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A lightly armoured Hyur maneuvers through the battlefield alongside his carbuncle companion. The carbuncle dashes ahead and lets out a burst of magical energy, dazing their foes and creating an opening for their allies, swaying the battle in their favour.
A quiet Miqo'te woman carefully scratches notes into her research tome. After a long time passes, she wipes the sweat from her brow as a shining avian figure bursts forth from another plane, ready to heed her every command.
A carefully launched arrow catches the Lalafell's ally. Invoking a few words and raising their grimoire to the sky, healing magics close the wound, allowing their friend to fight on.
These skillful magic users take on many roles on the battlefield, be it a commander of their allies, a medic or a destructive force. Through careful planning and preparation, an Arcanist becomes an indomitable force to stand against.
Magic Through Research
Arcanists work hard to explore the secrets of magic, only through deep understanding of formulas and geometrical figures can they produce magical effects. Their tomes and grimoires are filled with fascinating formulas and diagrams, which when fed magical energy from the arcanist's body burst forth into powerful spells. Ever thirsty for greater knowledge, an Arcanist seeks knowledge and then puts it to the test.
Borrowed Power
One thing which sets the Arcanist apart from other spell casters is their usage of summoning companions. Early in their studies, an Arcanist learns to summon forth a magical servant. This is the first major task of an Arcanist and helps to sharpen their powers. The companion borrows some of the arcanist's power and in return gives the caster an unwavering ally on the field of battle.
Creating an Arcanist
An arcanist's path begins with a few formulas scrawled in a tome and a large amount of time practicing their craft, researching to unlock greater power to have at their disposal. You must consider what was your arcanist's call to action. Perhaps their thirst for knowledge couldn't be satisfied at their desk, or they saw that their abilities could help the world in another way. Perhaps they uncovered some information that they must investigate or act upon.
Whatever the cause which brought the arcanists out into the world, they do so with their research in hand and companion by their side.
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: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion.
Equipment
You start with the following equipment, in addition to the equipment granted by your background
(a) quarterstaff or (b) a dagger
(a) a light crossbow and 20 bolts or (a) a simple weapon
(a) a grimoire which acts as your spell-casting focus
(a) a scholar's pack or (b) an explorer's pack
Spell Casting
Level requirement and general description. See Chapter 10 of the PHB for the general rules of spellcasting and the end of this document for the Arcanist spell list.
Cantrips
At 1st level, you know 3 cantrips of your choice from the Arcanist spell list. You learn additional Arcanist cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Arcanist table.
Spellbook
At 1st level, you have a spellbook containing six 1st-level Arcanist spells of your choice. Your spellbook is the repository of the Arcanist Spells you know, except your Cantrips, which are fixed in your mind.
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