Backgrounds (3.5e Variant Rule)/Arcanist

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Author: Zhenra-Khal (talk)
Date Created: 7/14/2019
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Arcanist[edit]

  • Background Type: Magical
  • Maximum Expertise Level: Master


Perhaps you were a wizard's apprentice as a young adult. Perhaps you were born with a hint of magical lineage, but not enough to manifest a full sorcerer's power, despite how much you've practiced. Perhaps you participated in dark rituals, bargained away your firstborn or the family pet. in any case, you have a sputter of magical power, which can be used as a base if you later choose to learn magic properly.

Arcanist Features[edit]

Table: The Arcanist Background
Character
Level
Abilities Gained
Novice Veteran Master
1st Skills and Proficiencies Skills and Proficiencies Skills and Proficiencies, Arcanum I, Counterspell
2nd Arcanum I, Counterspell Spellsight
3rd Potency +1
4th Arcanum I, Counterspell Potency +1 Metamagic I, Identify Item
5th Suppress Arcanum
6th Metamagic I, Identify Item Arcanum II
7th Potency +2, Arcane Secret
8th Spellsight Suppress Arcanum Know Thy Enemy's Weapon
9th Metamagic II, Arcane Armor
10th Arcanum II Undo Arcanum, Azure Eyes
11th Potency +3
12th Potency +1 Potency +2, Arcane Secret Arcanum III
13th Eyes of the Weave
14th Know Thy Enemy's Weapon Metamagic III
15th Potency +4, Arcane Secret
16th Metamagic I, Identify Item Metamagic II, Arcane Armor Reflect Arcanum
17th Arcane Rejuvenation
18th Undo Arcanum, Azure Eyes Arcanum IV
19th Potency +5, Metamagic IV
20th Suppress Arcanum Potency +3 Arcane Absorption

Arcanist Bonus Proficiencies: At 1st level, you gain bonus proficiency with the dagger, club and quarterstaff if you didn't already possess proficiency with them. Additionally, you gain proficiency with one Magical Implement of your choice if your game uses those.

Arcanist Bonus Class Skills: The Concentration, Knowledge (Arcana), Spellcraft, and Decipher Script skills are always class skills for you. Additionally, you gain Draconic as a bonus language.


Arcanum I: You choose between Wizard, Sorcerer, Shadowcaster, Warlock or Dragonfire Arcanum.

  • If you choose Wizard Arcanum, you gain a spellbook with 4 cantrips inscribed within, selected from the Sorcerer/Wizard spell list; You also gain two 0th-level spell slots per day to prepare any of these cantrips in. Any save DC for these cantrips is based on your Intelligence, and you must have at least an Intelligence of 10 + the spell's level to cast your Wizard Arcanum spells.
  • If you choose Sorcerer Arcanum, you learn two cantrips of your choice from the Sorcerer/Wizard spell list; You also gain four 0th-level spell slots with which you can spontaneously cast either of the cantrips you know. Any save DC for these cantrips is based on your Charisma, and you must have at least a Charisma of 10 + the spell's level to cast your Sorcerer Arcanum spells.
  • If you choose Shadowcaster Arcanum, you learn two Fundamental Mysteries, each usable thrice per day as a supernatural ability. Any save DC for these mysteries is based on your Charisma, and you must have at least an intelligence of 10 + the spell's level to cast your Shadowcaster Arcanum mysteries.
  • If you chose Warlock Arcanum, you gain an Eldritch Blast as a Warlock, dealing 1d6 damage. If you already possess Eldritch Blast, you learn a Least Invocation from the Warlock list instead, which must be a Blast Shape or Eldritch Essence invocation. Any save DC for these invocations is based on your Charisma.
  • If you chose Dragonfire Arcanum, you gain a Breath Weapon as a Dragonfire Adept, dealing 1d6 Fire damage. If you already possess a Breath Weapon, you learn a Least Invocation from the Dragonfire Adept list. Any save DC for these invocations is based on your Charisma.

Regardless of which ability you chose, you have a caster level of 1st for your Arcanist Magic, which stacks with your prepared arcane spellcaster levels (Wizard), spontaneous arcane spellcaster levels (Sorcerer), mystery-user caster levels (Shadowcaster), or invoker levels (Warlock), but cannot exceed your character level. Thus, both a Wizard 5 and a Wizard 4/Fighter 1 would cast their Arcanist cantrips and their Wizard spells as a 5th-level Wizard.


Counterspell (Su): You can counterspell as an immediate action, provided you've identified the spell you're trying to counterspell with a successful Spellcraft check; Doing so consumes your next Standard action, preventing you from taking a standard or full-round action on your next turn. In order to counterspell a spell in this manner, you must expend a spell slot, mystery, or invocation of any level, and roll 1d20 your highest arcane caster level, against a DC of 11 + the spell's caster level. Your roll is affected by the spell slot you expend; If the spell slot is of a higher level than the spell you're counterspelling, you gain a bonus on the counterspell check equal to the difference between the two spells, but if the spell slot you expended is lower, you take a corresponding penalty. For example, if you tried to counterspell a 6th-level spell using a 3rd-level slot, you would suffer a -3 penalty on the counterspell check; If you were using a 3rd-level invocation to counter a 0th-level spell, however, you would gain a +3 bonus on the check. In either case, the spell or mystery slot is expended as if cast, whether the counterspell is successful or not; In the case of invocations, you instead lose access to that invocation for 2 rounds per invocation level.

Spellsight (Su): You can sense magic, as if by Detect Magic, cast at the same caster level as your Arcanist spells.

Potency (Su): Your caster level for your Arcanist spells increases by +1 at the given levels.

  • If you chose Wizard Arcanum, this also applies to your caster level in all prepared arcane spellcasting classes you possess.
  • If you chose Sorcerer Arcanum, this also applies to your caster level in all spontaneous arcane spellcasting classes you possess.
  • If you chose Shadowcaster Arcanum, this also applies to your caster level in any mystery-using class you possess.
  • If you chose Warlock or Dragonfire Arcanum, this also applies to your caster level in any invocation-using class you possess.

In any case, the increase in caster level can never exceed your character level; But if you overcap, you will still gain the bonus when you gain a level in a different class.

Metamagic I (Su): You gain a bonus metamagic feat; This metamagic feat must be one you qualify for, and it can't increase the spell's level by more than +1. Additionally, you gain one "Metamagic level" per day; You can spend this Metamagic Level to apply a +1 Metamagic feat you know to any arcane spell, mystery, or invocation you cast, without increasing spell level or casting time. For example, you could learn Silent Spell, and apply it to your Ray of Frost cantrip once per day without increasing the casting time or spell slot required. Finally, metamagic levels can be added to a spell, mystery or invocation when you use such to fuel Counterspell, Suppress Arcanum, or Undo Arcanum, the metamagic level is added to the spell, mystery or invocation's level for the purposes of determining the strength and/or duration of those abilities; However, you cannot increase an individual Arcanum beyond 9th level. For example, you could consume two Metamagic levels and a 3rd-level spell slot when using Suppress Arcanum, allowing you to Suppress for up to 6 rounds instead of up to 4.

Identify Item (Su): You can identify magic items as if by Identify as a supernatural ability usable at will, without a material component.

Suppress Arcanum (Su): As a full-round action, you can attempt to suppress magic in a 10ft-radius area centered on yourself. In order to do so, you expend a spell slot, mystery, or invocation of any level and roll 1d20 + your highest arcane caster level, against a DC equal to 11 + the highest caster level (Item, creature, spell or otherwise, other than yourself or magical effects you created) present in the area you're trying to negate. If you are successful, the area is affected as if by an Antimagic Field for 1 round, temporarily negating the effects of all magic within.

Each round, you can continue attempting to suppress as the same action as concentrating on a spell, rolling the level check anew each round; In any round you fail the check, the field flickers and the magic reignites that round, but the ability doesn't end, allowing you to attempt to suppress the area again on the next round. You can suppress an area's magic for a total of 1 round + 1 round per level of the spell slot expended (Thus a 0th-level spell will always give you at least 1 round of suppression, while a 9th-level spell will allow you a full minute of suppression). Regardless of the suppression's success, the spell or mystery is expended as if cast; In the case of an invocation, you lose access to that invocation for 2 rounds per invocation level.


Arcanum II: You advance your Arcanum, as follows:

  • If you chose Wizard Arcanum, you gain one 0th-level spell slot and one 1st-level spell slot. Additionally, you add two 1st-level spells from the Sorcerer/Wizard spell list for free. You may gain extra spell slots for a high Intelligence.
  • If you chose Sorcerer Arcanum, you gain an additional 0th-level spell known, and you gain one 1st-level spell known, both from the Sorcerer/Wizard spell list. Additionally, you gain two 1st-level spells per day. You may gain extra spell slots from a high Charisma.
  • If you chose Shadowcaster Arcanum, you learn three Mysteries of your choice, of up to 1st level. If you learn the same Mystery twice, you gain an additional set of uses. Additionally, you gain Umbral sight, granting you Darkvision out to 30ft.
  • If you chose Warlock Arcanum, you learn an additional Least invocation, and your Eldritch Blast damage increases by +1d6.
  • If you chose Dragonfire Arcanum, you learn an additional Least invocation, and you may choose to either increase your Breath Weapon damage by +1d6, or learn one of the Dragonfire Adept's 2nd-level Breath Effects.


Arcane Secret (Su): Choose one metamagic effect: Silent Spell, Still Spell, Extend Spell or Enlarge Spell. One spell, mystery or invocation you know, of your choice, is permanently modified with that metamagic effect, at no increase in spell level or casting time. However, when you learn an Arcane Secret, you also gain a Taboo from the following list; If you break any Taboo, you cannot cast any more spells, mysteries or invocations for the rest of the day. Possible Taboos include:

  • Cannot eat meat.
  • Cannot own more than you can carry.
  • Must make daily offerings (Of flowers, incense, food, etc.) to one or more spirit powers.
  • Cannot bathe.
  • Cannot cut your hair.
  • Cannot touch a dead body.
  • Cannot wear a certain color.
  • Cannot sit facing a certain direction.
  • Cannot light a fire.
  • Must use a certain mundane object (A type of flower, a pinch of dirt, a piece of bark, a vial of water, a rock) as a material component with every spell you cast.
  • Must go a random direction at a crossroads unless someone gives you directions.
  • Cannot enter a building without invitation.
  • Cannot set foot on sacred ground.
  • Cannot look a person with a certain color of eyes (Usually blue) in the face.
  • Cannot take credit for any deed you have done, good or bad.

This functions exactly as the Spell Secrets class feature of the Wu Jen, except that it can affect mysteries and invocations. Thus, once you gain your first Arcane Secret, or Spell Secrets from another class, you qualify for the Improved Spell Secrets and Greater Spell Secrets feats, which can improve your future Arcane Secrets and Spell Secrets.


Know Thy Enemy's Weapon (Su): When you successfully identify a spell, mystery or invocation being cast, you also glean the target of the magic, including the targets, area of effect, and range; This information is gained with 75% accurancy, +5% for every 1 by which you beat the Spellcraft DC when identifying the spell. Additionally, when you identify a spell, you gain a +1 competence bonus on saves, AC and caster level checks against that spell, plus 1 for every level of Potency you have. You may divide the numeric bonus among the targets of the spell as you see fit (Though no target can be granted less than a +1 bonus, and you cannot grant bonuses to more targets than you have bonus to divide among them), so long as you have a line of communication with the targets to alert them of the spell and that it's targeting them. Valid lines of communication include being able to hear and understand what you're saying, telepathy, sign language, and so forth.

Metamagic II (Su): This functions as Metamagic I, except that the feat you gain can be up to a +2 spell level increase, and you gain an additional metamagic level per day, for a total of 2/day.

Arcane Armor (Su): You gain Spell Dampening against arcane spells equal to your level of Potency (Max SD 5 at Potency +5). When you grant someone a bonus on saves with Know Thy Enemy's Weapon, you may also choose to divide up your Spell Dampening among the targets separately from the bonus.

Undo Arcanum (Su): Once per encounter (Once per hour outside of combat and other stressful situations), you can now dispel magic and curses, both targeted or in a 20ft burst, as per Greater Dispel Magic. In order to do so, you must expend a spell slot, mystery or invocation of any level, and roll 1d20 + your highest arcane caster level, against a DC of 11 + the effect's caster level; The DC increases by 5 if the effect is a Curse, such as a Hexblade's Curse or a result of the the Bestow Cure spell. Your roll is affected by the spell slot you expend; If the spell slot is of a higher level than the spell you're Dispelling, you gain a bonus on the dispel check equal to twice the difference between the two spells, but if the spell slot you expended is lower, you take a corresponding penalty. For example, if you tried to dispel a 6th-level spell using a 3rd-level slot, you would suffer a -6 penalty on the dispel check; If you were using a 3rd-level invocation to counter a 0th-level spell, however, you would gain a +6 bonus on the check. In either case, the spell or mystery slot is expended as if cast, whether the dispel is successful or not; In the case of invocations, you instead lose access to that invocation for 2 rounds per invocation level.

Azure Eyes (Su): You can, as a standard action, alter your sight, allowing you to see magical auras and the like as if under the effects of Arcane Sight. You can use this ability for up to 10 rounds per hour, though the duration need not be contiguous; Dismissing the Azure Eyes is a free action.


Arcanum III: You advance your Arcanum, as follows:

  • If you chose Wizard Arcanum, you gain one spell per day of 0th, 1st and 2nd level, and add two 2nd-level spells to your spellbook for free.
  • If you chose Sorcerer Arcanum, you learn one spell of 0th, 1st and 2nd level, and two spells per day of 0th, 1st and 2nd level. This give you total spells known of 4 0th-level spells, 2 1st-level spells and 1 2nd-level, and spells per day of 6 0th-level, 4 1st-level, and 2 2nd-level, plus whatever is granted to you by a high Charisma.
  • If you chose Shadowcaster Arcanum, you learn three additional mysteries, of any level up to 2nd level. Additionally, your body changes, requiring only a single meal a week to sustain itself.
  • If you chose Warlock Arcanum, you learn one additional Least invocation, and your Eldritch Blast damage increases by +1d6.
  • If you chose Dragonfire Arcanum, you learn an additional Least invocation, and you may choose to either increase your Breath Weapon damage by +1d6, or learn one of the Dragonfire Adept's 2nd- or 5th-level Breath Effects.


Eyes of the Weave (Su): While under the effects of Azure Eyes, you also gain the effects of the Analyze Dweomer spell, without needing a focus.

Metamagic III (Su): This functions as Metamagic II, except that the metamagic feat gained may be up to a +3 level increase, and you gain an additional metamagic level per day, for a total of 3/day.

Reflect Arcanum (Su): When you successfully counterspell a spell, mystery or invocation, you can choose to turn the spell upon its caster, as if by Spell Turning. You Reflect a number of spell levels equal to the level of the spell, mystery or invocation you expended; If you didn't expend a powerful-enough spell, you are still subject to part of the magic's effects, usually at a reduced amount of damage, save DC and/or caster level.

Arcane Rejuvenation (Su): When you cast, counterspell, or dispel a spell, mystery, or invocation, you heal for 1 HP, plus 1 HP per spell level of the spell. This can only trigger once per magical effect, however; So dispelling your own spell doesn't allow you to heal twice.


Arcanum IV: You advance your Arcanum, as follows:

  • If you chose Wizard Arcanum, you gain 1 spell per day of levels 0th, 1st, 2nd and 3rd. Additionally, you add two 3rd-level spells to your spellbook for free.
  • If you chose Wizard Arcanum, you gain a spell known of levels 0th, 1st, 2nd and 3rd, and gain two 3rd-level spells per day.
  • If you chose Shadowcaster Arcanum, you learn three additional Mysteries, of up to 3rd level. Additionally, your Darkvision now extends out to 60ft, and you can see in even magical darkness.
  • If you chose Warlock Arcanum, you learn two Least or Lesser invocations, and your Eldritch Blast damage increases by +1d6.
  • If you chose Dragonfire Arcanum, you learn two Least or Lesser invocations, and you may choose to either increase your Breath Weapon damage by +1d6, or learn one of the Dragonfire Adept's 2nd- or 5th-level Breath Effects.

Metamagic IV (Su): This functions as Metamagic III, except that the metamagic feat gained may be up to a +4 level increase, and you gain an additional metamagic level per day, for a total of 4/day.


Arcane Absorption (Su): When you successfully counterspell or dispel a spell you didn't cast, you regain one Metamagic Level.


Arcanist Class Substitutes[edit]

Levels in the following classes count as Arcanist levels for the purposes of avoiding XP penalties: Wizard, Sorcerer, Warlock, Shadowcaster, and Wu Jen.

Playing an Arcanist[edit]

Arcanist Roleplaying[edit]

Arcanists learned magic at a young age; Perhaps they were raised in a magical family and expected to learn their traditions whether they liked it or not. Perhaps their power manifested as a child, getting them into trouble all the time, leading them to be sneaky. Maybe they were bargained away to a dark or fey power before they were born, resulting in minor gifts. In any case, their magic was part of their upbringing, and they likely either hide it or flaunt it, and don't really know what to do without it.

Arcanist Adventures[edit]

Arcanists will often go looking for magic, such as relics, rare spells, or interesting magical creatures. An Arcanist will likely be drawn to investigate a spellbook having been stolen from an archmage, or quick to leap to the aid of a magical creature being hunted.


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