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General Tabletop Discussion
*Dungeons & Dragons
[+] For (hypothetical) 6e: Which arcane caster class should be the "simple" one?
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<blockquote data-quote="Minigiant" data-source="post: 9841238" data-attributes="member: 63508"><p>My current Simple arcane caster which is a spammy cantrip user.</p><p></p><p></p><h3>The Arcanist</h3><p>Class Features</p><p>As an Arcanist, you have the following class features.</p><p></p><p>Hit Points</p><p>Hit Dice: 1d6 per Arcanist level</p><p>Hit Points at 1st Level: 6 + your Constitution modifier</p><p>Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Arcanisr level after 1st</p><p></p><p>Proficiencies</p><p>Armor: Light armor</p><p>Weapons: Simple weapons</p><p></p><p></p><p>Saving Throws: Dexterity, Intelligence</p><p></p><p>Skills: Choose two from: Animal Handling, Arcana, History, Investigation, Medicine, Nature, Perception, Religion, and Survival</p><p></p><p>Equipment</p><p>You start with the following equipment, in addition to the equipment granted by your background:</p><p>Leather armor, a dagger, and any simple weapon</p><p>(a) a component pouch or (b) an arcane focus</p><p>(a) an explorer’s pack or (b) a scholar’s pack</p><p></p><p>1ST LEVEL</p><p>Spellcasting</p><p>You begin to learn the simple but powerful strain of spellcasting typically for arcanists.</p><p></p><p>Cantrips</p><p>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.</p><p></p><p>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.</p><p></p><p>Spellcasting Ability</p><p>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.</p><p></p><p>Spell save DC = 8 + your proficiency bonus + your Intelligence modifier</p><p></p><p>Spell attack modifier = your proficiency bonus + your Intelligence modifier</p><p></p><p>Spellcasting Focus</p><p>You can use an arcane focus as a spellcasting focus for your aracanist spells.</p><p></p><p>Offensive Forte</p><p>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.</p><p></p><p>Astral Fire: radiant and fire</p><p>Burning Blizzard: acid and cold</p><p>Dark Fury: necrotic and psychic</p><p>Mage Venom: force and poison</p><p>Raging Storm: lightning and thunder</p><p>Raw Brutality: bludgeoning, slashing, and piercing</p><p></p><p>At higher levels, you gain additional Offensive Forte.</p><p></p><p>Defensive Forte</p><p>You instictually chose a cantrip to fortify for your defenses in a way that it is second nature to you. </p><p></p><p>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. </p><p></p><p>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. </p><p></p><p>Heightened Cantrips</p><p>Your skill at damaging cantrips increases. You can add 1 extra dice to the damage roll for your arcanist cantrips.</p><p></p><p>3RD LEVEL</p><p>SUBCLASS</p><p></p><p>4TH LEVEL</p><p>FEAT</p><p></p><p>5th LEVEL</p><p>Dual Cantrips</p><p>Your speed at cantrip cast increases. When you take the Magic action to cast an Arcanist cantrip, you may cast 2 Arcanist cantrips instead.</p><p></p><p>Cantrip Celerity</p><p>When you take the Dodge action, you can take the Magic action to cast an Aracanist Cantrip.</p><p></p><p></p><p>6TH LEVEL</p><p>Empowered Arcana</p><p>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.</p><p></p><p>7TH LEVEL </p><p>SUBCLASS</p><p></p><p>8TH LEVEL</p><p>FEAT </p><p></p><p>improved Defensive Forte</p><p>Your skill with Defensive cantrips increases.</p><p></p><p>Improved Blade Guard: when you cast Blade Ward, the attacker substracts 2d4 from their attack roll.</p><p></p><p>Improved Resistant: when you cast Resistance, you may choose 3 damage types. </p><p></p><p>9TH LEVEL</p><p>Critical Cantrip</p><p>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.</p><p></p><p>10TH LEVEL</p><p>Improved Heighten Cantrips</p><p>Your skill at damaging cantrips increases. You can add 2 extra dice to the damage roll for your arcanist cantrips.</p></blockquote><p></p>
[QUOTE="Minigiant, post: 9841238, member: 63508"] My current Simple arcane caster which is a spammy cantrip user. [HEADING=2]The Arcanist[/HEADING] 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. [/QUOTE]
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[+] For (hypothetical) 6e: Which arcane caster class should be the "simple" one?
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