New and Modified Spells are listed at the end of this article.
Bear in mind that what matters here are the effects of the spells, not the names. An arcanist can use Shield of Faith. But won’t call it “shield of faith”. The point is, he can create a defensive ward that operates mechanically like the cleric spell.
Click here for The Arcanist Class write up.
Spells marked with an asterisk ( * ) are either new or modified versions of existing spells.
Blade Ward Spare the Dying Guidance Light Makeshift Wand * Mending Prestidigitation Resistance True Strike
Level 1 Spells
Alarm Comprehend Languages Detect Magic Identify Inflict Damage * Protection from Evil/Good Quick Repair * Repair Damage * Shield Shield of Faith Spell-Storing Device *
Level 2 Spells
Arcane Lock Continual Flame Cordon of Arrows Create Homunculus * Enhance Ability Find Traps Heat Metal Knock Lesser Restoration Magic Weapon Nystul's Magic Aura Shatter
Level 3 Spells
Bonded Item * Counterspell Dispel Magic Elemental Weapon Glyph of Warding Lightning Arrow Magic Circle Mass Quick Repair * Protection From Energy Remove Curse
Level 4 Spells
Arcane Eye Banishment Death Ward Fabricate Freedom of Movement Leomund's Secret Chest Stone Shape Stoneskin
Level 5 Spells
Animate Objects Awaken Construct * Creation Dispel Evil/Good Greater Restoration Legend Lore Mass Repair Damage * Rary's Telepathic Bond Swift Quiver Teleportation Circle
Level 6 Spells
Arcane Gate Contingency Drawmij's Instant Summons Forbiddance Globe of Invulnerability Guards and Wards Harm Heal True Seeing Word of Recall *
Level 7 Spells
Forcecage Regenerate Sequester Symbol
Level 8 Spells
Antimagic Field Antipathy/Sympathy Demiplane Mind Blank
Level 9 Spells
Gate Prismatic Wall Time Stop Wish
New Arcanist Spell – Create Homunculus
2nd-level transmutation (ritual) Casting Time 1 hour (special) Range 10 feet Components V, S, M (see text) Duration Instantaneous You spend one week of downtime creating a homunculus husk. At any time after, you may perform the create homunculus ritual to animate the homunculus and bind it to you. You may build as many husks as you are able, but you may only have one homunculus animate and bound to you. The homunculus (MM page 188) is size Small, deals 1d4 damage with its bite attack, has hit points equal to 4x your arcanist level, and uses your proficiency bonus instead of its own (+2). You may command the homunculus telepathically as a bonus action. If uncommanded during combat, the DM controls it that round; it’s loyal but not necessarily brave. Your homunculus can deliver touch spells for you as if it were a familiar (see find familiar, PHB page 240). If it is within 100 feet and is holding a magic item, you can activate the item on the homunculus' behalf as an action (in addition to the bonus action needed to command the homunculus); the homunculus must use its reaction to aim the spell (which includes making any attacks the spell requires). When you spend Hit Dice to recover hit points during a short rest, you can redirect any hit points you would recover to the homunculus instead. If you do, at the end of the short rest, it also regains hit points equal to your Intelligence modifier.
HomunculusSmall Construct, neutral Armor Class 13 Hit Points 5 Speed 20 ft., fly 40 ft. STR CON DEX INT WIS CHA 4 11 15 10 10 7 (-3) (+2) (-2) Damage Immunities Poison Condition Immunities Charmed, Poisoned Senses Darkvision 60ft., passive Perception 10 Languages Understands languages of its creator but can’t speak Telepathic Bond While the homunculus is on the same plane of existence as its master, it can magically convey what is senses to its master, and the two can communicate telepathically. Bite Melee Weapon Attack: +4 to hit, reach 5ft. 1d4 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is instead poisoned for 1d10 minutes and unconscious while poisoned this way.
At higher levelsWhen you cast this spell using a spell slot of 5th level or higher you are able to modify your homunculus into one of the forms below. Also, you add your Intelligence bonus to your homunculus’ poison saving throw DC. Advanced Homunculi - Arbalester Your homunculus has an integrated light crossbow, which is poisoned like the homunculus’ normal bite, and a quiver of 20 bolts. If adjacent to you when you cast a spell that uses your weapon or quiver as a component, the homunculus also benefits from that spell. Advanced Homunculi - Dedicated Wright Your homunculus can contribute to item creation and magic item creation downtime activities as if it were another worker. You do not need to participate in the same activity, though if you both work on the same project, the homunculus contributes as much progress as two workers. Advanced Homunculi - Expeditious Messenger Your homunculus’ fly speed becomes 60 feet, and you gain the ability to see through its senses with an action (as if it were a familiar). If the homunculus is within one mile of you, you can speak through it. Advanced Homunculi - Furtive Filcher Your homunculus gains the Halfling Nimbleness and Naturally Stealthy abilities (PHB page 28), and is proficient with Sleight of Hand and Stealth. Advanced Homunculi - Iron Defender Your homunculus grows to size Medium, deals 1d8+2 damage on a bite, and gains a Strength score of 14, an AC of 16 (natural armor), and +1 hit point per arcanist level. Its walking and flying speeds are both 30 feet. Advanced Homunculi - Packmate Your homunculus can hold up to 30 small items, such as potions, keys, or alchemical devices, securely within its body. When it passes a small item to or receives an item from an adjacent creature, it can retrieve or store that item within itself as part of the same action.
New Arcanist Spell – Makeshift Wand
Evocation cantrip Casting Time 1 action Range 60 feet Components S, M (see text) Duration Instantaneous You employ any small object as a temporary wand, channeling a blast of energy. The target must succeed on a Dexterity saving throw or take 1d8 damage. The spell can inflict the following damage types: Acid, Fire, Force, Cold, Lightning, Poison, or Thunder Choose four damage types, you can choose which one to use when you cast the spell. You can prepare any handheld object to serve as a channel for this spell; this requires one action (inscribing a few runes on it). So it has no specific components, but you must have some sort of focus object.
At higher levelsThe spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). At each of these levels, you may also select an additional damage type to add to your repertoire.
New Arcanist Spell – Spell Storing Device
1st-level transmutation Casting Time 1 minute (see text) Range Touch Components S, M, V Duration 1 hour/level or until discharged You place a spell effect into an item to draw it forth later at your command. The item becomes, in effect, a wand with a single charge which only you can use. You may choose any first level spell. You must provide any expensive material components at the time you imbue the spell into the object. Your arcanist level is used as the spell’s caster level. You may reduce the casting time to a single action by expending your own essence (in the form of a Hit Die) when you cast the spell. Creating a spell storing item is a difficult and dangerous process. When you attempt it, you must make an Arcana check; the difficulty is [10+ (Spell Level x2)]. If you fail, your action is wasted but the spell slot is not lost. If you fail by 10 or more, you suffer a mishap; this could either inflict 1d6 damage per spell level on you or have an unintended effect determined by the DM.
At higher levelsBy using an appropriate spell slot, any spell at any level can be accomodated.
New Arcanist Spell – Bonded Item
3rd-level transmutation (ritual) Casting Time 1 hour (see text) Range Touch Components S, M, V Duration Permanent or until discharged You perform the ritual over the course of 1 hour, which can be done during a long rest. The item, usually a weapon, must be within your reach throughout the ritual. At the conclusion of which you touch the item and forge the bond. Once you have bonded with an item, you can not be disarmed of that item unless you are incapacitated. As long as both you and the item are on the same plane of existence, you can summon that item as a bonus action on your turn, causing it to instantly teleport to you in a manner that is, if desired, fully equipped. If you have used this ritual to bond with more than one item each item takes a separate bonus action to summon.
At higher levelsIf cast using a 6th level spell slot you bind to a second item. If cast using a 9th level spell slot you may bind to a third item.
Modified Arcanist Spells
Awaken Construct5th-level transmutation As per PHB page 216 with the following exception: The spell only applies to a construct.
Inflict Damage1st-level transmutation As per Inflict Wounds (PHB page 253) but only affects unattended objects and constructs.
Quick Repair1st-level evocation As per Healing Word (PHB page 250) but only affects objects and constructs.
Quick Repair, Mass3rd-level evocation As per Mass Healing Word (PHB page 258) but only affects objects and constructs.
Repair Damage1st-level evocation As per Cure Wounds (PHB page 230) but only affects objects and constructs.
Repair Damage, Mass5th-level conjuration As per Mass Cure Wounds (PHB page 258) but only affects objects and constructs.
Word of Recall6th-level conjuration As per PHB page 289 with the following exception: The arcanist's sanctuary must be a location where the arcanist has created an immovable magical effect, such as with the spell Guards and Wards.