Imagine if this were the wizard
Arcanist Class
Level | Proficiency Bonus | Cantrips Known | Class Features |
---|
1st | +2 | 4 | Spellcasting. Elemental Preference, |
2nd | +2 | 4 | Cantrip Burst (one use) |
3rd | +2 | 4 | Arcane Archetype |
4th | +2 | 4 | Ability Score Improvement |
5th | +3 | 5 | Intensify Cantrip |
6th | +3 | 5 | Ability Score Improvement |
7th | +3 | 5 | Arcane Archetype |
8th | +3 | 5 | Ability Score Improvement |
9th | +4 | 5 | Defensive Mysticism (one use) |
10th | +4 | 6 | Arcane Archetype |
11th | +4 | 6 | Intensify Cantrip (2) |
12th | +4 | 6 | Ability Score Improvement |
13th | +5 | 6 | Defensive Mysticism (two uses) |
14th | +5 | 6 | Ability Score Improvement |
15th | +5 | 6 | Arcane Archetype |
16th | +5 | 6 | Ability Score Improvement |
17th | +6 | 6 | Cantrip Burst (two uses), Defensive Mysticism (three uses) |
18th | +6 | 6 | Arcane Archetype |
19th | +6 | 6 | Ability Score Improvement |
20th | +6 | 6 | Intensify Cantrip (3) |
As an arcanist, you gain 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 arcanist level after 1st
Proficiencies
Armor: None
Weapons: simple weapons
Tools: None
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, Deception, History, Insight, Intimidation, Medicine, and Religion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) a light crossbow and 20 bolts or (b) any simple weapon
(a) a component pouch or (b) an arcane focus
(a) a dungeoneer’s pack or (b) a scholar’s pack
(a) a dagger or (b) a staff
Spellcasting
A special event, a mystical ancestor, or an intense training program has infused you with arcane energy. This aspect of your life is the origin of your powers. See Spells Rules for the general rules of spellcasting and the Spells Listing for the arcanist spell list.
Cantrips
At 1st level, 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.
Spellcasting Ability
Intelligence is your spellcasting ability for your arcanist spells, since the power of your magic relies on your mental quickness and sharp wit. 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 (see the Adventuring Gear section) as a spellcasting focus for your arcanist spells.
Elemental Preference
You have an affinity to a pair of elemental forces. Choose one of the following options. You can’t take a Elemental Preference option more than once, even if you later get to choose again.
Astral Fire
You gain +2 to damage rolls with cantrips that deal fire and radiant damage
Burning Blizzard
You gain +2 to damage with cantrips that deal acid and cold damage
Dark Fury
You gain +2 to damage rolls with cantrips that deal necrotic or psychic damage
Jagged Force:
You gain +2 to damage rolls with cantrips that deal force or poison damage
Raging Storm
You gain +2 to damage rolls with cantrips that deal lightning or thunder damage
Cantrip Burst
Starting at 2nd level, you can preform a quick flurry of magic. On your turn, you can take one additional action to cast a cantrip.
Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
Arcane Archetype
At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose Scourge, Wand Master, or Eldritch Knight, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.
Ability Score Improvement
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, 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.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Intensify Cantrip
Beginning at 5th level, you can reroll one of the damage dice of your cantrips and add it to your damage.
The number of dice rerolled increases to two when you reach 11th level in this class and to three when you reach 20th level in this class.
Defensive Mysticism
Beginning at 9th level, you can cast false life, mage armor or shield without expending a spell slot or material components. You can’t use this feature again until you finish a long rest.
You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.