My current Simple arcane caster which is a spammy cantrip user.
The Arcanist
Class Features
As an Arcanist, you have the following class features.
Hit Points
Hit Dice: 1d6 per Arcanist level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Arcanisr level after 1st
Proficiencies
Armor: Light armor
Weapons: Simple weapons
Saving Throws: Dexterity, Intelligence
Skills: Choose two from: Animal Handling, Arcana, History, Investigation, Medicine, Nature, Perception, Religion, and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
Leather armor, a dagger, and any simple weapon
(a) a component pouch or (b) an arcane focus
(a) an explorer’s pack or (b) a scholar’s pack
1ST LEVEL
Spellcasting
You begin to learn the simple but powerful strain of spellcasting typically for arcanists.
Cantrips
You know four 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.
Additionally, when you gain a level in this class, you can choose one of the arcanist cantrips you know and replace it with another arcanist cantrip.
Spellcasting Ability
Intelligence is your spellcasting ability for your arcanist spells, since you learn your spells through scholarly memory and mental discipline. 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 an 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
Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your aracanist spells.
Offensive Forte
You naturally gravitate to a set of damage types with your cantrips. When you cast a cantrip that deals the associated damage types, you have a +1 to the attack roll or spell save DC for the spell increases by 1.
Astral Fire: radiant and fire
Burning Blizzard: acid and cold
Dark Fury: necrotic and psychic
Mage Venom: force and poison
Raging Storm: lightning and thunder
Raw Brutality: bludgeoning, slashing, and piercing
At higher levels, you gain additional Offensive Forte.
Defensive Forte
You instictually chose a cantrip to fortify for your defenses in a way that it is second nature to you.
Blade Guard: You know the Blade Ward cantrip. If you already know Blade Ward, you may learn another Arcanist cantrip. When you cast Blade Ward, it doesn't require Concentration.
Resistant: You know the Restistance cantrip. If you already know Resitance, you may learn another Arcanist cantrip. When you cast Resistance, it doesn't require Concentration.
Heightened Cantrips
Your skill at damaging cantrips increases. You can add 1 extra dice to the damage roll for your arcanist cantrips.
3RD LEVEL
SUBCLASS
4TH LEVEL
FEAT
5th LEVEL
Dual Cantrips
Your speed at cantrip cast increases. When you take the Magic action to cast an Arcanist cantrip, you may cast 2 Arcanist cantrips instead.
Cantrip Celerity
When you take the Dodge action, you can take the Magic action to cast an Aracanist Cantrip.
6TH LEVEL
Empowered Arcana
When you roll damage for an Arcanist cantrip, you can reroll a number of the damage dice up to your Intelligence modifier (minimum of one), and you must use the new rolls.
7TH LEVEL
SUBCLASS
8TH LEVEL
FEAT
improved Defensive Forte
Your skill with Defensive cantrips increases.
Improved Blade Guard: when you cast Blade Ward, the attacker substracts 2d4 from their attack roll.
Improved Resistant: when you cast Resistance, you may choose 3 damage types.
9TH LEVEL
Critical Cantrip
The edges of your offfensive cantrips are especially deadly. Each failure is extra brutal. When a creature rolls a 1 on a saving throw against one of your Arcanist cantrips, it automatically fails the save and takes twice the number of damage dice dealt by the spell, as if you scored a critical hit. The additional damage only applies to the creature that rolled a 1.
10TH LEVEL
Improved Heighten Cantrips
Your skill at damaging cantrips increases. You can add 2 extra dice to the damage roll for your arcanist cantrips.