Livspoeng
Kyndigheter
Arcanist
| Niva | Dyktighetsbonus | Egenskaper | Cantrips Known |
|---|---|---|---|
| 1 | + 2 | Spellcasting Tactics | 3 |
| 2 | + 2 | Spellcasting Tactics | 3 |
| 3 | + 2 | Spellcasting Tactics | 3 |
| 4 | + 2 | Spellcasting Tactics | 4 |
| 5 | + 3 | Spellcasting Tactics | 4 |
| 6 | + 3 | Spellcasting Tactics | 4 |
| 7 | + 3 | Spellcasting Tactics | 4 |
| 8 | + 3 | Spellcasting Tactics | 4 |
| 9 | + 4 | Spellcasting Tactics | 4 |
| 10 | + 4 | Spellcasting Tactics | 5 |
| 11 | + 4 | Spellcasting Tactics | 5 |
| 12 | + 4 | Spellcasting Tactics | 5 |
| 13 | + 5 | Spellcasting Tactics | 5 |
| 14 | + 5 | Spellcasting Tactics | 5 |
| 15 | + 5 | Spellcasting Tactics | 5 |
| 16 | + 5 | Spellcasting Tactics | 5 |
| 17 | + 6 | Spellcasting Tactics | 5 |
| 18 | + 6 | Spellcasting Tactics | 5 |
| 19 | + 6 | Spellcasting Tactics | 5 |
| 20 | + 6 | Spellcasting Tactics | 5 |
Spell Slots per Spell Level
| Niva | Dyktighetsbonus | Egenskaper | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | + 2 | Spellcasting Tactics | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 2 | + 2 | Spellcasting Tactics | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 3 | + 2 | Spellcasting Tactics | 4 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 4 | + 2 | Spellcasting Tactics | 4 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 5 | + 3 | Spellcasting Tactics | 4 | 3 | 2 | 0 | 0 | 0 | 0 | 0 | 0 |
| 6 | + 3 | Spellcasting Tactics | 4 | 3 | 3 | 0 | 0 | 0 | 0 | 0 | 0 |
| 7 | + 3 | Spellcasting Tactics | 4 | 3 | 3 | 1 | 0 | 0 | 0 | 0 | 0 |
| 8 | + 3 | Spellcasting Tactics | 4 | 3 | 3 | 2 | 0 | 0 | 0 | 0 | 0 |
| 9 | + 4 | Spellcasting Tactics | 4 | 3 | 3 | 3 | 1 | 0 | 0 | 0 | 0 |
| 10 | + 4 | Spellcasting Tactics | 4 | 3 | 3 | 3 | 2 | 0 | 0 | 0 | 0 |
| 11 | + 4 | Spellcasting Tactics | 4 | 3 | 3 | 3 | 2 | 1 | 0 | 0 | 0 |
| 12 | + 4 | Spellcasting Tactics | 4 | 3 | 3 | 3 | 2 | 1 | 0 | 0 | 0 |
| 13 | + 5 | Spellcasting Tactics | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 0 | 0 |
| 14 | + 5 | Spellcasting Tactics | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 0 | 0 |
| 15 | + 5 | Spellcasting Tactics | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 0 |
| 16 | + 5 | Spellcasting Tactics | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 0 |
| 17 | + 6 | Spellcasting Tactics | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18 | + 6 | Spellcasting Tactics | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19 | + 6 | Spellcasting Tactics | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20 | + 6 | Spellcasting Tactics | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Klassetrolldommer
Klasseegenskaper
Niva 1
Niva 10
Niva 12
Niva 14
Niva 16
Niva 18
Niva 19
Niva 2
Niva 20
Niva 4
Niva 6
Niva 8
Kasterutvikling
Cantrip-utvikling
| Niva | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Cantrips Kjent | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 |
Startutstyr
Klasseegenskaper
Spellcasting (Level 1)
Level requirement and general description. See the chapter 10 of the PHB for the general rules of spellcasting and end of this document for the Arcanist spell list
Cantrips
At 1st level, you know 3 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.
Spellbook
At 1st level, you have a spellbook containing six 1st level arcanist spells of your choice. Your spellbook is the repository of the arcanist spells you know, except your cantrips, which are fixed in your mind.
Your Spellbook
The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizards's chest, for example, or in a dusty tome in an ancient library
Copying a Spell into the Book
When you find an arcanist spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it.
Copying that spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the person who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.
For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.
Replacing the Book
You can copy a spell from your own spellbook into another book. For example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell. If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many mages keep backup spellbooks in a safe place.
The Book's Appearance
Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that You received as a gift from your master, a finely bound gold-edged tome you found in an ancient library, or even a loose collection of notes scrounged together.
Preparing and Casting Spells
The Arcanist table shows how many spell slots you have to cast your 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.
To do so, choose a number of arcanist spells from your spellbook 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're a 3rd-level arcanist, you have four 1st-level and two 2nd-level spell slots. With an lntelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 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 studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Intelligence is your spellcasting ability for your Arcanist spells. You use your Intelligence whenever a spell refers to your spellcasting ability
In addition, you use your Intelligence modifier when setting the saving throw DC for a Arcanist spell you cast and when making an attack roll with one.
Spell
Spell
Ritual Casting
You can cast any Arcanist spell you know as a ritual if that spell has the ritual tag.
Spellcasting Focus
You can use a magical grimoire, tome or other similar equipment as an arcane focus (found in chapter 5 of the player's handbook) for your Arcanist spells.
Learning Spells of 1st Level and Higher
Each time you gain an Arcanist level, you can add two Arcanist Spells of your choice to your Spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Arcanist table. On your adventures, you might find other spells you can add to your spellbook (see "Your Spellbook").
Tactics (Level 1)
Beginning at the 1st level, you have developed a head for tactics during battle. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest.
You learn your first tactic at 1st level from the following list. You learn additional tactics at the 2nd, 6th, 10th and 14th level. Some tactics may require you be at least a certain level or have taken a specific specialization. When you level up you may exchange one of your known tactics for another.
Arcanist Specialization (Level 2)
At 2nd level, you choose a specialization to focus on as an Arcanist: Tactician, Summoner or Nymian Scholar, all detailed at the end of the class description. Your archetype choice grants you features at the 2nd, 6th, 10th and 14th level.
Aetherial Ally (Level 2)
Beginning at 2nd level you learn to summon an aetherial creature to assist you in battle. The creature is friendly to you and your companions and obeys your commands. Depending on your selected archetype you are able to summon specific creatures. Tacticians are able to summon carbuncles, summoners are able to summon Egis and nymian scholars are able to summon Eos or Selene. Select the relevant stat block when summoning your aetherial ally. These summons use your proficiency bonus (PB) in several places. Descriptions of your aetherial allies can be found alongside the provided stat blocks at the end of the class description.
In combat, your aetherial ally acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action. If you are incapacitated, the beast can take any action of its choice, not just Dodge.
If your aetherial ally is reduced to 0 hit points, its body dissipates into a fog of magical energy which remains intact for one minute. You can use your action to touch it and expend a spell slot of 1st level or higher. Aetherial ally's body returns to life after 1 minute with all its hit points restored.
You summon your aetherial ally when you complete a long rest. At this time you can summon a different aetherial ally. The new summon appears in an unoccupied space within 5 feet of you, and you choose its stat block. If you already have an aetherial ally from this feature, it vanishes when the new summon appears. The summon also vanishes if you die.
Arcanist Summons
Information about your available summons can be found here
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.
Arcanist Specialization Feature (Level 6)
At 6th level, you gain a feature granted by your Specialization.
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.
Arcanist Specialization Feature (Level 10)
At 10th level, you gain a feature granted by your Specialization.
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.
Arcanist Specialization Feature (Level 14)
At 10th level, you gain a feature granted by your Specialization.
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.
Grand Design (Level 18)
Beginning at 18th level, the maximum number of tactics you may use before a rest increases by 2.
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.
According to Plan (Level 20)
Beginning at the 20th level, you recover half of your expended tactics uses when you roll for initiative.
Multiklassing
Multiklassekrav
{"int":13}
Underklasser
Underklasse-egenskaper
Nymian Scholar
Nymian Scholar (Level 2)
Some arcanists decide to research the use of their magic in the medical arts. These arcanists come to be known as nymian scholars, specializing in the lost healing magic of Nym. They call on the fey of this lost city, summoning them to assist them on the field of battle.
Expanded Spell List
Your specialization as a scholar lets you choose from an expanded list of spells when you learn an arcanist spell. The following spells are added to the arcanist spell list for you.
| Spell Level | Spells |
|---|---|
1st | |
2nd | |
3rd | |
4th | |
5th |
Critical Heal
2nd-level Nymian Scholar feature
Starting at the 2nd level, your healing spells have the potential to cause a critical heal. When you cast a healing spell and one of the die results in its highest possible result. Roll another die of the same value and add that number to the amount of hit points recovered. A critical heal may only occur once per healing spell.
Nymian Healer (Level 6)
6th-level Nymian Scholar feature
Starting at 6th level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to your proficiency bonus + the spell's level.
Adloquiem (Level 10)
10th-level Nymian Scholar feature
Starting at the 10th level, when you cast a spell of 1st level or higher to restore hit points to a creature, you may expend one us of tactics to empower the heal. Your healing spell creates a protective ward on the creature, granting them temporary hit points equal to the hit points recovered for 10 minutes. If a critical heal occurred, the target gains additional temporary hit points equal to half of the amount of hit points recovered.
Nymian Savior (Level 14)
14th-level Nymian Scholar feature
Starting at the 14th level, when you cast a healing spell which will not grant temporary hit points, that creature gains 1d10 temporary hitpoints.
Summoner
Summoner (Level 2)
A summoner has directed their studies towards harnessing the powers of elementals from another plane, summoning fragments of their strength as Egis to serve them.
Egi's Boon
2nd-level Summoner feature
Beginning at the 2nd level, while you have your Ifrit-Egi summoned you know the fire bolt cantrip and have resistance against fire damage. While you have your Garuda-Egi summoned you know the thunderclap cantrip and have resistance against thunder damage. While you have your Titan-Egi summoned you know the magic stone cantrip and have resistance against bludgeoning damage.
Channeled Casting (Level 6)
6th-level Summoner feature
Beginning at the 6th level, when you cast a spell you may cast the spell as if you were standing where your egi is. Spells which use you as their point of origin may instead use your egi as the point of origin. These spells do not cause damage to your egi. You can use this feature three times. You regain any expended uses when you finish a long rest.
Fester (Level 10)
10th-level Summoner feature
Beginning at the 10th level, when you cast a spell that deals damage and requires a target creature to make a saving throw, if it fails you may deal additional necrotic damage to the target creature equal to #d8, where # is equal to your Intelligence modifier. You can use this feature three times. You regain any expended uses when you finish a long rest.
Enkindle (Level 14)
14th-level Summoner feature
Beginning at the 14th level, as an action you are able to call on your egi to release the great power hidden within it, unleashing a devastating attack. You must then finish a short or long rest to use Enkindle again. The power is described in the creature description at the end of the class description.
Tactician
Tactician (Level 2)
Most arcanists walk the path of the Tactician, highly intelligent spell casters who assist their allies by organizing their forces and swaying battle with tactical maneuvers. In the tradition of arcanists, the tactician who brings forth a carbuncle, to help dictate the pace of battle.
Field Commander
2nd-level Tactician feature
Beginning at the 2nd level, you have opted to take up the blade alongside the book to protect yourself on the battle field. You gain proficiency in light armor, shields, simple and martial weapons. You may use your weapon as a casting focus to satisfy the somantic component. You gain one extra hitpoint when you level up, including reaching the 2nd level.
Additionally, when you select a new tactic according to the Tactics feature, you select two tactics. You regain any expended uses of Tactics when you complete a short or long rest.
Tactical Eye
2nd-level Tactician feature
Also beginning at 2nd level, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 ft. of you, if the target can see or hear you.
Strategic Preparation (Level 6)
6th-level Tactician feature
Beginning at the 6th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own.
The DM tells you if the creature is your equal, superior, or inferior in regard to two of the follow characteristics of your choice:
Strength score
Dexterity score
Constitution score
Intelligence score
Wisdom score
Charisma score
Armor Class
Current hit points
Class levels (if any)
At the DM's discretion, you might also realize you know a piece of the creature's history or one of its personality traits, if it has any.
Chain Stratagem (Level 10)
10th-level Tactician feature
Beginning at the 10th level, when an ally is attacking a creature whom is affected by your Help action, their attack lands a critical hit on a die result 19 or 20.
Carbuncle's Sacrifice (Level 14)
14th-level Tactician feature
Beginning at the 14th level, you are able to sacrifice your carbuncle to recall the magic energy which makes up its body and calm your mind. Your carbuncle is unsummoned and you recover half the expended uses of your Tactics feature.