Arcanist (3.5e Class)

Summary::Glorious masters of the arcane energies, capable of warping reality with their very minds. Length::20 Minimum Level::1 Base Attack Bonus Progression::Poor Fortitude Save Progression::Poor Reflex Save Progression::Poor Will Save Progression::Good Class Ability::Arcane Spellcasting Class Ability::Prepared Spellcasting Class Ability Progression::Minor

Allowed Alignments::Lawful Good Allowed Alignments::Lawful Neutral Allowed Alignments::Lawful Evil Allowed Alignments::Neutral Good Allowed Alignments::Neutral Allowed Alignments::Neutral Evil Allowed Alignments::Chaotic Good Allowed Alignments::Chaotic Neutral Allowed Alignments::Chaotic Evil

Arcanist
Having studied the mysteries of the arcane arts for many long years, the Arcanist is capable of storing reality-warping magics within the confines of his skull.

Making an Arcanist
The Arcanist specializes in magic related to force, telekinesis, and divination, with a bit of teleportation as well.

Abilities: Charisma determines the Arcanist's save DCs and maximum spell level; Intelligence lets them memorize a few extra spells at a time; Dexterity helps them reduce arcane spell failure from nearby armor; Constitution helps them survive with their minimalistic hit die. Strength is important for Arcanists who carry their own spellbooks.

Races: Arcanists are especially common among long-lived races, like Elves, and arcane races, like Illumians.

Alignment: Any.

Starting Gold: 2d4&times;10 gp (50 gp).

Starting Age: Complex.

Class Features
All of the following are class features of the Arcanist.

Weapon and Armor Proficiency: Arcanists are proficient with quarterstaves, daggers, and shortbows. They are not proficient with any form of armor or shield.

They can memorize the same spell more than once. Once they have cast a spell, one other memorized spell (of their choice) is forgotten, and the Arcanist is free to memorize a new spell in its place. Memorizing a spell requires 2 hours spent reading the relevant spell book. Arcanist spell save DCs are equal to the spell level plus their Charisma modifier. The Arcanist cannot cast a spell unless they have a Charisma score of at least 10 plus the spell's level. Arcanists choose their spells from the following list:

0&mdash;detect disease, detect magic, detect poison, ell's magic timepiece, know direction, magical aura dowsing, mage hand, mending, message, open/close, arcane mark, prestidigitation

1st&mdash;hold portal, riddle door, shield, unseen servant, comprehend languages, detect chaos, detect law, detect heat, detect secret doors, discern portal destination, identify, predict stability, floating disk, ventriloquism, animate rope, expeditious retreat, feather fall, jump, weightless object

2nd&mdash;arcane lock, mage armor, gust of wind, magic missile, investigate portal, magic mouth, spectral hand, lesser imbue sentience

3rd&mdash;nonlethal field, clairaudience/clairvoyance, magic mirror, tongues, tiny hut, illusory script, feather, spider climb, temper

4th&mdash;lesser globe of invulnerability, bestow voice, detect scrying, shout

5th&mdash;mage's private sanctum, dimension door, secret chest, summon self, pursue warp, warp, analyze teleportation, sending, levitate

If there is armor within 30 feet that is at least big enough to fit him, he suffers from its Arcane Spell Failure. If there are multiple armors satisfying this requirement within range, he suffers the worst penalty; they don't stack. The Arcane Spell Failure chance the Arcanist suffers for armor he isn't wearing is reduced by 5% for every point of Dexterity bonus he has.

The Arcanist can write a book about a spell he knows by spending 40 hours.