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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.

Magic_Missile_Stormer

Spells marked with an asterisk ( * ) are either new or modified versions of existing spells.

Cantrips

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.

homunculus

Homunculus

Small 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 levels

When 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 levels

The 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 levels

By 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 levels

If 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 Construct

5th-level transmutation As per PHB page 216 with the following exception: The spell only applies to a construct.

Inflict Damage

1st-level transmutation As per Inflict Wounds (PHB page 253) but only affects unattended objects and constructs.

Quick Repair

1st-level evocation As per Healing Word (PHB page 250) but only affects objects and constructs.

Quick Repair, Mass

3rd-level evocation As per Mass Healing Word (PHB page 258) but only affects objects and constructs.

Repair Damage

1st-level evocation As per Cure Wounds (PHB page 230) but only affects objects and constructs.

Repair Damage, Mass

5th-level conjuration As per Mass Cure Wounds (PHB page 258) but only affects objects and constructs.

Word of Recall

6th-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.
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