Arcanist (3.5e Class)

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Author: Foxwarrior (talk)
Date Created: 4/22/12
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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


Arcanist[edit]

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[edit]

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: 2d4×10 gp (50 gp).

Starting Age: Complex.

Table: The Arcanist

Hit Die: d4

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +0 +0 +2 Greater Arcane Spell Failure, Spellbooks
2nd +1 +0 +0 +3
3rd +1 +1 +1 +3
4th +2 +1 +1 +4
5th +2 +1 +1 +4
6th +3 +2 +2 +5
7th +3 +2 +2 +5
8th +4 +2 +2 +6
9th +4 +3 +3 +6
10th +5 +3 +3 +7
11th +5 +3 +3 +7
12th +6/+1 +4 +4 +8
13th +6/+1 +4 +4 +8
14th +7/+2 +4 +4 +9
15th +7/+2 +5 +5 +9
16th +8/+3 +5 +5 +10
17th +8/+3 +5 +5 +10
18th +9/+4 +6 +6 +11
19th +9/+4 +6 +6 +11
20th +10/+5 +6 +6 +12

Class Skills (2 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Autohypnosis (Wis), Craft (Int), Decipher Script (Int), Disable Device (Int), Disguise (Cha), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Knowledge (Int), Perform (Oratory) (Cha), Search (Int), Speak Language (None), Spellcraft (Int).

Class Features[edit]

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:

0—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—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—arcane lock, mage armor, gust of wind, magic missile, investigate portal, magic mouth, spectral hand, lesser imbue sentience

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

4th—lesser globe of invulnerability, bestow voice, detect scrying, shout

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

Table: Arcanist Spells Known
Level Spells Known
0 1st 2nd 3rd 4th 5th
1st 2 1
2nd 2 2
3rd 2 3
4th 2 4
5th 2 4 1
6th 2 4 2
7th 2 4 3
8th 2 4 4
9th 2 4 4 1
10th 2 4 4 2
11th 2 4 4 3
12th 2 4 4 4
13th 2 4 4 4 1
14th 2 4 4 4 2
15th 2 4 4 4 3
16th 2 4 4 4 4
17th 2 4 4 4 4 1
18th 2 4 4 4 4 2
19th 2 4 4 4 4 3
20th 2 4 4 4 4 4

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.



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Facts about "Arcanist (3.5e Class)"
Allowed AlignmentsLawful Good +, Lawful Neutral +, Lawful Evil +, Neutral Good +, Neutral +, Neutral Evil +, Chaotic Good +, Chaotic Neutral + and Chaotic Evil +
Article BalanceLow +
AuthorFoxwarrior +
Base Attack Bonus ProgressionPoor +
Class AbilityArcane Spellcasting + and Prepared Spellcasting +
Class Ability ProgressionMinor +
Fortitude Save ProgressionPoor +
Identifier3.5e Class +
Length20 +
Minimum Level1 +
Rated ByCedges +
RatingRating Pending +
Reflex Save ProgressionPoor +
SkillAppraise +, Autohypnosis +, Craft +, Decipher Script +, Disable Device +, Disguise +, Forgery +, Gather Information +, Handle Animal +, Knowledge +, Perform +, Search +, Speak Language + and Spellcraft +
Skill Points2 +
SummaryGlorious masters of the arcane energies, capable of warping reality with their very minds. +
TitleArcanist +
Will Save ProgressionGood +