Arcanist Vocations

Your arcanist vocations grant you certain features as you progress as an arcanist. You gain features from your primary vocation at 1st, 7th, and 13th level. You gain the feature of your secondary vocation at 3rd, 9th, and 15th level.

Certain vocations have abilities that expend spell slots or refer to your spellcasting. If the vocation is your primary vocation, you cannot use these abilities before your reach 2nd level.

If an arcane vocation feature calls for a saving throw, the DC equals 8 + your proficiency bonus + your Intelligence modifier

 

Alchemist

With a deep knowledge of transmutation and enchantment, Alchemists can turn the mundane into the extraordinary, helping their allies with potent concoctions and curative tonics.

 

Signature infusion

Alchemical Cauldron

 

Alchemical student

At 1st or 3rd level, you become proficient with either the Alchemist’s supplies or the Herbalism kit.

Also, when attuned to the alchemical cauldron infusion, you gain two volatile alchemist’s fires whenever you finish a long rest. These special alchemical weapons become useless after you finish another long rest. You are proficient with alchemist’s fires and these special alchemical weapons use the arcanist vocation saving throw DC in place of their normal saving throw DC.

As an action on your turn, you can make a special attack with an alchemist’s fire. As part of this attack, you can also expend a spell slot to increase the damage it deals on a hit by 3d6.

When you use this ability, you can change the damage type of the attack and the burning condition to one of the following: acid, cold, lightning, or poison.

 

Alchemical magic

Beginning at 7th or 9th level, you can choose one 1st level spell you know when you finish a long rest. This spell cannot be one that deals damage or requires a saving throw. You create a special potion containing this spell. This potion lasts until it is used or until you finish another long rest. When a creature drinks this potion, it is targeted by this spell as if it was cast on them. If the spell requires concentration, it lasts for its full duration instead.

Further, your alchemist’s fire gains an additional benefit when you imbued them with your magic. The alchemist’s fire gains one of the following benefits based on its damage type when you use a spell slot of 2nd level or higher to increase its damage:

  • Acid. The target creature takes 1d6 acid damage for each spell slot level from the Burning condition until it is removed instead of the damage normal for the burning condition.

  • Cold. The target's speed is reduced by 5 feet for each spell slot level until the burning condition is removed.

  • Fire. On a hit, other creatures in a radius equal to 5 feet for each spell slot level above 1st must make a Dexterity saving throw. On a failed saving throw, a creature takes 3d6 fire damage and gains the burning condition.

  • Lightning. While the target has the burning condition, it cannot take reactions. The target also fails any saving throw against this weapon's burning condition automatically for a number of turns equal to the spell slot level.

  • Poison. The weapon deals an additional 2d6 damage on a hit for each spell slot level above 1st.

 

Stable potions

Beginning at 13th or 15th level, you can create a special alchemical weapon, a Thunder Stone. This special alchemical weapon is volatile and lasts until it is used or until you finish another long rest.

As an action, you can throw the Thunder Stone to any point within 60 feet of you. Each creature in a 40-foot radius from the point you throw the stone becomes deafened and blinded until the end of your next turn unless it succeeds on a Dexterity saving throw.

Whenever you finish a long rest, you can create one magical potion containing a spell of 5th level or lower from any spell list that targets a single creature or has a range of ‘self’. You don’t need to know this spell. This spell cannot be one that deals damage, requires a saving throw, or requires concentration. You can have a number of these magical potions equal to your intelligence modifier. If you create more, the oldest loses its magic.

 

Armourer

With unparalleled skill in both smithing and arcane arts, these arcanists create, enchant, and utilise magic armours.

 

Signature infusion

Arcane Armour

 

Customised Armour

At 1st or 3rd level, you become proficient with either the smith’s tools or the tinker's tools.

You also gain proficiency with all armours.

Further, you can magically customise a suit of magical armour you touch when you finish a short or long rest. Until you use this ability again, the armour gains the following feature when you wear it:

  • Defensive Field. As a bonus action, you can gain temporary hit points equal to your Intelligence modifier (minimum 1) plus your level in this class, replacing any temporary hit points you already have. You lose these temporary hit points if you doff the armour. You can use this bonus action twice, and you regain all expended uses when you finish a long rest.

Armour modifications

At 7th or 9th level, you learn how to use your arcanist infusions to specially modify a magic armour that you wear. Any armour you have magically customised with you Customised Armour feature, can now hold additional infusions. In addition to the magic on the armour (the chest), each of the following parts of the armour can bear one of your infusions without requiring additional attunement:

  • The boots

  • The gauntlets

  • The helmet

You also gain one additional signature infusion. Choose one infusion from the arcanist’s list of infusions that can be placed on one part of your customised armour. This infusion counts as a signature infusion and must always be part of your customised armour.

 

Weaponised Armour

Beginning at 13th or 15th level, you can deal 2d12 extra lightning damage once per turn when you hit a creature with a weapon that is part of your arcane armour (such as the gauntlets or any weapon attack granted by any infusion placed on the armour).

You also regain you defensive field ability whenever you finish a short rest and when you use your defensive field ability, a huge or smaller creature you can see within 30 feet of you must make a Strength saving throw against your spell save DC. On a failed save, you pull the creature up to 25 feet directly towards you to an unoccupied space. If you pull the target to a space within 5 feet of you, you can make a melee attack against it as part of using the defensive field ability.

 

Artillerist

By combining arcane knowledge with precision engineering, this arcanist utilise magical projectiles that can turn the tide of battle.

 

Signature infusion

Arcane Cannon

 

Arcane Tinkerer

At 1st or 3rd level, you become proficient with either the Tinkerer’s tools or the woodcarver’s tools.

Also, when you infuse a weapon with the trigger property with your arcane cannon infusion, you can add one of the following additional abilities to the weapon when you attune to it:

  • Launcher. In addition to its normal properties, this weapon has a special launcher attached. When you wield the infused weapon, you can attack with it or with the special launcher. The launcher has a special reload [1] property for loading an alchemical weapon (such as alchemist fire or a vial of poison). The weapon can fire alchemical weapons from the weapon in addition to its normal ammunition. When you make an attack with the alchemical weapon, make an attack with the infused weapon and expend the alchemical weapon as ammunition. On a hit, treat the attack as if it was made with the alchemical weapon.

  • Double-tapper. In addition to its normal properties, this weapon has a special crossbow attached that functions exactly like a repeating crossbow except it has a reload [1] property instead of reload [5]. When you wield the infused weapon, you can attack with it or with the special repeating crossbow. Once on your turn, when you hit or miss a target with an attack using either of these two weapons, you can immediately make an additional attack against the target using the other weapon if it is loaded. This extra attack does not add your Dexterity modifier (or any other ability score modifier) to the damage roll.

  • Silencer. If the weapon has the thundering property, the weapon loses this property.

 

Magic Munition

Beginning at 7th or 9th level, you can cast a spell onto the ammunition of your arcane cannon if it has the reload property.

Any spell cast onto ammunition in this way is always delivered at the lowest level required to cast the spell regardless of the spell slot level is used to cast the spell onto the ammunition.

To be eligible, the spell must:

  • Have a casting time of one action.

  • Include a spell attack.

When you gain this feature, you also learn two 1st-level spells from any spell list that require a spell attack roll. You can only cast these spells as part of loading them into a magical weapon with the reload property.

It takes 1 minute to reload the weapon with a spell creating a piece of magic ammunition. If you use this ability on a weapon that already has a spell imbued, the previous spell fades harmlessly. The spell also fades when you finish a long rest.

Use Intelligence in place of your Dexterity, for the attack and damage rolls when you make an attack with your arcane cannon using this piece of ammunition. If the attack hits, replace the weapon’s damage dice with the spell’s effect.

 

Spell sniper

Beginning at 13th or 15th level, you become more adept at imbuing magic into ammunition. When you spend a minute to cast a spell onto the ammunition of your arcane cannon, you can spend a spell slot of a higher level than the minimum level required to cast the spell. When you do so, the spell does not gain the spells normal benefits from being cast at a higher level. Instead, you create one additional piece of magical ammunition for each spell slot level above the spell’s normal level you use to cast the spell. You cannot create more magical pieces of ammunition this way than the weapon’s reload value (e.g. if you use a 2nd level spell slot to cast chromatic orb when you reload a magical weapon with reload [5], the next two attacks made with this weapon also hit the target with a chromatic orb spell as if it was cast with a 1st level spell slot).

Also, when you score a critical hit with your arcane cannon, you can roll one of the weapon’s damage dice two additional times, adding the total to the damage of the critical hit.

 

Battle Smith

With an adept understanding of arcane infusions, these arcanists enhance their armaments, weaving subtle yet potent magic into each strike.

 

Signature Infusion

Infused Weapon

 

Weapon Smith

At 1st or 3rd level, you become proficient with either the smith’s tools or the woodcarver’s tools.

You also gain proficiency with all martial weapons and magic weapons that you wield gain the crushing weapon property while you wield them.

Further, you can spend one minute channelling magic into a weapon you are touching. Expend a spell slot to give the weapon a number of charges equal to the spell slot level. For one hour or until all charges are used, the wielder of the weapon can use a charge when they miss with an attack to turn the miss into a hit. You can only have one weapon imbued with a spell slot in this way at any time. If you use this feature again while you have another weapon imbued in this way, the effect ends on that weapon.

 

Signature weapon

Beginning at 7th or 9th level, any weapon you infuse with the infuse weapon infusion also gains the benefit of another infusion you know that can be placed on a weapon. When you use this ability, the weapon gains the benefits of both infusions while counting as your signature infusion. When you use this ability on a weapon, you are the only creature that can attune to this weapon

You can also use your weapon smith feature to channel spell slots into any number of magical or non-magical weapons, though any one weapon cannot be imbued with more than one spell slot.

 

Master Smith

Beginning at 13th or 15th level, you gain the ability to empower magical weapons you wield. When you wield a magic weapon that has a limited number of uses or charges, you can forgo expending a charge when you activate the weapon’s ability. You can use this feature a number of times equal to your Intelligence modifier between long rests.

 

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 the arcane spell list. The cantrip must be one that requires a spell attack roll.

While wielding a magical spellcasting focus, you can use a bonus action to cast a cantrip you know that requires a spell attack roll. You can use this ability once between short or long rests.

 

Dedicated focus

At 7th or 9th level, you learn an additional cantrip from the arcane spell list. The cantrip must require a spell attack roll to be eligible. 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, you can expend a spell slot to grant yourself advantage on your next attack roll with a cantrip once per turn.

 

Spell slinger

At 13th or 15th level, you learn another cantrip. This cantrip can come from any spell list. The cantrip must require a spell attack roll to be eligible. You also gain an additional use of your combat magic bonus action (for a total of three uses between short or long rests).

When you use your dedicated focus to grant yourself advantage on an attack roll with a cantrip, you can target a number of creatures with the cantrip equal the level of the spell slot you expend (e.g. if you expend a 2nd level spell slot, you can target two targets with the cantrip). You have advantage on the attack against all targets. You roll attack and damage for each target separately.

 

Pale Master

This arcanist’s tampering with undead energies and necromancy has led to the discovery of grim and forgotten secrets.

 

Signature Infusion

Necrotic Talisman

 

Undead Graft

At 1st or 3rd level, you become proficient with either the Poisoner’s Kit or the Alchemist’s supplies.

When you create the necrotic talisman, you can choose to bind the magic in your body instead of the amulet, creating an undead graft bound in a special tattoo or necrotic patch of skin. If you do so, you learn the inflict wounds spell, and you gain the following additional abilities. You can use the either of the chosen abilities once between short or long rests:

  • Degenerative Touch. When you hit a creature with the unarmed strike, you can drain the target. The target gains a point of exhaustion.

  • Weakening Touch. When you hit a creature with the unarmed strike, you can weaken the target. Until the end of your next turn, the target becomes weakened.

  • Frightening Touch. When you hit a creature with the unarmed, you can instill the target with fear. The target becomes frightened until the end of your next turn.

The undead graft also replaces any missing appendages, creating a new skeletal appendages in their place. The replacements function identically to the body part it replaces. Beginning at 18th level, when you gain the magic item savant feature, you can treat your undead graft as if it was also an armour.

Deathless Master

At 7th or 9th level, you learn two necromancy spells from any spell list of a level you can cast.

Your undead graft also becomes more powerful, granting it the following additional benefits:

  • Deathless Touch. When you hit a humanoid or beast with the unarmed strike, you can curse the target. While cursed, the target is diseased. If the creature dies while under this curse, it rises as an animated zombie or skeleton under your command as if you had cast animate dead on it. If the creature has not died after 1 minute, the curse ends harmlessly. You can use this ability once between short or long rests.

  • Sudden Death. If you cast a necromancy spell of 1st level or higher on your turn, you can also make an unarmed strike with the undead graft as a bonus action.

 

Grim potential

At 13th or 15th level, you unlock the necrotic potential of the undead graft granting you the following abilities which can be used once each between long rets:

  • Paralysing Touch. When you hit a creature with your undead graft, you can have that creature make a Constitution saving throw. On a failed save, the target becomes paralysed for one minute. On a successful save, the target is dazed for the duration instead. If the target is immune to being paralysed, it automatically succeeds on the initial saving throw, becoming dazed instead. The target can repeat the saving throw at the end of each of its turns to end the effect.

  • Destructive Touch. When you hit a creature with your undead graft, you can have that creature make a Constitution saving throw. On a failed save, the target takes an additional 10d6 necrotic damage and half as much on a successful save.

 

Rune Carver

This arcanist understands the ancient magic of runes, a practice that originated with the ancient giants.

 

Signature Infusion

Runic Staff

 

Rune smith

At 1st or 3rd level, you become proficient with either the smith’s tools or the woodcarver’s tools.

Further, you are not limited to quarterstaves when infusing an item with your runic staff infusion. You can instead infuse any weapon, armour, shield, or creature with that infusion. When placed on a creature, that creature can use the infusion as if it wielded an item infused with the runic staff infusion. The creature must still attune to the infusion.

When you finish a long rest, you can inscribe one special rune on a weapon, armour, shield, or creature you touch. Your rune remains on the target until the rune is invoked or until you use this feature to inscribe a rune on other items after another long rest.

The target creature or a creature wielding an object imbued with the rune is empowered by the rune. Choose from the following rune options when you use this ability. Each rune gains a special ability that can be invoked. Once a rune has been invoked, it disappears:

Cloud Rune. This rune emulates the deceptive magic used by some cloud giants. This rune grants the empowered creature advantage on Dexterity (Sleight of Hand) checks. The empowered creature can invoke this rune as a reaction when it or another creature it can see within 30 feet of it is hit by an attack roll to choose a different creature within range of the attack, other than the attacker. The chosen creature becomes the target of the attack, using the same roll.

  • Fire Rune. This rune’s magic channels the masterful craftsmanship of great fire giant smiths. An empowered creature has advantage on any ability check it makes with a tool while working with metal. The empowered creature can invoke this rune as a bonus action when it hits another creature with an attack using a metal weapon to summon fiery shackles. The target of the shackles takes an extra 2d6 fire damage and must succeed on a Strength saving throw or be restrained for 1 minute. While restrained by the shackles, the target must repeat the saving throw at the end of each of its turns, taking 2d6 fire damage on a failed saving throw and destroying the shackles on a success.

  • Frost Rune. This rune’s magic evokes the might of the frost giants that reside the wintry wilderness. An empowered creature automatically succeeds on checks or saves to avoid exhaustion due to low temperatures and it has advantage on Wisdom (Survival) checks to find food. The impowered creature can invoke this rune as a bonus action to increase its sturdiness. For 10 minutes, the empowered creature gains advantage on all ability checks and saving throws that use Strength or Constitution.

  • Stone Rune. This Rune’s magic channels the judiciousness associated with stone giants. While wearing or holding an object inscribed with this rune, a creature has advantage on Wisdom (Insight) checks. The empowered creature can invoke this rune as a reaction when another creature it can see ends its turn within 30 feet of the empowered creature. The triggering creature must make a Wisdom saving throw or become charmed by the empowered creature for 1 minute or until it takes any damage. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. The creature repeats the saving throw at the end of each of its turns, ending the effect on a success.

  • Hill Rune. This rune’s magic bestows a resilience and strength reminiscent of a hill giant. While wearing or holding an object that bears this rune, a creature has advantage on saving throws against being poisoned. The empowered creature can invoke the rune as an action and immediately move up to 40 feet in any direction. The creature can move into other creature’s spaces in this way. If the empowered creature moves through another creature’s space, that creature must make a Strength saving show. On a failed saving throw, the target is knocked prone and takes 3d6 bludgeoning damage. On a successful saving throw, the target is not knocked prone, and the empowered creature does not move any further with this ability. Any creature that is two or more sizes larger than the wielder automatically succeeds on this saving throw.

  • Storm Rune. Using this rune, the wielder can glimpse the future like a storm giant seer. While wearing or holding an object inscribed with this rune, a creature can’t be surprised as long as it isn’t incapacitated. The empowered creature can invoke the rune as a bonus action to enter a prophetic state for 1 minute or until it becomes incapacitated. When invoked and as a bonus action on subsequent turns until the state ends, the empowered creature can grant itself or another creature within 60 feet of it advantage on the one attack roll, ability check, or saving throw (the empowered creature’s choice) before the beginning of the empowered creature’s next turn.

 

Student of Runes

Beginning at 7th or 9th level, you can inscribe one additional rune (for a total of two different runes) with your rune smith feature when you finish a long rest. The runes must be inscribed on different targets.

As an action, you can touch one rune that you have inscribed and expend a spell slot. That rune can be invoked an additional number of times equal to the spell slot expended on this feature

before it disappears. Regardless of how many uses a rune has, an empowered creature cannot invoke the effect of a rune that is currently invoked (e.g. an empowered creature cannot invoke the fiery shackles of the fire rune while it has another creature bound by fiery shackles). Any rune can only be infused with a spell slot once between long rests. These extra uses last until you finish a long rest or until they have been spent.

 

Rune Master

At 13th or 15th level, when you finish a short rest, you can inscribe one rune on an object or a creature if you have less than two active runes.

You always know the location of any object or creature that you have inscribed with a rune.

You know the symbol spell and can cast it once between long rests without expending material components. When you cast symbol with this feature, the spell’s duration changes to ‘24 hours or until triggered’.

 

Scrivener

With meticulous attention to detail and a deep understanding of arcane symbols, the arcanists craft scrolls that preserve enchantments, ready to be unleashed when needed.

 

Signature Infusion

Magic Quill

 

Scroll Crafter

At 1st or 3rd level, you become proficient with either the Calligrapher’s tools or the painter’s tools.

Also, when you finish a long rest, you can choose one spell of 1st level from any spell list. You create a temporary spell scroll of this spell. This scroll lasts until the scroll is activated to cast the spell or until you finish another long rest. You can activate this temporary spell scroll as if the spell was on your class spell list. The spell must be one that does not require an expensive material component.

Scroll Caster

Beginning at 7th or 9th level, you treat any spell on a spell scroll or temporary spell scroll that you are holding as if it is a spell that you know allowing you to cast these spells using your spell slots without expending the spell scroll.

You can create an additional temporary spell scroll with your scroll crafter feature when you finish a long rest. This temporary spell scroll can be of a spell of 3rd level or lower from any spell list. The spell must be one that does not require an expensive material component.

 

Versatile Transcriptions

Beginning at 13th or 15th level, you can also create an additional temporary spell scroll with your scroll crafter feature when you finish a long rest. This temporary spell scroll can be of any spell of 5th level or lower from any spell list. The spell must be one that does not require an expensive material component.

Whenever you finish a short rest, you can also create one temporary spell scroll of a 1st level spell from any spell list if you have fewer than three temporary spell scrolls in total.

Note on temporary spell scrolls

Temporary spell scrolls are not real spell scrolls. Meaning, wizards cannot scribe these spells into their spell books

The scrivener’s temporary spell scrolls are semi-intelligible scribbles and momentary notes of magic potential. While any creature that can cast spells from scrolls can cast these spell as if they were spell scroll, the magic contained in the spell scrolls is only contextually tangible and would become useless if a wizard tried to copy the notes to their spellbook.