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View Full Version : D&D 5e/Next Pathfinder to 5e: The Arcanist



tmjr6
2017-07-03, 03:25 PM
Hey everyone, one of my campaigns is switching from Pathfinder to 5e, most of the characters were easy to port over but we had one problematic class to port over, the Arcanist hybrid class. Instead of trying to make a whole new class I decided the best way to convert the class was to make it a Sorcerer subclass. Here's what we've been using so far:

Arcanist

Some spellcasters seek the secrets of magic, pursuing the power to make the impossible possible. Others are born with magic in their blood, commanding unbelievable forces as effortlessly as they breathe. Yet still others seek to meld the science of arcane scholars with the natural might of innate casters. These arcanists seek to discover the mysterious laws of magic and through will and expertise bend those forces to their whims. Arcanists are the shapers and tinkers of the arcane world, and no magic can resist their control.

Level 1 Feature: Spellbook

Despite your innate control and manipulation over magic you have a more scholarly approach to magic than other sorcerers. At 1st level you add two spells from the Wizard spell list to your spellbook, and when your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose a spell from the wizard spell list, in addition to the sorcerer spell list, these spells count as sorcerer spells for you. In addition, you add the following features to your Spellcasting feature:

Preparing and Casting Spells
You prepare the list of Arcanist spells that are available for you to cast. To do so, choose a number of sorcerer spells from your spellbook equal to your Intelligence modifier + your sorcerer level (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you’re a 3rd-level sorcerer, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can six 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.
You can change your list of of prepared spells when you finish a long rest. Preparing a new list of sorcerer spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell” at least 1 minute per spell level for each spell on your list.

Spellcasting Ability
Due to your intense studies over magic as well as your natural manipulation of magic you use your Intelligence in place of your Charisma when determining your Spell save DC and Spell attack modifier.

Learning Spells of 1st Level and Higher
Each time you gain a sorcerer level, you can add two sorcerer spells of your choice to your spellbook, this replaces your normal spells learned. Each of these spells must be of a level for which you have spell slots, as shown on the Sorcerer table. On your adventures, you might find other spells that you can add to your spellbook. (see the “Your Spellbook” sidebar on page 114 of the Player’s Handbook.)

Level 1 Feature: Arcanist Exploits
By bending and sometimes even breaking the rules of magic, you’ll learn to exploit gaps and exceptions in the laws of magic. Some of these exploits allow you to break down various forms of magic, adding their essence to your arcane reservoir. At 1st level and every 2 levels thereafter, you learn a new arcane exploit selected from the following list. At 11th level you gain access to Greater Exploits, and can select those in place of a normal exploit. An arcanist exploit cannot be selected more than once, unless stated otherwise.
Unless otherwise noted the save DC for your exploits is as follows:
Exploit save DC = 8 + your proficiency bonus + your Charisma modifier
Exploit attack modifier = your proficiency bonus + your Charisma modifier

Additionally, when you gain a level in this class, you can choose one of the exploits you know and replace it with another invocation that you could learn that level.

Exploits
Acid Jet
You unleash a jet of acid by expending 1 sorcery point making an exploit attack against any one target within 30 feet. If the attack hits, it deals 1d6 points of acid damage + your Charisma modifier, plus an additional 1d6 points of acid damage for every 2 additional spell points you spend (to a maximum of 10d6). On a hit the target must make a Constitution save equal to your Exploit save DC, on a failed save the target has disadvantage on their attack rolls until the end of their next turn.

Altered Shifting
While you are under the effect of Polymorph or a similar spell you may spend 1 sorcerer point to change to another valid form allowed by the spell. You can use this ability a number of times equal to your Charisma modifier (a minimum of 1), and regain use of this ability at the end of a long rest. You must have the Shift Caster exploit to select this exploit.

Arcane Barrier
As a bonus action, you can spend 1 sorcery point to create a barrier of magic that protects you from harm. This barrier grants the you a number of temporary hit points equal to your sorcerer level + your Charisma modifier, and lasts for 1 minute or until all the temporary hit points have been lost. Each additional time per day you use this ability, the number of sorcery points you must spend to activate it increases by 1 (2 for the second use, 3 for the third use, etc.). The temporary hit points from this ability do not stack with themselves, but additional uses do cause the total number of temporary hit points and the duration to reset.

Arcane Weapon
As an action, you can spend 1 sorcery point to enhance your weapon. The weapon is considered magic for the purpose of overcoming resistances and immunities. You can spend 3 points to give the weapon a +1 enhancement bonus, 6 for a +2 bonus, or 9 for a +3 bonus. If the weapon already has an enhancement bonus you can temporarily increase the bonus to a maximum of +3, causing the enhancements to stack. This enhancement lasts 1 minute. You cannot have more than 1 weapon enhanced in this way.

Armored Caster
You imbue a small part of your magic into your clothes, strengthening them against swords and arrows. You are proficient with light armor. You may select this exploit multiple times. On the second selection you also become proficient with medium armor, and on the third selection you become proficient with heavy armor.

Blood Tears
As a bonus action, you can expend 1 sorcery point to cause your eyes to turn red and weep tears of blood. During this time, your vision is blurred by blood, and you treat all gaze attacks as if you were averting your eyes from a creature, but you do not have suffer from the blinded condition. At a distance of greater than 30 feet, all creatures or objects treat you as if you had the blinded condition. As an action that ends the blood tears exploit, you can wipe the tears from your face and flick them with a free hand, splattering all creatures in a 15-foot cone. Creatures in this area must succeed at a Wisdom save to avoid becoming staggered with extreme pain and anguish, on a failed save the creature is knocked prone. If you don’t wipe your bleeding tears away, the effects of this exploit can persist for a maximum duration of 1 minute.

Damnation Susurrus
You can spend 1 sorcery point as an action to manifest a choir of insidious whispers, which echo in the mind of a single target within 30 feet, urging the target to harm itself. A creature that fails a Wisdom save to resist this effect becomes overwhelmed by the voices and succumbs to their suggestions. On its turn, it drops any objects it holds and harms itself, inflicting 1d6 points of damage. For every 2 additional points you spend, you can target an additional creature with this exploit, to a maximum of 7 targets. Creatures that are immune to charm effects are unaffected by this exploit.

Dimensional Slide
You can expend 1 sorcery point from to create a dimensional crack that you can step through to reach another location. This ability is used as part of a move action, dash action, or disengage action, allowing you to move up to 30 feet to any location you can see. For each 2 additional points you spend, you can move an additional 10 feet. You can only use this ability once per round. You do not provoke attacks of opportunity when moving in this way, but any other movement you attempt as part of your move action provokes as normal.

Energy Shield
You can protect yourself from arcane energies. As an action you can spend 2 sorcery points to gain resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder. This exploit lasts 1 minute.

Enhanced Familiars
Through your studies you have learned to flex your willpower to bind more powerful creatures than the average spellcaster. When you cast the Find Familiar spell you can choose one of the normal forms for your familiar or one of the following special forms: cranium rat, homunculus, imp, pseudodragon, quasit, sprite, or tressym. You must know the Find Familiar spell to select this exploit.

Face Thief
You can spend 2 sorcery points to cast the Disguise Self spell on yourself. If you spend 4 points instead of 2 creatures have disadvantage on checks to see through the illusion.

Fiendish Proboscis
You can spend 1 sorcery point as an action to grow a long, articulated proboscis covered with small spiky hairs. The appendage grows from your face and houses a highly flexible, muscular tongue tipped with a cartilaginous barbed quill. The proboscis lasts for 1 minute, during which time you cannot speak or use verbal components.

You can end this exploit’s effects early as a bonus action. As an action, you can attack a target with the proboscis’s tongue. This is a natural weapon with reach with which you are proficient. Attacks with the tongue are treated as exploit attacks. If you use the tongue and hit a creature capable of casting spells or using spell-like abilities, you drains a portion of the target’s magical ability and adds 1 sorcery point point to your font of magic (points gained in excess of your sorcery point maximum are lost). If you hit a creature that cannot cast spells or use spell-like abilities, the tongue instead drains a portion of the target’s life force and grants you 1d6 temporary hit points. Regardless of the target’s ability to use magic, the tongue’s unnerving siphoning of magical or life energy causes the struck creature to make a Wisdom saving throw, on a failed save it has disadvantage on its next attack or ability roll.

Flame Arc
You unleash an arc of flame by expending 1 sorcery point. This creates a 30-foot line of flame that deals 1d6 points of fire damage + your Charisma modifier, plus an additional 1d6 points of fire damage for every 2 additional sorcery points spent (to a maximum of 10d6) to each target in the line. Creatures in the area of effect make a Dexterity save, on a successful save they take half damage.

Force Strike
You unleash a blast of force by expending 1 sorcery point. This attack automatically strikes one target within 30 feet (as magic missile) and deals 1d4 points of force damage, plus 1 point of damage per sorcerer level. Spells and effects that negate magic missile also negate this effect.

Ice Missiles
You unleash a freezing projectile by expending 1 sorcery point and make an exploit attack against any one target within 30 feet. If the attack hits, it deals 1d6 points of cold damage + the arcanist’s Charisma modifier, plus an additional 1d6 points of cold damage for every 2 additional sorcery points spent (to a maximum of 10d6). On a hit the target must make a Constitution save equal to your Exploit save DC, on a failed save the target has disadvantage on their attack rolls until the end of their next turn.

Illusion Catcher
You have advantage on saving throws against illusions. If you succeed on an illusion saving throw, she can expend 1 sorcery point as a reaction to try to negate or steal control of the illusion. Make an arcana check equal to 10 + the spell’s level. If you succeed, you can either end the effect or alter it as if you were the spell’s caster. If the spell’s duration is concentration, you must concentrate on the new effect or it ends. You must have the face thief exploit to select this exploit.

Lightning Lance
You can unleash a lance of lightning by expending 1 sorcery point and making an exploit attack against any one target within 30 feet. If the attack hits, it deals 1d6 points of electricity damage + the arcanist’s Charisma modifier, plus 1d6 points of electricity damage for every 2 additional sorcery points spent (to a maximum of 10d6). The target must make a Constitution saving throw, on a failed save the target’s vision is also impaired, causing the target to treat all creatures as if they had half cover until the end of its next turn.

Metamagic Knowledge
You one additional Metamagic option, you must be at least level 5 to select this exploit.

Obfuscated Spellcasting
When casting a spell, you can spend 1 sorcery point to make the spell being cast appear to be a different spell. The spell can be disguised as any other spell that you know. This causes creatures making an Arcana check to identify your spell to make the check with disadvantage. On a failed save the creature mistakenly identifies the spell being cast as the false spell chosen by you. Creatures immune to illusions or with truesight are unaffected by this exploit.

Quick Study
You can prepare a spell in place of an existing spell by expending 1 sorcery point as an action. You must be able to reference her spellbook when using this ability. The spell prepared must be of the same level as the spell being replaced. You can only use this exploit once a round.

Rift Fog
As an action, you can spend 1 sorcery point to create a 5-foot-radius vortex of chilling fog adjacent to you. Hints of leering, fiendish faces whirl within the mist. As a move action, you can direct the cloud of rift fog to move in any direction at a speed of 30 feet to a maximum range of 60 feet from you. The fog may ascend or jump up to 30 feet to strike a target. Once the fog ends its movement, coils of its otherworldly mist surround any targets that are wholly or partially in its area. The fog’s supernaturally cold temperature causes 1d6 points of cold damage to affected creatures. A creature damaged by rift fog must make a Wisdom save, on a failed save its speed is halved until the end of its next turn. Once created, rift fog persists for 1 minute, or until you activate a new exploit.

School Defense
You have an understanding about a specific school of magic, allowing you to protect yourself from spells from that school. You have advantage on saving throws for whichever school you chose for your School Understanding exploit. You must have the School Understanding exploit to select this exploit.

School Understanding
Select one school of magic, the gold and time you must spend to copy spells from that school into your spellbook is halved.

See Magic
You can see magical auras. If you spend 1 sorcery point point from her arcane reservoir, for 1 minute you instantly recognize magic item auras and spell effects (as detect magic). In addition, if you touch a magic item during this time, you can immediately cast the identify spell without needing material components by spending 1 additional sorcery point.

Shadow Veil
By expending 1 sorcery point as an action, you can pull a veil of shadows around you, making you more difficult to spot and strike. You gain half cover and advantage on Stealth checks. This effect lasts a number of rounds equal to 1 + your Charisma modifier.

Shadows Out of Light
As a bonus action, you can spend 1 sorcery point to pull fiendish essence from the Outer Rifts into your own shadow. Malformed and nearly amorphous, the shadow-things swarm across your body, turning your eyes completely black and distorting your physical form. These shadows persist for 1 minute, or until you activate a new exploit, and grant you a +2 bonus to your Armor Class.
Whenever a creature provokes an attack of opportunity from you, you may make the attack of opportunity with your shadow, striking as a touch spell attack that deals a number of points of cold damage equal to 1d6 + your Charisma modifier. The shadows cannot be compelled to make normal attacks—they lash out in this way only as a reaction to being provoked.

Shift Caster
You can spend 1 sorcery point to cast a spell while under the effects of polymorph, true polymorph, or shapechange or a similar spell. You must know the Polymorph spell in order to select this exploit.

Sonic Blast
You can loose a deafening blast of sonic energy by expending 1 sorcery point making a ranged exploit attack against any one target within 30 feet. The blast deals an amount of thunder damage equal to 1d6 + the arcanist’s Charisma modifier, plus an additional 1d6 points of thunder damage for every 2 additional sorcery points spent (to a maximum of 10d6). The target makes a Constitution save, on a failed save they are deafened. On a successful save they are not deafened and take half damage.

Spell Improvisation
You can expend 2 points from your arcane reservoir as a bonus action when casting a prepared spell to instead cast a spell of the same level or lower from your spellbook. You can use this ability a number of times per day equal to your Charisma modifier (minimum of once). When you finish a long rest you regain all expended uses. You must be able to reference your spellbook when using this ability.

Spell Tinkerer
You can alter an existing spell effect by expending 1 sorcery point. To use this ability, you must be adjacent to the spell effect (or the effect’s target) and be aware of the effect. You can choose to increase or decrease the remaining duration of the spell by 50%. This ability can be used on unwilling targets, but you must be able to touch the target, and the target may attempt a Wisdom saving throw to negate the effect. This ability cannot be used on a given spell effect more than once. This ability has no effect on spells that are instantaneous or have a duration of permanent.

Tentacles
As a bonus action, you can spend 2 sorcery points to sprout a pair of rubbery tentacles that grow from your upper chest. At the same time, your arms shrink into sickly, malformed stubs, capable of only rudimentary actions such as lifting small objects or making somatic gestures. Rings, bracers, and other items worn on the atrophied arms and hands remain in place, but magic items that require hands to activate cannot be used while your arms are in this state. Likewise, the use of weapons or shields is impossible during this time. You have full control over these hideous tentacles and can use them to deliver touch spells, or as natural weapons, with which you are proficient, that deal 1d6 bludgeoning damage. Your reach with these tentacles is 5 feet longer than your normal reach.

Third Eye
You can open your third eye, giving you true sight out to 10 feet. You can use this exploit multiple times a day, but each subsequent use costs 1 additional sorcery point (2 points for the second additional use, 3 points for the third use, and so on).

Greater Exploits
Burning Flame
Whenever you use the flame arc exploit, you can expend 2 sorcery points instead of 1. If you do, each target catches on fire if it fails its saving throw. Until the fire is extinguished, the target takes 3d6 points of fire damage at the start of each of its turns. The target can attempt a Dexterity saving throw as an action to extinguish the flames. Applying at least 1 gallon of water to the target automatically extinguishes the flames. You must have the flame arc exploit to select this exploit.

Counter Drain
Whenever you successfully use the counterspell spell, you regain a number of sorcery points, which is determined by the level of the spell countered. Spells of 2nd level or lower do not restore any sorcery points. Spells of 3rd and higher restore 1 point to her arcane reservoir for every three spell levels (rounded down), to a maximum of 3 points at 9th level. You must have the counterspell spell to select this greater exploit.

Dancing Electricity
Whenever you use the lightning lance exploit, you can expend 2 sorcery points instead of 1. If you do, all creatures adjacent to the target take an amount of damage equal to half the amount of electricity damage rolled. Adjacent creatures can attempt a Dexterity saving throw to halve this damage. Whether or not the target makes its saving throw has no effect on adjacent targets. You must have the lightning lance exploit to select this greater exploit.

Devotion
Choose a divine domain of a god you worship. You can spend 1 sorcery point as a bonus action to temporarily prepare a domain spell for a number of rounds equal to your Charisma modifier (minimum of 1). While prepared, the spell is considered to be a sorcerer spell. You must worship a god to select this greater exploit.

Dimensional Seal
You can spend 1 sorcery point to emanate a field centered on yourself which blocks dimensional travel—including summoning and teleportation effects, as well as the dimensional slide exploit—in a radius of 20 feet for a number of minutes equal to your Charisma modifier (minimum of 1). You may dismiss this effect at will. You must have the dimensional slide exploit to select this greater exploit.

Energy Absorption
Whenever you is use the energy shield exploit, and the shield prevents 10 or more points of damage, you can absorb a portion of that energy and use it to fuel your exploits. After absorbing the damage, you can use any exploit that deals the same type of energy damage as the type your shield absorbed, reducing the cost by 1 sorcery point. You must use this energy within 1 minute or it is lost. You do not gain more than one such use of energy per round, and you cannot store more than one use of this energy at a time. You must have the energy shield exploit to select this greater exploit.

Icy Tomb
Whenever you use the ice missile exploit, you can expend 2 sorcery points instead of 1. If you do, the target is coated in rime if it fails its saving throw. As long as the ice remains (typically 1 minute in a warm area), the target is restrained. The target can break free from the ice as an action by making a Strength saving throw. If the target takes more than 10 points of fire damage from a single attack, the ice melts and the effect ends. You must have the ice missile exploit to select this greater exploit.

Lingering Acid
Whenever you use the acid jet exploit, you can expend 2 sorcery points instead of 1. If you do, the target takes additional damage on the following rounds if it fails its saving throw. The target takes 1d6 points of acid damage on the following round for every 2d6 points of acid damage dealt by the initial attack. On subsequent rounds, the target continues to take 1d6 points of acid damage for every 2d6 points of acid damage dealt on the previous round. The damage continues until the amount of acid damage dealt on the previous round by this effect is 1d6. For example, if you spent 6 sorcery points you would deal 5d6 points of acid damage + your Charisma modifier, 2d6 points of acid damage on the following round, and 1d6 points of acid damage on the third and final round. You must have the acid jet exploit to select this greater exploit.

Redirect Spell
You can gain temporary control of a spell cast by another spellcaster. As a reaction by expending 3 sorcery points you can change the target of a spell that requires a spell attack if you are one of the targets.

Spell Thief
You can steal a spell affecting one creature by expending 2 sorcery points, as an action. If the creature is unwilling, you must succeed at an exploit touch attack to steal the spell; the target can attempt a Wisdom saving throw to negate the effect. You can specify a spell affecting the target to steal, but if you’re incorrect or don’t know what spells are affecting the target, the spell stolen is determined randomly from all those affecting the target. If successful, the spell effect transfers to you, affecting you for the remaining duration. Unless the effect normally allows for a new saving throw during its duration (such as at the end of each round), this ability doesn’t grant you a saving throw against it. You cannot use this ability to steal a spell with a range of personal or a duration of permanent. You must have the spell tinkerer exploit to select this greater exploit.

Suffering Knowledge
You can learn to cast a spell by suffering from its effects. When you fail a saving throw against a spell cast by an enemy, as a reaction you can spend 1 sorcery point to temporarily acquire the spell. You can cast the spell using your spell slots as if it was a spell you had prepared that day. The spell must be on the sorcerer/wizard spell list and must be of a level that you can cast. The ability to cast this spell remains for a number of rounds equal to the your Charisma modifier (minimum of 1).

Level 18 Feature: Magical Supremacy
At 18th level you’ve gained a unique mastery over your font of magic, combining both your studies and your natural manipulation over magic. You may cast a spell from your spell list, prepared or not, as if you were using the Creating Spell Slots feature. Creating a spell this way will be treated as if it was two spell levels higher and its spell save DC increases by 2. You regain the use of this ability after the completion of a long rest.