Arcanist (3.5e Class)
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Glorious masters of the arcane energies, capable of warping reality with their very minds. 20 1 Poor Poor Poor Good Arcane Spellcasting Prepared Spellcasting Minor
Lawful Good Lawful Neutral Lawful Evil Neutral Good Neutral Neutral Evil Chaotic Good Chaotic Neutral Chaotic Evil
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.
Starting Gold: 2d4×10 gp (50 gp).
Starting Age: Complex.
|1st||+0||+0||+0||+2||Greater Arcane Spell Failure, Spellbooks|
Class Skills (2 + Int modifier per level, ×4 at 1st level)
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.
Spells: Arcanists can memorize a number of spells at a time equal to their Intelligence modifier. 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:
1st—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
Greater Arcane Spell Failure: The Arcanist's arcane energies are very sensitive to the presence of armor. 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.
Spellbooks: In order for the Arcanist to prepare a spell he knows, he must spend 2 hours reading about it in a book devoted to that spell, which has at least 100 pages and weighs at least 1 pound. The Arcanist can write a book about a spell he knows by spending 40 hours.
|Allowed Alignments||Lawful Good +, Lawful Neutral +, Lawful Evil +, Neutral Good +, Neutral +, Neutral Evil +, Chaotic Good +, Chaotic Neutral + and Chaotic Evil +|
|Article Balance||Low +|
|Base Attack Bonus Progression||Poor +|
|Class Ability||Arcane Spellcasting + and Prepared Spellcasting +|
|Class Ability Progression||Minor +|
|Fortitude Save Progression||Poor +|
|Identifier||3.5e Class +|
|Minimum Level||1 +|
|Rated By||Cedges +|
|Rating||Rating Pending +|
|Reflex Save Progression||Poor +|
|Skill||Appraise +, Autohypnosis +, Craft +, Decipher Script +, Disable Device +, Disguise +, Forgery +, Gather Information +, Handle Animal +, Knowledge +, Perform +, Search +, Speak Language + and Spellcraft +|
|Skill Points||2 +|
|Summary||Glorious masters of the arcane energies, capable of warping reality with their very minds. +|
|Will Save Progression||Good +|