Arcanist

***While a Wizard's magic is borne of studious commitment and diligent practice and a Bard's is borne of art that resonates with creation, an Arcanist derives their power from an obsessive study and borderline worship of the Weave and it's inner workings. This makes for spellcasters that make up for in versatility and cunning what they lack in casting power.***

# Class Features

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:** None.

**Tools:** Alchemist's tools

**Saving Throws:** Charisma, Intelligence

**Skills:** Choose three from Investigation, Insight, History, Religion, Perception, Persuasion, and Deception. You are proficient in Arcana.

##### **Equipment:**

You start with the following equipment, in addition to the equipment granted by your background:

* a) a scholar's pack or b) an explorer's pack
* a) a component pouch or b) a spellcasting focus
* Travelling clothes costing less than 10 gp.
* A spell book

## **Magic Manipulation**

At 1st level, you gain a pool of Manipulation points equal to your Arcanist level. Whenever you cast a spell or cantrip or whenever a creature you can see casts a spell or cantrip, you can use your knowledge of the Weave to twist its effects. At 1st level, you may choose two of these **Tweaks**. You learn more as you level up. All Tweaks are a reaction to use on another creature's spell, and a bonus action to use on your own.

In order to use a Tweak on a spell, you must know the spell (if you don't, you may attempt an Arcana check where the DC=10+the spell's level, becoming able to tweak it on a success) and you must expend a number of Manipulation points equal to the spell's level. Cantrips may be tweaked for free. If a fellow Arcanist attempts to tweak one of your spells, make opposed intelligence checks, with the winner either being unaffected or having the desired outcome take place.

Additionally, your knowledge of the Weave and how to influence it allows you to create minor magical effects. You learn 3 cantrips from any spell list. Intelligence is your spellcasting modifier for these cantrips, and you learn more as you level up.

## **Channel the Weave (1/day)**

As an Arcanist, you can channel the raw power of the Weave to achieve miraculous magical effects. When you use this ability, you may cast any spell of 2nd level or lower without expending a spell slot. This ability recharges after a long rest.

The maximum spell level for this ability is listed in the Arcanist table. You may use this feature twice per long rest once you reach 6th level, and 3 times once you reach 19th level.

## **Spellcasting**

Beginning at 2nd level, your understanding of the inner workings of the Weave allows you to cast spells in basically any way you like. Intelligence is your spellcasting modifier for spells cast using this feature, and you learn and prepare spells the same way a Wizard would. At 2nd level, you know a number of spells from any spell list equal to your intelligence modifier + your proficiency bonus, and you may prepare a number of spells each day equal to 1/2 your Arcanist level + your intelligence modifier. All of these spells must be spells of levels for which you have slots. You learn a new spell of your choice from any list each time you gain a level in this class.

### Learning Non-Wizard Spells

In order to learn a non-Wizard spell, you must get a creature who is capable of casting it to demonstrate it to you. After a 1 minute demonstration, you may make an intelligence check (DC=10+the spell's level). On a success, you learn the spell and must take 10 minutes to copy it into your spellbook. You may use this feature on Wizard spells, too, but it is the only way you can learn a non-Wizard spell.

## **Arcanist Order**

At third level, you may choose an Order to which you belong, granting access to some different secrets and abilities. The Order grants abilities at levels 7, 10, 14, and 18.

**The Order of the Mageslayers**

**The Order of Purity**

**The Order of the Gravekeepers**

**The Order of Bending**

**The Order of Summoning**

**The Order of Magi**

## **Ability score improvement**

When you reach 4th level, and again at level 8, 12, 16, and 19, you may increase one ability score by two, two by one, or take a feat.

## **Arcane Efficiency**

Beginning at level 5, you learn to cast spells in a more efficient way. Whenever you cast a cantrip that requires a spell attack, you may make a second spell attack of the same spell as a bonus action.

## **Improved Arcane Efficiency**

At 9th level, your spellcasting becomes much more efficient. You may use your Arcane Efficiency feature on any spell you cast, not just on cantrips.

## **Power Surge**

At 11th level, you can use the Weave to temporarily increase the power of your spells. When you cast a spell of 1st level or higher, you can choose to upcast it to 6th level. Once you use this feature, you may not use it again until you complete a short or long rest.

At 13th level, you may also upcast to 7th level once a day. The same is true for 8th level casting at 15th level and 9th level casting at 17th level. This feature does not grant spell slots.

## **Weavebender**

At 20th level, you know all the Arcanist's Tweaks. Additionally, whenever you roll initiative with no Manipulation points in your pool, regain 2d6 Manipulation points.