Arcanist Tree

About Arcanists

Control space and time. Mere matter and energy will follow.

Arcanists deal in mysterious magic that has the power to warp space and time. By controlling the flow of mana, arcanists can use binding magic, conjuration magic, illusion magic, animating magic, and other various, spooky forms of divination. 

Armor Class: Light armor

Abilities

At level one, you gain the first two Mage class abilities and the level one Arcanist class ability. From levels two through twenty, you may only choose one ability per level: the Mage ability or the Arcanist ability. You may choose abilities from previous levels except on levels 5, 15 and 20.     

 
Level Mage Ability Cost TN Arcanist Ability Cost TN
1 Lesser Healing (active spell): heal an adjacent ally or yourself for 1D6. 1 MP NA Shadow Bolt (basic attack): Deal 1D6 damage to the target. Range = 30ft. 0 MP Roll for Range
1 Barrier Defense: Put up a magical ward to deflect incoming attacks. Roll to block. 1 MP NA      
2 Lightbulb (active): A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen 2 MP to cast. 2 MP per hour. NA Command the Dead (active): Target any undead creature under level 15 within line of sight. They must make a wisdom save against your TN plus your wisdom. If they succeed, nothing happens. If they fail, you gain control of that creature for one turn. 3 MP 13
3 Ice Lance (active): Freeze your target. If they were already frozen, they take 1D6 damage. 3 MP 13, Range = 30 ft Sap (active): Choose a target within 30 ft. They must attempt a wisdom save equal to your TN plus your wisdom. If they fail, they take 1D6 damage, which you then absorb as HP. 4 MP 14
4 Detect Thoughts (active): Gaze into the mind of your target for one minute, hearing their inner thoughts and discovering their planned actions. 3 MP 13 Surge (passive): Every Time you deal damage to an enemy, you gain +1 to your movement speed for the rest of the encounter. NA NA
5       Wake the Dead (active): Summon an undead thrall from the corpse of any creature level level 5 or lower. It acts as your familiar, has an initiative one point lower than your own, and has a health pool and stats equal to what they had while living, minus 1. You may have one thrall at a time and they expire when their HP is reduced to zero or at the end of the day. 5 MP NA
6 Leftovers (active): At the end of every day, you may deposit your unspent mana into a gemstone to save for later. You may only fill a gemstone to its capacity, however. NA NA An Illusion (active): You project a sound or an image of an object within range that lasts until you dismiss it as an action, cast this spell again or the illusion is broken by another effect. 2 MP 10
7 Cone of Cold (active): Freeze your target and any adjacent enemies. Then roll a D3 for each of them to determine how much damage they take. 5 MP 15, Range = 25 ft What Are You Hiding? (active): For the duration of this spell, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. 2 MP to cast, 2 MP per Hour 13
8 Scry (active): You can see and hear any creature who you can picture clearly in your mind (must know what they look like, if you know their true name, add +1 to your roll). The target must make a wisdom saving roll. 4 MP TN varies. Mulligan (active): Once per encounter, you may reroll any dice roll. 1 MP NA
9 Detect Magic (active): For the duration of this spell, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. 2 MP to cast, 2 MP per Hour 13 Mind Control (active): Target any creature under level 15 within line of sight. They must make a wisdom test against your TN plus your wisdom. If they succeed, nothing happens. If they fail, you gain control of that creature for five minutes or one turn. This can be used out of combat. 5 MP 16
10 Stolen Geas (active): You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a Wisdom saving throw or become charmed by you. 6 MP 16 Arcane Vampire (active, upgrades sap): Choose a target within 30 ft. They must attempt a wisdom save equal to your TN plus your wisdom. If they fail, they take 2D6 damage, which you then absorb as HP. 8 MP per thrall NA
11 Cat (active): Make any creature your familiar. Your familiar is unwaveringly loyal to you and has an initiative 1 lower than your own, but otherwise maintains all of its stats. It must make a Wisdom saving throw to avoid this fate. 10 MP Small creatures: 10 Medium Creatures: 15 Large Creatures: 20 Time Dragons: 9,000   6 MP 17
12 Dispel Magic (active): Ruin the plans of any caster nearby. The target (whether you can see them or not) must make a wisdom saving throw. If they fail, any of their magical effects in the area are canceled faster than a new primetime network television show. 10 MP 18 Domino (active): Choose up to four targets. Each must make a wisdom saving throw against your TN, but you only need to roll against your TN once. Each target that fails is now linked to the others that have failed. If one of these targets takes damage or is otherwise affected by a condition, all take that same damage and are affected. 4 MP per target 18
13 Turn Undead (active): Target any undead creature. It must make a Wisdom saving throw against your TN plus your Wisdom. If it fails, it is immediately destroyed. 5 MP 15 Life Tap (active): Inflict up to five damage on yourself. Add this amount to the next roll of your choice. NA NA
14 Polymorph (active): Choose a target.They must attempt a wisdom saving throw. If they pass, nothing happens. If they fail, turn the target into a chicken with one HP. 10 MP 15 Blink (active): Choose a space within range of your movement speed and teleport there as a minor action. 1 MP NA
15       Sacrificial Pact (active): You may sacrifice any of your thralls as a major action on their turn. They explode and deal damage equal to their remaining health plus your wisdom. 1 MP 12
16 Frost Nova (active): Freeze all enemies within line of sight. Enemies must make a wisdom saving throw to avoid this fate. 18 MP 17 Mind Over Matter (passive): Gain +1 Wisdom permanently. Gain 1 mana point for each creature you control. NA NA
17 Haste (active): Choose a willing target that you can see within range. Until the spell ends, the target's speed is doubled, it gains a +2 bonus to all damage, it has advantage on Dexterity saving throws, and it gains an additional major action on each of its turns. 10 MP per turn 15 Luck in the Chamber (active, upgrades Mulligan): Once per encounter, you may change any die to the value that you desire. 2 MP NA
18 Bigger, Better Barrier (active): An invisible barrier of magical force appears and protects you. Until the start of your next turn, you gain the chance to block incoming attacks with a bonus +5 to your roll. 8 MP 13 Total Control (active, upgrades Mind Control): Target any creature under level 20 within line of sight. They must make a wisdom test against your TN plus your wisdom. If they succeed, nothing happens. If they fail, you gain control of that creature for one turn or five minutes. This can be used out of combat. 7 MP 18
19 Blizzard (active): Freeze all enemies within line of sight and deal 1D6 to each of them. If they were already frozen, deal 2D6. Enemies must make a wisdom saving throw to avoid this fate. 20 MP 17 Arcane General (passive): Gain +1 bonus damage for each creature you control on the battlefield. NA NA
20       Lich King (active): Summon an undead familiar from the corpse of any creature of any level. It has an initiative 1 higher than your own and has the same health pool and stats it had while it was alive. 10 MP + 2 MP for every level above 15. NA

Arcanist Tree

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