Sulatar, or you could discover the art yourself.

Bonus Starting Equipment

Arcanists with a mastery in binding elementals begin the game with a single Khyber dragonshard worth 50 gp, sufficient for the material component of the conjure elemental mote spell.

Advanced Mote Conjuring

Starting at 1st level, whenever you cast conjure elemental mote, the conjured mote's hit point maximum increases by 3 for every arcanist level you have.

Additionally, the mote gains an extra die of its damage on its damage rolls when you reach 5th level, and then an additional extra die at 11th and 17th level. (For example, at 11th level, an air mote you conjure would deal 3d4 + 3 lightning damage with its Discharge attack.)

Finally, should the elemental mote be reduced to 0 hit points, as a reaction you may attempt an Arcana check with a DC equal to the damage of the attack that reduced the elemental mote to 0 hit points. If your check succeeds, the elemental mote is still destroyed, but the khybershard at its core does not burn out, retaining its worth so it can be reused as the material component for conjure elemental mote again.

Infusion: Elemental Reconstitution (Level 2)

Starting at 2nd level, you can use an Infusion to cause a damaged elemental creature to begin reconstituting its form. Choose one elemental creature that doesn't have all of its hit points you can see within 30 feet. For 1 minute, that elemental creature heals an amount of hit points at the start of its turn equal to your Intelligence modifier, unless the creature has more than half of its hit points.

Defensive Elemental Binding (Level 6)

At 6th level, you have devised how to channel bound elemental motes into a protective matrix around a suit of armor. If you have summoned an elemental mote and have taken an action to suppress it into its khybershard core, you may spend one workday of downtime (8 hours) integrating the khybershard into any suit of armor. While integrated this way, the khybershard cannot be targeted separately, and the elemental bound inside it has total cover against all spells and effects.

When worn, the augmented suit of armor functions as armor of resistance (Dungeon Master's Guide), granting the wearer resistance to one type of damage the bound elemental itself is resistant or immune to (your choice, made at the time you finish integrating the khybershard into the armor).

The elemental mote still exists, and you cannot summon another one while it and the armor remain intact. You may spend an additional workday of downtime to safely remove the elemental's khybershard from the armor, restoring it to elemental mote form.

Offensive Elemental Binding (Level 8)

At 8th level, you have perfected the techniques for binding elemental motes into weapons, channeling the primal magic of their element for offensive power. If you have summoned an elemental mote and have taken an action to suppress it into its khybershard core, you may spend a workday of downtime (8 hours) integrating the khybershard into any weapon. While integrated this way, the khybershard cannot be targeted separately, and the elemental bound inside it has total cover against all spells and effects.

The elementally bound weapon is a magic weapon, and gains an additional effect depending on the nature of the bound elemental mote as follows (Ranged weapons confer these bonuses to their ammunition):

Air Mote

The weapon deals an extra 1d6 lightning damage on each hit.

Earth Mote

The wielder of the weapon gains a +2 bonus on damage rolls made with it.

Fire Mote

The weapon deals an extra 1d6 fire damage on each hit.

Water Mote

The weapon deals an extra 1d6 cold damage on each hit.

The elemental mote still exists, and you cannot summon another one while it and the weapon remain intact. You may spend an additional workday of downtime to safely remove the elemental's khybershard from the weapon, restoring it to elemental mote form.

Elemental Binding Master (Level 17)

Starting at 17th level, you have mastered elemental binding. You may now incorporate any conjured elemental you have bound to a khybershard into elementally empowered items.

When binding an elemental mote to a suit of armor or a weapon, you can make the binding permanent if you spend an additional workday of downtime enhancing the binding, along with additional raw materials worth 1,000 gp. If the binding becomes permanent, the elemental spirit is no longer considered your conjured mote for the conjure elemental mote spell, allowing you to conjure another one without dismissing the permanently bound spirit back to its home plane.

If you bind an elemental creature other than an elemental mote (see Binding Elementals sidebar), you can incorporate its khybershard into a suit of armor or weapon, requiring a number of workweeks of downtime equal to twice the elemental's challenge rating and additional raw materials equal to 1,000 times the elemental's challenge rating in gp.

When binding an elemental other than an elemental mote to a suit of armor, the armor grants all of the elemental's resistances and immunities to the armor's wearer.

When binding an elemental other than an elemental mote to a weapon, the weapon gains magical properties, depending on the nature of the elemental bound to the weapon:

Elemental Air Creatures

The weapon gains the properties of a dancing sword (Dungeon Master's Guide), even if the weapon is not a sword.

Elemental Earth Creatures

The wielder of the weapon has a +2 bonus to attack and damage rolls made with it.

Elemental Fire Creatures

The wielder of the weapon has a +1 bonus to attack rolls made with it, and the weapon deals 2d6 extra fire damage on a hit.

Elemental Water Creatures

The wielder of the weapon has a +1 bonus to attack rolls with it, and the weapon deals 2d6 extra cold damage on a hit

Additionally, you can create additional elemental items. Many of these require a team of apprentice elemental binders, in addition to your elemental binding mastery, such as is the case with the creation of House Lyrandar's elemental airships, which require months of painstaking work from teams of arcanists, artificers, shipwrights, and engineers.

A single item can only have one elemental bound to it (except under exceptional circumstances, such as the famed Golden Dragon, an elemental airship so large it requires two bound elementals to function).

Binding Elementals

A spellcaster that knows the secrets of elemental binding and knows the planar binding spell can cast that spell with an alternate material component and produce a significantly different effect than normal.

If you have this secret knowledge, then whenever you cast planar binding on an elemental creature, you may use a single Khyber dragonshard worth an amount of gold pieces equal to 500 times the creature's challenge rating as the spell's material component, instead of the spell's normal material component.

If you do so and the elemental fails its Charisma saving throw, the shard is not consumed in casting. Instead, the elemental creature is drawn into the khybershard and completely sealed within it. When cast this way, planar binding's duration is instantaneous. The elemental remains bound within the khybershard until the khybershard is physically destroyed (AC 10, 10 hit points per 500 gp it is worth), which frees the elemental into the nearest unoccupied space.

Such a freed elemental is not under your control and does not follow your instructions. It remains on the current plane of existence it is freed into until another spell or effect transports it to another plane (such as banishment or the dismissal effect of dispel evil and good).

A bound elemental creature and its khybershard do not produce any effects on their own but may be used as the rare component in the crafting of any of several elementally empowered magic items, depending on its nature.

Innovation Mastery

Innovation Mastery (Level 1)

Arcanists who focus on mastering innovation constantly strive to create new inventions and devise better ways to use existing ones.

Bonus Cantrip

At 1st level, you learn the improvised wand cantrip (detailed in Chapter 3: Character Options). When you do, you know three energy types with which to use it, instead of the normal two.

Infusion: Perfect Tool (Level 2)

Starting at 2nd level, you can use an Infusion to temporarily modify an object with conjured additions and attachments that make it the perfect tool for whatever situation you are dealing with. As an action, choose one skill or tool. For the next 10 minutes (and as long as you have the object) you have proficiency in the chosen skill or tool.

Infusion: Rapid Invention (Level 6)

At 6th level, you can use an Infusion to reduce the casting time of spell-storing item to 1 bonus action.

Intuitive Design (Level 8)

At 8th level, your design philosophy for your inventions becomes more intuitive, allowing creatures less knowledgeable than yourself to understand and use your creations. You gain the following benefits:

—When you use an Infusion to make a Perfect Tool, anyone can benefit from the object for the duration of the effect so long as they hold and use the Perfect Tool.

—When you cast spell-storing item, any creature can activate the item to cast the spell you store in it.

Magnum Opus (Level 17)

Starting at 17th level, you have the opportunity to create a singularly impressive magic item. If you have inspiration, you may use it to spend one workweek of downtime to create a magic item of up to legendary rarity at no cost and without a schema or rare component. (Your DM has a list of appropriate magic items, such as those found in the Dungeon Master's Guide. You can also work with your DM to create a brand-new magic item). You may only create one magic item this way; it is your finest invention.

Spellcraft Mastery

Spellcraft Mastery (Level 1)

Some arcanists focus on the shaping of raw magic rather than crafting items. They have a wider breadth of study concerning fundamental arcane forces, and usually have access to more directly devastating magic. Experienced arcanists in this field can perceive the quintessential building blocks of spells, rearranging them with improvisational alterations on the fly.

Bonus Cantrip

At 1st level, you learn one wizard cantrip of your choice. It counts as an arcanist cantrip for you.

Infusion: Energy Modulation (Level 2)

Starting at 2nd level, as part of the casting time of casting an arcanist spell, you can expend an Infusion to alter the spell's formula as you cast it.

When you cast a spell with a spell slot and the spell deals acid, cold, fire, lightning, poison, or thunder damage, you can substitute that damage type with one other type from that list (you can change only one damage type per casting of a spell).

Infusion: Arcane Alteration (Level 6)

At 6th level, as part of the casting time of casting a non-abjuration or non-divination arcanist spell, you can spend an Infusion to change the basic nature of the spell, changing its school of magic into any other school, except abjuration or divination.

If you change the spell's school and it requires a saving throw to resist its effects, the spell's saving throw changes depending on its new school of magic:

  • Conjuration
  • Enchantment
  • Evocation
  • Illusion
  • Necromancy
  • Transmutation

If the spell normally has a reduced effect even on a successful saving throw, the changed spell has no effect if affected creatures succeed on their save. For example, a fireball changed to a conjuration or illusion spell would deal no damage if a creature in its area of effect succeeded on their Strength or Intelligence saving throw, instead of half damage.

The spell's new school must conceivably be able to produce the base spell's effects. If your chosen school cannot do so (such as an illusory dimension door that does not actually transport yourself), the spell fails, but you do not expend a spell slot or an Infusion. Work with your DM to determine what the limits of each spell school are, and how far you can stretch a desired spell.

If you have two or more uses of your Infusions remaining, you can expend two uses in order to affect a single spell with both Arcane Alteration and Energy Modulation during its casting time.

Potent Spellcasting (Level 8)

At 8th level, you add your Intelligence modifier to the damage you deal with any arcanist cantrip.

Spellforge (Level 17)

Starting at 17th level, whenever you prepare your arcanist spells, you may select a number of wizard spells to prepare as if they were on the arcanist spell list. The maximum number of spells you can prepare this way is equal to your Intelligence modifier.