Hit Points
Hit Dice: d6
Hit Points at First Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 + your Constitution modifier per Arcanist level after 1st
Proficiencies
Armor: None
Weapons: Simple weapons (Weavecasters are not trained for front-line warfare, but may attune to an Etherium weapon for defense and offense.)
Tools: None
Saving Throws: INT, WIS
Skills: Skills: Choose two from Arcana, Insight, Investigation, History, Perception, Deception
Overview and Creation
An Arcanist is a master of the Weave, a conduit through which the very threads of reality are bent, reshaped, or annihilated. While others clash with blade and blaster, the Arcanist alters the battlefield itself. Spatial ruptures, elemental storms, illusions—these are the tools of their trade. Whether cloistered in study or forged in conflict, the Arcanist is a scholar of reality, and a threat to those who underestimate the mind over matter.
Spellcasting
Weavecasting
Arcanist: 1st level
In your meditations on the Weave, you have learned powers, fragments of knowledge that imbue you with an abiding magic ability.
Weave Powers known
You learn 8 weave powers of your choice, and you learn more at higher levels, as shown in the Weave Powers Known column of the Arcanist class table. You may not learn a Weave power of a level higher than your Max Power Level, and you may learn a Weave power at the same time you learn its prerequisite.
Weave Points
You have a number of Weave points equal to your Arcanist level x 4, as shown in the Weave Points column of the Arcanist class table, + your intelligence modifier. You use these Weave points to cast Weave powers. You regain all expended Weave points when you finish a long rest.
Max Power Level
Many Weave powers can be overpowered, consuming more Weave points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the Arcanist class table.
You may only cast Weave powers at 6th, 7th, 8th, and 9th-level once. You regain the ability to do so after a long rest.
Weavecasting Ability
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Intelligence is your Weavecasting ability. You use it whenever a power refers to your Weavecasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Weave power you cast and when making an attack roll with one.
Weave save DC = 8 + your proficiency bonus +your Intelligence ability modifier
Weave attack modifier = your proficiency bonus +your Intelligence ability modifier
Weave Recovery
Arcanist: 1st Level
You have learned to regain some of your energy by briefly meditating. When you finish a short rest, you can regain a number of Weave points equal to half your Arcanist level (rounded down) + your Wisdom or Intelligence modifier (your choice, minimum of one). Once you’ve used this feature, you must complete a long rest before you can use it again.
Weave-Empowered Casting
Arcanist: 2nd level
You gain the ability to twist your powers to suit your needs. When you cast a Weave power, you can expend additional weave points to modify the power. You gain two Weave-Empowered Casting options, located in the class features section, and you learn more at higher levels, as shown in the Weave-Empowered Casting Options of the Arcanist table.
You can use only one Weave-Empowered Casting option on a power when you cast it, unless otherwise noted.
Weave Shield
Arcanist: 2nd level
You learn how to defend yourself purely through your strength with the Weave. When you are hit by an attack, you can use your reaction to shroud yourself in Weave energy. Until the start of your next turn, you have a bonus to AC equal to your Wisdom or Intelligence modifier (your choice, a minimum of +1). This includes the triggering attack.
You can use this feature twice. You gain an additional use at 5th, 11th, and 17th level in this class. You regain all expended uses when you finish a long rest.
Hidden Weave
Arcanist: 3rd Level
You learn how to conceal the casting of your Weave powers. When you cast a Weave power, you can choose to conceal the presence of that casting from others. A creature that sees you cast the Weave power can make an Investigation (Intelligence) check against your universal Weave save DC. On a success, they can determine that you used the Weave in some way. If a creature has the Weave sight Weave power active, they automatically succeed on this check. A creature that can not see you automatically fails this check.
You can use this feature a number of times equal to your Wisdom or Intelligence modifier (your choice, a minimum of once). You regain all expended uses when you finish a long rest.
Arcanist Path
Arcanist: 3rd, 6th, 10th, 14th, and 18th level
You choose a Arcanist Path, which is detailed Subclass features section.
Ability Score Improvement
Arcanist: 4th, 8th, 12th, 16th, 19th
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.
Master of the Weave
Arcanist: 20th level
Your attunement to the Weave is absolute. Your Wisdom or Intelligence score increases by 4, and your maximum for this score increases by 4. Additionally, you gain mastery over a single Weave power, and can cast it with little effort. Choose one 3rd-level Weave power that you know as your signature power. You can cast it once at 3rd level without expending Weave points. When you do so, you can’t do so again until you finish a short or long rest.
If you want to cast it at a higher level, you must expend Weave points as normal.
Class Features
Careful Power
When you cast a power that forces other creatures to make a saving throw, you can protect some of those creatures from the power’s full Weave. To do so, you spend 1 additional Weave point and choose a number of those creatures up to your Wisdom or Intelligence modifier (your choice, minimum of one). A chosen creature automatically succeeds on its saving throw against the power.
Distant Power
When you cast a power that has a range of 5 feet or greater, you can spend 1 additional Weave point to double the range of the power.
When you cast a power that has a range of touch, you can spend 1 additional Weave point to make the range of the power 30 feet.
Extend Power
When you cast a power that has a duration of 1 minute or longer, you can spend 1 additional Weave point to double its duration, to a maximum duration of 24 hours.
Heightened Power
When you cast a power that forces a creature to make a saving throw to resist its effects, you can spend 3 additional Weave points to give one target of the power disadvantage on its first saving throw made against the power.
Improved Power
When you roll damage for a power, you can spend 1 additional Weave point to reroll a number of the damage dice up to your Wisdom or Intelligence modifier (your choice, minimum of one). You must use the new rolls.
You can use Improved Power even if you have already used a different Empowerment option during the casting of the power.
Lingering Power
When you cast a power that requires concentration to maintain you can choose to spend 3 additional Weave points. If you do, when you lose concentration on the power, the power will not end until the end of your next turn.
Pinpoint Power
When you cast a power that allows you to force creatures in an area to make a saving throw you can instead spend 1 Weave point and make a ranged Weave attack against a single target that would be in the range. On a hit the target suffers the effects as though they failed their saving throw.
Quickened Power
When you cast a power that has a casting time of 1 action, you can spend 2 additional Weave points to change the casting time to 1 bonus action for this casting.
Refocused Power
When you are forced to make a Constitution saving throw to maintain concentration on a power you can use your reaction and spend 2 Weave points to automatically succeed on the saving throw. You can use this option even if you have already used a different Empowerment option during the casting of the power.
Twinned Power
When you cast a power that targets only one creature and doesn’t have a range of self, you can spend a number of additional Weave points equal to the power’s level to target a second creature in range with the same power (1 Weave point if the power is at-will).