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Arcanist


Hit Points

Hit Dice: d6 per Arcanist level
Hit Points at first Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Arcanist level after 1st

Proficiences

Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion.

Overview & Creation

A lightly armoured Hyur maneuvers through the battlefield alongside his carbuncle companion. The carbuncle dashes ahead and lets out a burst of magical energy, dazing their foes and creating an opening for their allies, swaying the battle in their favour.
A quiet Miqo'te woman carefully scratches notes into her research tome. After a long times passes, she wipes the sweat from her brow as a shining avian figure bursts forth from another plane, ready to heed her every command. 
A carefully launched arrow catches the the Lalafell's ally. Invoking a few words and raising their grimoire to the sky, healing magics close the wound, allowing their friend to fight on.
These skillful magic users take on many roles on the battlefield, be it a commander of their allies, a medic or a destructive force. Through careful planning and preparation an Arcanist becomes an indomitable force to stand against.
Magic Through Research
Arcanists work hard to explore the secrets of magic, only through deep understanding of formulas and geometrical figures can they produce magical effects. Their tomes and grimoires are filled with fascinating formulas and diagrams, which when fed magical energy from the arcanist's body burst forth into powerful spells. Ever thirsty for greater knowledge, an Arcanist seeks knowledge and then puts it to the test.
Borrowed Power
One thing which sets the Arcanist apart from other spell casters is their usage of summoning companions. Early in their studies an Arcanist learns to summon forth a magical servant. This is the first major task of an Arcanist and helps to sharpen their powers. The companion borrows some of the arcanist's power and in return gives the caster an unwavering ally on the field of battle.


Class Features

Tactics

  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.   Advantageous. When rolling initiative, you may expend one use of tactics to increase an ally or your own initiative roll by your proficiency bonus. You may only do so once per initiative roll.   Aetherial Barrier When a creature you can see attacks a target other than you that is within 15ft. of you or your aetherial ally, you can use your reaction to impose disadvantage on the attack roll. Blessing of Nym (Scholar only). When you cast a spell which recovers hit points or is from the Nymian Scholar expanded spell list, you may cast it through your aetherial ally. Your fey acts as the point of origin for the spell and your touch based spells may be cast as though you were standing where your fey is.   Bombarding(Tactician only) When you take the Attack action or cast a spell, as a bonus action, you may direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you. That creature can immediately use its reaction to make one weapon attack.   Castle (10th Level Required) As a bonus action, your aetherial ally and a willing creature within 30ft. of it instantaneously switch positions. This does not provoke attacks of opportunity.   Carbuncle Bind (Tactician Only) When your carbuncle lands a melee attack, as part of its action you may empower it. You attempt to bind the target creature to your carbuncle. The target of your carbuncle's attack must make a Dexterity saving throw. On a failed save, a binding ethereal chain bursts forth from the carbuncle, shackling the target. The creature may not move more than 5ft away from the carbuncle for 1d4 rounds.   Carbuncle Shine (Tactician Only) As a bonus action you cause your carbuncle to shine brightly. All creatures who can see the carbuncle within 10ft. must make a Constitution saving throw. On a failed save, the creature is blinded for 1d4 rounds.   Deployment Tactics (Tactician only) As a bonus action, select two friendly creatures who can see and hear you. They may move up to half their movement speed without provoking attacks of opportunity.   Devotion (Summoner only, 10th Level Required) When a creature within 10ft. of your aetherial ally attacks another creature with a melee attack successfully, as a reaction you may add your Intelligence modifier and proficiency bonus to the damage roll.   Elemental Attunement (Summoner only) As an action, you may grant resistance to fire, cold, lightning, poison or sonic damage to yourself or a creature within 5ft. of you for a number of rounds equal to your Intelligence modifier.   Emergency Tactics (Scholar only, 10th Level Required) When a creature you can see takes damage, as a reaction you may cast a spell which restores hit points to its target.   Excogitation (Scholar only) When you cast a healing spell, you may delay the effect by up to 1 minute. The spell effect activates after the target takes a total amount of damage declared by you when you use this tactic. If the creature reaches 0 hit points or less the healing spell takes effect immediately.   False Fear (Tactician Only, 6th Level Required) When your carbuncle lands an attack, as part of their attack you may empower it further. You attempt to attack their mind. The creature must make a Wisdom saving throw against your spell save DC, on a failed save their mind is infested with an illusion causing them to become frightened of the carbuncle until the end of your next turn.   Logsitics Preparation As a bonus action, all allied creatures within 20ft. of you or your aetherial ally gain 10ft. of movement until the start of your next turn.   Nymian Preparation (Scholar only, 6th Level Required) When you cast a spell which recovers hit points, instead of healing the target, they gain temporary hit points equal to half the amount of hit points that would have been healed. The healing spell must require the caster to roll dice to decide the amount of hit points recovered. If any die results in its maximum value, the creature gains temporary hit points equal to the full amount of hit points healed.   Plan of Attack As a reaction, you may add your proficiency bonus to the attack roll of an allied creature within 10ft. of you.   Quick Summoning (14th Level Required) As an action, you may summon an aetherial ally as though you just completed a long rest. You may do so once, use of this tactic recovers after a long rest.   Rouse When your aetherial ally takes its action within 30ft. of you, as part of their action you may empower it further. For a number of rounds equal to your Intelligence modifier, add your Intelligence modifier to the damage rolls and healing effects of your aetherial ally.   Spreading Strike (6th Level Required) When your aetherial ally takes the attack action, as part of their action you may empower them. They may make a second attack on a creature 5ft. from the first target.   Spur (Summoner only) When your Egi takes an action, as part of their action you may empower them. They gain advantage on their attack roll. The additional damage from your proficiency bonus is doubled for this attack.   Switching Step (6th Level Required) As a bonus action, you may switch places with your aetherial ally instantly if they are within 60ft. of you. This does not provoke attacks of opportunity.   Tactical Position (Tactician Only) You may use the help action as a bonus action.   Tri-bind (Summoner Only, 6th Level Required) As an action all creatures within 10ft. of your aetherial ally must make a Dexterity saving throw against your Spell Save DC or become restrained for 1 minute. As an action on their turn an affected creature may make a Strength saving throw to end the effect.  

Arcanist Specialization

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

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.  

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 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.  

Grand Design

Beginning at 18th level, the maximum number of tactics you may use before a rest increases by 2.  

According To Plan

Beginning at the 20th level, you recover half of your expended tactics uses when you roll for initiative.  

The Aetherial Ally

The Arcanist's most prized companion is the one they bring forth into the world. Through the use of grimoires and magical formulas, Acantists have learned how to bring forth a magical ally to fight alongside them. Depending on the area of study an Arcanist specializes in, they are able to summon different allies. A Tactician has learned to bring forth a carbuncle, a Summoner has learned to bring forth elemental egis, and a Nymian Scholar has learned to summon a special type of fey.  

Tactician's Carbuncles

Carbuncles are fox-like creatures with long rabbit like ears who are summoned by Tacticians as their stalwart allies. These creatures can come in a variety of colours based on the colours of gem stones, but their bodies are formed of materialized aether. The most common appearances of the carbuncles are Emerald and Topaz coloured. All carbuncles are based upon the summoning frame work of emerald and topaz, allowing variation in appearance but the functionality remains the same.    

Emerald Carbuncle

Small Elemental   AC; 12 + PB Hit Points; 4 + four times your class level (the carbuncle has a number of Hit Dice [d6s] equal to your Arcanist level) Speed; 30ft.   STR; 6 (-2) DEX; 14 (+2) CON; 13 (+1) INT; 8 (-1) WIS; 14 (+2) CHA; 11     Senses Passive Perception; 12 Languages; understands the languages of its summoner but cannot speak   Proficiency Bonus; equals your bonus   Actions   Downburst; Melee Magical Attack: your spell attack modifier to hit, Reach 5ft., one target. Hit: 9 (1d8 + 2 + PB) thunder damage   Gust; Ranged Magical Attack: your spell attack modifier to hit, Reach 30ft., one target. Hit: 8 (1d6 + 2 + PB) thunder damage   Back Draft (Recharge 6 Melee Magical Attack: your spell attack modifier to hit, reach 5ft., one target. Hit: 8 (1d6 + 2 + PB) thunder damage. When a create is hit by Back Draft that must make a Strength saving throw against your Spell Save DC. On a failed save, they are knocked back 10ft., and are not knocked back on a success.  

Topaz Carbuncle

Small Elemental   AC; 13+PB (natural armour) Hit Points; 5 + five times your class level (the carbuncle has a number of Hit Dice [d8s] equal to your arcanist level) Speed; 30ft.   STR; 14 (+2) DEX; 14 (+2) CON; 14 (+2) INT; 8 (-1) WIS; 14 (+2) CHA; 11     Senses  Passive Perception; 12 Languages; understands the languages of its summoner but cannot speak   Proficiency Bonus; equals your bonus   Actions   Gouge; Melee Weapon Attack: your spell attack modifier to hit, Reach 5ft., one target. Hit: 8 (1d8 + 2 + PB) bludgeoning damage.   Glittering Topaz (Recharge 5-6 Topaz Carbuncle increases its AC by 2 for 1d4 rounds.   Shining Topaz (Recharge 6 Melee Magic Attack: your spell attack modifier to hit, Reach 5ft., one target. Hit: 8 (1d6 + 2 + PB) bludgeoning damage. A creature struck by Gouge must make a Wisdom saving throw against your spell save DC. On a failed save, the creature has disadvantage on actions taken against targets other than the Topaz Carbuncle during their next action.  

Summoner's Egis

The summoner's Egis are elementals created in the image of far more powerful beings. Their bodies are formed of aether and reflect the summoner's mental image of these more powerful beings.   Ifrit-Egis are bathed fire, their bodies sporting large horns and claws. Some depictions swing between demonic, lizard like or beastial in nature.   Titan-Egis are bulky in nature, their bodies formed of stone with gemstones inlaid in its body that glow softly. Their upper body tends to sport broad shoulders, thick arms, and jagged hair tied back. Some depictions of Titan-Egis show them in a more humanoid form.   Garuda-Egis are sleek in their build with large wings and are bathed in aetherial winds that course around their body. Their bodies are usually tinged in green hues. Some other depictions of Garuda often appear as a winged woman with a wicked grin.  

Ifrit-Egi

Small Elemental   AC; 12+PB Hit Points; 5 + five times your class level (the egi has a number of Hit Dice [d8s] equal to your Arcanist level) Speed; hover 30ft.   STR; 16 (+3) DEX; 14 (+2) CON; 15 (+2) INT; 8 (-1) WIS; 12 (+1) CHA; 14 (+2)   Damage Immunity; Fire   Senses    Passive Perception; 10 Languages; understands the languages of its summoner but cannot speak   Proficiency Bonus; equals your bonus   Actions   Burning Strike; Melee Weapon Attack: your spell attack modifier to hit, Reach 5ft., one target. Hit: 12 (1d6 + 3 + PB) slashing damage plus 1d4 fire damage.   Flame Charge (Recharge 6 The Ifrit-Egi releases a burst of flames in a 10ft. radius circle around itself. Each creature in the affected area must succeed on a Dexterity saving throw against your spell save DC. Each creature takes 8 (1d12 + PB) fire damage, or half as much damage on a success.   Enkindle Inferno (Requires Arcanist Level 14 Ifrit-Egi releases an explosive pillar of fire around itself in a 30ft. radius, severely burning all creatures in range. All affected creatures must make a Dexterity saving throw against your spell save DC. Creatures that fail the Dexterity check take 45 (7d12) fire damage, or half as much on a successful save.  

Titan-Egi

Small Elemental   AC; 13+PB (natural armor) Hit Points; 5 + five times your class level (the egi has a number of Hit Dice [d8s] equal to your Arcanist level) Speed; hover 30ft.   STR; 14 (+2) DEX; 13 (+1) CON; 16 (+3) INT; 8 (-1) WIS; 12 (+1) CHA; 14 (+2)   Senses  Passive Perception; 11 Languages; understands the languages of its summoner but cannot speak   Proficiency Bonus; equals your bonus   Actions   Rock Buster; Melee Weapon Attack: your spell attack modifier to hit, Reach 5ft., one target. Hit: 7 (1d4+2+PB) bludgeoning damage.   Earthen Armor (Recharge 6 Creates a barrier or stone around Titan-Egi and either the summoner or any other ally within 30ft. of the Titan-Egi. Both targets obtain temporary Hit Points equal to Titan-Egi's Constitution modifier + PB. The barriers crumble to the dust at the end of Titan-Egi's next round, removing the temporary Hit Points as well.   Enkindle Earthen Fury (Requires Arcanist Level 14 Titan-Egi instantaneously pulverizes the land around it, turning a 30ft. radius circle of land into a swampy mire. The affected area is considered difficult terrain and all creatures other than the Summoner or Titan-Egi that start their turn in the mire receive 18 (4d8) poison damage. The area remains for a number of turns equal to your Intelligence modifier.  

Garuda-Egi

Small Elemental   AC; 12+PB Hit Points; 5 + five times your class level (the egi has a number of Hit Dice [d6s] equal to your machinist level) Speed; hover 30ft.   STR; 10   DEX; 14 (+2) CON; 14 (+2) INT; 8 (-1) WIS; 12 (+1) CHA; 14 (+2)   Senses    Passive Perception; 11 Languages; understands the languages of its summoner but cannot speak   Proficiency Bonus; equals your bonus   Actions   Shred; Melee Weapon Attack: your spell attack modifier to hit, Reach 5ft., one target. Hit: 6 (1d6 + PB) slashing damage.   Wind Blade; Ranged Magical Attack: your spell attack modifier to hit, Reach 30ft., one target. Hit: 8 (1d6 + 2 + PB) thunder damage.   Aerial Slash (Recharge 6 A target creature within 30ft. of Garuda-Egi becomes the center point of a massive burst of wind. All creatures within 10ft. must made a Dexterity saving throw against your spell save DC. On a failed save, the creatures takes 12 (2d6+2+PB) thunder damage and half as much on a successful save.   Enkindle Aerial Blast (Requires Arcanist Level 14 Garuda-Egi unleashes a thunderous burst of wind in a 20ft. radius circle within 30ft. of it. All creatures wtihin range must make a Strength save equal against your spell save DC. Each creature that fails the save is knocked back 20ft. from the central point of Aerial Blast and takes 39 (6d12) thunder damage. Creatures that succeed on the save take half as much damage and are not knocked back. Garuda-Egi is immune to this attack.  

Scholar's Fey

Arcanists who take up the path of a Scholar are students of the ancient healing arts of Nym. These strategic healers who backed legions of marauders in the past. Alongside every skilled Scholar stood a whimsical and caring fey that assisted them in their healing practice.   Fey known as Eos sport long hair and pastel coloured clothing and wings, while Selene often kept their hair short and dressed in far more vibrant colours.   Despite their humanlike appearance, the Nymian Fey's bodies were formed of aether, but their memories and spirit lived with their scholar, remembering their past each time they were called forth.  

Eos

Small Fey   AC; 13+PB Hit Points; 3 + three times your class level (the fey has a number of Hit Dice [d4s] equal to your Arcanist level) Speed; 30ft.   STR; 2 (-4) DEX; 16 (+3) CON; 10   INT; 10   WIS; 12 (+1) CHA; 16 (+3)   Senses    Passive Perception; 14 Languages; understands the languages of its summoner but cannot speak   Proficiency Bonus; equals your bonus   Innate Spellcasting; Eos's innate spellcasting ability is Charisma but shares your spell save DC and spell attack bonus. It can innately cast the following spells, requiring no material components:    At Will: bladeward, light   2/day each: cure wounds, healing word   1/day: aid   Actions   Unarmed; Melee Weapon Attack: your spell attack modifier to hit, Reach 5ft., one target. Hit: 1 bludgeoning damage   Fey Bolt; Ranged Magical Attack: your spell attack modifier to hit, Reach 30ft., one target. Hit: 8 (1d4+3+PB) radiant damage.   Fey Shield (Recharge 6 Eos creates a shield of temporary hit points around a target creature within 60ft. of them. This shield is 1d4 + your spellcasting ability modifier. The shield lasts for one minute before fading.    

Selene

Small Fey   AC; 13+PB Hit Points; 4 + four times your class level (the fey has a number of Hit Dice [d6s] equal to your Arcanist level) Speed; 30ft.   STR; 1 (-4) DEX; 16 (+3) CON; 10   INT; 10   WIS; 12 (+1) CHA; 16 (+3)   Senses Passive Perception; 14 Languages; understands the languages of its summoner but cannot speak   Proficiency Bonus; equals your bonus   Innate Spellcasting; Selene's innate spellcasting ability is Charisma but shares your spell save DC and spell attack bonus. It can innately cast the following spells, requiring no material components:    At Will: true strike, dancing lights   2/day: healing word   1/day: aid   Actions   Unarmed; Melee Weapon Attack: your spell attack modifier to hit, Reach 5ft., one target. Hit: 1 bludgeoning damage.   Fey Bolt; Ranged Magical Attack: your spell attack modifier to hit, Reach 30ft., one target. Hit: 8 (1d4+3+PB) radiant damage.   Fey Lance (Recharge 5 or 6 Ranged Magical Attack: your spell attack modifier to hit, Reach 30ft., one target. Hit: 13 (1d10+3+PB) radiant damage.


Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background (a) quarterstaff or (b) a dagger (a) a grimoire which acts as your spell casting focus (a) a scholar's pack or (b) an explorer's pack


Spellcasting

Level requirement and general description. See chapter 10 of the PHB for the general rules of spellcasting and the 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 wizard's chest, for example, or in a dusty tome in an ancient library.  

Copying a Spell into the Book

When You find a arcanist spell of 1st level or higher, You can add it to your spellbook if it is of a level for which You have spell slots and if You can spare the time to decipher and copy it. Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the mage 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 save DC = 8 + your proficiency bonus + your Intelligence modifier   Spell attack modifier = your proficiency bonus + your Intelligence modifier  

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").


Subclass Options

Tactician

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

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

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

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

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

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.    

Summoner

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.  

Channeled Casting

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

  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

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.  

Nymian Scholar

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 an 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.   Expanded Spell List   1st; Bless, Sanctuary 2nd; Lesser Restoration, Prayer of Healing 3rd; Mass Healing Word, Revivify 4th; Lustrate, Sacred Soil 5th; Greater Restoration, Mass Cure Wounds  

Critical Heal

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

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

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

Starting at the 14th level, when you cast a healing spell which will not grant temporary hit points, that creature gains 1d10 temporary hitpoints.



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