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Alternative to the wizard and sorcerer
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<blockquote data-quote="Beholder Bob" data-source="post: 1232460" data-attributes="member: 12866"><p>Below is the Arcanist, an alternative per the title description. Part of the reason for the suggestion - there is little/no reason to continue as a wizard or sorcerer after 5th/6th level. Let me know what you think.</p><p></p><p>Arcanist</p><p></p><p>Alignment: Any.</p><p>Hit Die: d4.</p><p>Skill Points: (2 + Int modifier)</p><p>Class Skills: Concentration, Craft, Decipher Script, Knowledge (any), Profession, and Spellcraft.</p><p>Weapon and Armor Proficiency: Arcanists are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with a Arcanist’s movements, which can cause her spells with somatic components to fail.</p><p>Good Save: Will</p><p>Spells castable: as wizard</p><p>1st: 2 Schools, Familiar</p><p>2nd: Meta magic</p><p>3rd: Familiar Increase</p><p>4th: +1 School</p><p>5th: 1 Spell Chain</p><p>6th: Meta magic</p><p>7th: Familiar Increase</p><p>8th: +1 School</p><p>9th: 1 Spell Chain</p><p>10th: Meta magic</p><p>11th: Familiar Increase</p><p>12th: +1 School</p><p>13th: 1 Spell Chain</p><p>14th: Meta magic</p><p>15th: Familiar Increase</p><p>16th: +1 School</p><p>17th: 1 Spell Chain</p><p>18th: Meta magic</p><p>19th: Familiar Increase</p><p>20th: +1 School</p><p></p><p>Spells: A Arcanist casts arcane spells drawn from the arcane spell list, limited to the known schools of magic.</p><p>To learn, prepare, or cast a spell, the Arcanist must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Arcanist’s spell is 10 + the spell level + the Arcanist’s Intelligence modifier.</p><p>Like other spellcasters, a Arcanist can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Arcanist. In addition, she receives bonus spells per day if she has a high Intelligence score. The Arcanist prepares spells in advance, regaining them after a good nights rest and 1 hour in meditation.</p><p><strong>Familiar: </strong> Obtain a familiar at 1st level. Familiar traits listed below.</p><p><strong>Meta Magic:</strong> Learn a new meta-magic feat at 2nd and every 4 levels thereafter.</p><p><strong>Familiar Increase:</strong> Gain a familiar power (see table below), gaining 1 at 3rd, and every 4 levels thereafter.</p><p><strong>Schools:</strong> May only learn spells from schools known. Starting with 2 schools known, and learning new schools every multiple level of 4.</p><p><strong>Spell Chain:</strong> learn 1 spell chain, treating spells in that chain as if known with spell mastery, and able to convert memorized spells spontaniously to spells of equal or lower level in the spell chain. Must meet the requirements in order to take a spell-chain. An Arcanist may delay taking the spell chain till a later level, so as to learn the spells required for a spell chain.</p><p><strong>Spell Book:</strong> An Arcanist keeps a spell book, an ongoing log of experiments and occult facts learned. An Arcanist must maintain at least 1 such book for every spell level of 1st level or higher spell they can cast in order to learn new spells. Failure to do so prevents them from learning new spells when they gain a level. Gaining another Arcanist’s spell book aids another Arcanist in researching spells, but does not provide the exact formula – the Arcanist gains a +4 research roll when attempting to learn/decipher a spell known by the prior owner. If the prior owner had that spell in a spell chain, that spell can be researched at +8 instead. It costs 25 GP per spell whose information is included in the book, each such spell filling 1 page per spell level, 0th level spells taking up ½ page.</p><p><strong>Spells Known:</strong> An Arcanist begins with all 0th level spells included in their beginning schools and universal spells, and 6 spells of 1st level from the same schools. An Archanist learns 2 spells per level gained.</p><p></p><p style="text-align: center">FAMILIARS</p><p>Familiar Basics: Use the basic statistics for a creature of the familiar’s kind, but make the following</p><p>changes:</p><p>Basic Familiar Abilities</p><p>Natural Armor Adj. ½ + ½ caster level</p><p>HP ½ Arcanist’s normal HP</p><p>HD Arcanists HD</p><p>BATT eqaul to masters</p><p>Saves equal to master's base save or F+2, R+2, W+2</p><p>Intelligence 5 + ½ caster lev</p><p>Abilities had automatically: improved evasion, share spells, empathic link, Speak with animals of its kind</p><p>Skills: Retains normal skills for its race. It also gains 1/4 the # of ranks the master has in these skills.</p><p>Bestowed Ability: as per the PHB for animal type.</p><p>Improved Evasion (Ex): as per the rogue ability</p><p>Empathic Link (Su): The master has an empathic link with his familiar up to 1 mile away. Only general emotional content can be communicated.</p><p>Speak with Animals of Its Kind (Ex): The familiar can communicate with animals of the same family (feline, canine, rodent...)</p><p></p><p style="text-align: center"><strong>Familiar Increase:</strong></p><p><strong>Share Spells) </strong> You may have spells you casts on yourself also affect his familiar while within 5’. The spell ends on the familiar if it moves more then 5’ away. You may also cast spells on the familiar that normally have a target of ‘You’.</p><p><strong>Deliver Touch Spells) </strong> As share spell, except it grants the familiar the touch attack, not the caster. The familiar may move beyond 5’ w/out losing the spell.</p><p><strong>Speak with Master) </strong> The familiar and master can communicate verbally with their own unique language.</p><p>Spell resistance) Familiar gains spell resistance equal to the master’s level + 5.</p><p><strong>Scry on Familiar) </strong> The Arcanist may scry on his familiar (as per the spell scrying) once per day. You may spontaneously cast this as a 3rd level spell to Scry on your familiar additional times.</p><p><strong>2nd Thought)</strong> The familiar can maintain control of a spell 1/3 the caster level of the master. Requires 2nd Pair of Eyes and Eye to Eye.</p><p><strong>Off Hand) </strong> familiar can channel a touch spell without ever being near his master (you are in a pub, when your cat reaches a guard. you cast vampire touch, the cat rubs his leg, viola!). Requires Deliver Touch Spells</p><p><strong>2nd Pair of Eyes) </strong> The familiar can take 10 to assist other for search, listen, or spot rolls.</p><p><strong>Eye to Eye) </strong> caster level/5 times a day, sense through your familiar while retaining your own senses, lasts lv minutes, requires 2nd pair of eyes</p><p><strong>Lethal Little Friend) </strong> when your familiar attacks, you can sacrifice a spell/spell slot as a free action (limit 1 spell per round), adding d3/spell level damage to a single attack of your familiars. If the spell had an energy descriptor, so to does the familiar's attack. This requires Deliver touch spell ability.</p><p><strong>Killer Kat) </strong> as per lethal little friend, except it does d6/spell level damage and requires lethal little friend. Limit is now 1 spell per attack This requires Lethal little friend.</p><p><strong>Little Buddy)</strong> heal that sweet little pal of yours, you can sacrifice a spell/spell slot as a free action (limit 1 spell per round), to heal (by touch) your familiar, healing 1d3/spell lv damage. This requires Share Spells.</p><p><strong>Best Friends) </strong> your little friend can now return the favor. 1/day per 4 levels, cast shield other between you and familiar (either can be target). As a move action, sacrifice a spell or spell slot, the shield other lasts for # rounds = spell level. Requires little buddy.</p><p><strong>Come to Me) </strong> you can, 1/day and as a standard action, teleport your familiar (no further then 300’ + 10’/LV) to your current location.</p></blockquote><p></p>
[QUOTE="Beholder Bob, post: 1232460, member: 12866"] Below is the Arcanist, an alternative per the title description. Part of the reason for the suggestion - there is little/no reason to continue as a wizard or sorcerer after 5th/6th level. Let me know what you think. Arcanist Alignment: Any. Hit Die: d4. Skill Points: (2 + Int modifier) Class Skills: Concentration, Craft, Decipher Script, Knowledge (any), Profession, and Spellcraft. Weapon and Armor Proficiency: Arcanists are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with a Arcanist’s movements, which can cause her spells with somatic components to fail. Good Save: Will Spells castable: as wizard 1st: 2 Schools, Familiar 2nd: Meta magic 3rd: Familiar Increase 4th: +1 School 5th: 1 Spell Chain 6th: Meta magic 7th: Familiar Increase 8th: +1 School 9th: 1 Spell Chain 10th: Meta magic 11th: Familiar Increase 12th: +1 School 13th: 1 Spell Chain 14th: Meta magic 15th: Familiar Increase 16th: +1 School 17th: 1 Spell Chain 18th: Meta magic 19th: Familiar Increase 20th: +1 School Spells: A Arcanist casts arcane spells drawn from the arcane spell list, limited to the known schools of magic. To learn, prepare, or cast a spell, the Arcanist must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Arcanist’s spell is 10 + the spell level + the Arcanist’s Intelligence modifier. Like other spellcasters, a Arcanist can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Arcanist. In addition, she receives bonus spells per day if she has a high Intelligence score. The Arcanist prepares spells in advance, regaining them after a good nights rest and 1 hour in meditation. [B]Familiar: [/B] Obtain a familiar at 1st level. Familiar traits listed below. [B]Meta Magic:[/B] Learn a new meta-magic feat at 2nd and every 4 levels thereafter. [B]Familiar Increase:[/B] Gain a familiar power (see table below), gaining 1 at 3rd, and every 4 levels thereafter. [B]Schools:[/B] May only learn spells from schools known. Starting with 2 schools known, and learning new schools every multiple level of 4. [B]Spell Chain:[/B] learn 1 spell chain, treating spells in that chain as if known with spell mastery, and able to convert memorized spells spontaniously to spells of equal or lower level in the spell chain. Must meet the requirements in order to take a spell-chain. An Arcanist may delay taking the spell chain till a later level, so as to learn the spells required for a spell chain. [B]Spell Book:[/B] An Arcanist keeps a spell book, an ongoing log of experiments and occult facts learned. An Arcanist must maintain at least 1 such book for every spell level of 1st level or higher spell they can cast in order to learn new spells. Failure to do so prevents them from learning new spells when they gain a level. Gaining another Arcanist’s spell book aids another Arcanist in researching spells, but does not provide the exact formula – the Arcanist gains a +4 research roll when attempting to learn/decipher a spell known by the prior owner. If the prior owner had that spell in a spell chain, that spell can be researched at +8 instead. It costs 25 GP per spell whose information is included in the book, each such spell filling 1 page per spell level, 0th level spells taking up ½ page. [B]Spells Known:[/B] An Arcanist begins with all 0th level spells included in their beginning schools and universal spells, and 6 spells of 1st level from the same schools. An Archanist learns 2 spells per level gained. [CENTER]FAMILIARS[/CENTER] Familiar Basics: Use the basic statistics for a creature of the familiar’s kind, but make the following changes: Basic Familiar Abilities Natural Armor Adj. ½ + ½ caster level HP ½ Arcanist’s normal HP HD Arcanists HD BATT eqaul to masters Saves equal to master's base save or F+2, R+2, W+2 Intelligence 5 + ½ caster lev Abilities had automatically: improved evasion, share spells, empathic link, Speak with animals of its kind Skills: Retains normal skills for its race. It also gains 1/4 the # of ranks the master has in these skills. Bestowed Ability: as per the PHB for animal type. Improved Evasion (Ex): as per the rogue ability Empathic Link (Su): The master has an empathic link with his familiar up to 1 mile away. Only general emotional content can be communicated. Speak with Animals of Its Kind (Ex): The familiar can communicate with animals of the same family (feline, canine, rodent...) [CENTER][B]Familiar Increase:[/B][/CENTER] [B]Share Spells) [/B] You may have spells you casts on yourself also affect his familiar while within 5’. The spell ends on the familiar if it moves more then 5’ away. You may also cast spells on the familiar that normally have a target of ‘You’. [B]Deliver Touch Spells) [/B] As share spell, except it grants the familiar the touch attack, not the caster. The familiar may move beyond 5’ w/out losing the spell. [B]Speak with Master) [/B] The familiar and master can communicate verbally with their own unique language. Spell resistance) Familiar gains spell resistance equal to the master’s level + 5. [B]Scry on Familiar) [/B] The Arcanist may scry on his familiar (as per the spell scrying) once per day. You may spontaneously cast this as a 3rd level spell to Scry on your familiar additional times. [B]2nd Thought)[/B] The familiar can maintain control of a spell 1/3 the caster level of the master. Requires 2nd Pair of Eyes and Eye to Eye. [B]Off Hand) [/B] familiar can channel a touch spell without ever being near his master (you are in a pub, when your cat reaches a guard. you cast vampire touch, the cat rubs his leg, viola!). Requires Deliver Touch Spells [B]2nd Pair of Eyes) [/B] The familiar can take 10 to assist other for search, listen, or spot rolls. [B]Eye to Eye) [/B] caster level/5 times a day, sense through your familiar while retaining your own senses, lasts lv minutes, requires 2nd pair of eyes [B]Lethal Little Friend) [/B] when your familiar attacks, you can sacrifice a spell/spell slot as a free action (limit 1 spell per round), adding d3/spell level damage to a single attack of your familiars. If the spell had an energy descriptor, so to does the familiar's attack. This requires Deliver touch spell ability. [B]Killer Kat) [/B] as per lethal little friend, except it does d6/spell level damage and requires lethal little friend. Limit is now 1 spell per attack This requires Lethal little friend. [B]Little Buddy)[/B] heal that sweet little pal of yours, you can sacrifice a spell/spell slot as a free action (limit 1 spell per round), to heal (by touch) your familiar, healing 1d3/spell lv damage. This requires Share Spells. [B]Best Friends) [/B] your little friend can now return the favor. 1/day per 4 levels, cast shield other between you and familiar (either can be target). As a move action, sacrifice a spell or spell slot, the shield other lasts for # rounds = spell level. Requires little buddy. [B]Come to Me) [/B] you can, 1/day and as a standard action, teleport your familiar (no further then 300’ + 10’/LV) to your current location. [/QUOTE]
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