Arcanist Vocations
Channeler
With a deft hand and quick reflexes, this arcanist excels in the delicate art of weaponizing the simplest of spells through their spellcasting focus.
Signature infusion
Warmage’s Focus
Combat Magic
At 1st or 3rd level, you become proficient with either the Woodcarver’s tools or the Jeweller’s tools.
You also learn one cantrip from any spell list. The cantrip must be one that deals damage.
While wielding a magical spellcasting focus, you can use a bonus action to cast a cantrip with a normal casting time of one action. You can use this ability once between short or long rests.
Dedicated focus
At 7th or 9th level, you learn an additional damage dealing cantrip. You also gain an additional use of your combat magic bonus action (for a total of two uses between short or long rests).
In addition, whenever you use your combat magic bonus action to cast a cantrip, you can add one of the following special abilities to that cantrip (if the cantrip has a duration, it only gets this benefit the turn you cast it):
Advantage. If the cantrip requires an attack roll, you make the attack with advantage.
Intensity. If the cantrip requires a saving throw, a target takes an additional 1d10 damage on a failed saving throw.
Overchannel
Beginning at 13th or 15th level, you gain an additional use of your combat magic bonus action (for a total of three uses between short or long rests).
Also, when you cast a cantrip as an action, you can have that cantrip target a number of additional targets equal to your intelligence modifier. You can use this ability once between long rests.
In addition, when you use your combat magic bonus action to cast a cantrip, you can add one of the following special abilities to that cantrip instead of the dedicated focus features (if the cantrip has a duration, it only gets this benefit the turn you cast it):
Improved Advantage. If the cantrip requires an attack roll, you make the attack with advantage and you roll three dice (instead of two) and chose the highest for the rolls.
Improved Intensity. If the cantrip requires a saving throw, a target takes an additional 3d10 damage on a failed saving throw.