Path of the Arcanist

Tier 1 Core Arcanist

Key Attribute: Logic

Skills: Academics, Linguistics, Magecraft

Description: You gain access to the first tier of Arcane feats.

Benefit: Increase the number of Mana Points (MP) in your pool by your LOG.

Additionally, you may gain two cantrip glyphs.

Table: Arcanist Tier 1

NameTagsDescriptionBenefit
Arcane BondArcaneYou place some of your magical power in a bonded item. Benefit: Upon gaining this ability, you can designate a single item you own as your bonded item. This is typically an item associated with spellcasting, such as a wand, ring, or staff, but you are free to designate a weapon or other item.

Free Action (During your turn): Once per day you may expend the power stored in your bonded item, as long as the item is on your person. You restore mana points equal to your highest spell level.

Special: If a bonded object is damaged, it is restored to full hit points the next time you rest. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp worth of material. This ritual takes 8 hours to complete.
Basic Arcane SpellcastingManaYour spellcasting improves. Benefit: Your maximum spell level increases to 1st level spells.

Additionally, gain a 1st level common foundational Glyph.
Conceal SpellArcane, Concentrate, Manipulate, MetamagicYou learn to cast spells with no somatic gestures. Benefit: A concealed spell can be cast with no somatic components. Spells without somatic components are not affected.

This ability hides only the spell’s spellcasting actions and manifestations, not its effects, so an observer might still see a ray streak out from you or see you vanish into thin air. You may still need to make a stealth check if you are attempting to conceal a spell that has obvious effects.

Normal: Spells with material, somatic, and verbal components are usually noticeable and spells normally have sensory manifestations that would make spellcasting obvious to those nearby.

Special: A concealed spell consumes additional mana equal to one level higher than the spell’s actual level. For example, a 1st level spell could be concealed at the total cost of 3 mana (1 for the base spell and 2 for the effective level the spell becomes).
Counterspell, LesserAbjuration, ArcaneYou can use your magic to counter an enemy’s spell.Benefit: When a foe Casts a Spell within 60’ and you can see its manifestations, as a reaction you may counter the triggering creature’s casting of the spell. If the foe’s spell is 3rd level or lower, it fails to manifest and has no effect. You lose mana as if you had cast the triggering spell.

Requirement: You must have the foundational glyph for the spell to be able to counter it. Foe’s casting spells with unique glyphs may require an opposed check, subject to DM discretion.
Energy AblationArcane, Elemental, MetamagicWhen you cast energy spells, you retain some of that energy as a protective barrier. Benefit: If you Cast a Spell that deals energy damage, whether or not it successfully deals damage, you gain resistance to that type of energy equal to the spell's level (minimum 1) until the end of your next turn. If the spell deals more than one type of energy damage, choose one and gain resistance to that type.

Special:
An ablated spell consumes additional mana equal to one level higher than the spell’s actual level. For example, a 1st level spell could be widened at the total cost of 3 mana (1 for the base spell and 2 for the effective level the spell becomes).
Eschew MaterialsArcaneYou can use clever workarounds to replicate the arcane essence of certain materials. Benefit: When Casting a Spell that requires material components, you can provide these material components without a material component pouch by drawing intricate replacement sigils in the air. Unlike when providing somatic components, you still must have a hand completely free.

Additionally, the cost requirement of expensive material components (anything over 100 gp) is reduced by 25%. For example, a 1,000 gp gem requirement can be satisfied by a gem valued at 750 gp.
Extend SpellArcane, Concentrate, MetamagicYour spells can last a great deal longer than normal.Benefit: When you cast a spell that has a duration of 1 minute or longer, you can increase your spell’s level to double its duration, to a maximum duration of 24 hours.

Special: An extended spell consumes additional mana equal to one level higher than the spell’s actual level. For example, a 1st level spell could be concealed at the total cost of 3 mana (1 for the base spell and 2 for the effective level the spell becomes).
Glyph ProdigyManaYou are particularly adept at extracting the essence of magic. Benefit: You can learn glyphs in half the time it normally takes.

Additionally, whenever you gain a new Glyph of Uncommon or higher rarity you increase your maximum Mana Points (MP) by 1.
Nonlethal SpellArcane, Manipulate, MetamagicYou can alter offensive spells to be less deadly.Benefit: If you Cast a Spell that deals damage and doesn't have the death or negative trait, that spell gains the nonlethal trait.

Special: A nonlethal spell consumes additional mana equal to one level higher than the spell’s actual level. For example, a 1st level spell could become nonlethal at the total cost of 3 mana (1 for the base spell and 2 for the effective level the spell becomes).
Novice AbjurationAbjurationYou begin your journey in specializing in protective magic.Benefit: The gold and time you must spend to scribe an Enchantment glyph is halved.
Additionally, gain a 1st level common or uncommon Abjuration foundational Glyph.
Novice ConjurerConjurationYou begin your journey with conjuring and summoning.Benefit: The gold and time you must spend to scribe a Conjuration glyph is halved.
Additionally, gain a 1st level common or uncommon foundational Conjuration Glyph.
Novice DivinerDivinationYou begin your journey specializing in divinations.Benefit: The gold and time you must spend to scribe a Divination glyph is halved.
Additionally, gain a 1st level common or uncommon foundational Divination Glyph.
Novice EnchanterEnchantmentYou begin your journey as an enchanter.Benefit: The gold and time you must spend to scribe a Enchantment glyph is halved.
Additionally, gain a 1st level common or uncommon foundational Enchantment Glyph.
Novice EvokerEvocationYou begin your journey as an evoker.Benefit: The gold and time you must spend to scribe a Evocation glyph is halved.
Additionally, gain a 1st level common or uncommon foundational Evocation Glyph.
Novice IllusionistIllusionYou begin your journey creating illusions and using magic of deception.Benefit: The gold and time you must spend to scribe a Illusion glyph is halved.
Additionally, gain a 1st level common or uncommon foundational Illusion Glyph.
Novice NecromancerNecromancyYou begin your journey down the path of Necromancy.Benefit: The gold and time you must spend to scribe a Necromancy glyph is halved.
Additionally, gain a 1st level common or uncommon foundational Necromancy Glyph.
Novice TransmuterTransmutationYou begin your journey as a Transmuter.Benefit: The gold and time you must spend to scribe a Transmutation glyph is halved.
Additionally, gain a 1st level common or uncommon foundational Transmutation Glyph.
Reach SpellArcane, Concentrate, MetamagicYou can extend the range of your spells.Benefit: When you cast a spell that has a range, increase that spell’s range by 30 feet. If the spell normally has a range of touch, you extend its range to 30 feet.

Special: A reach spell consumes additional mana equal to one level higher than the spell’s actual level. For example, a 1st level spell with a range of touch could be increased to short range at the total cost of 3 mana (1 for the base spell and 2 for the effective level the spell becomes).

Spells modified by this feat that require melee touch attacks instead require ranged touch attacks.
Silent SpellArcane, Concentrate, MetamagicYou’ve learned how to cast spells without speaking the words of power you would normally need to provide.Benefit: When you cast a spell you cast has a verbal component and at least one other component, you can remove the verbal component. This makes the spell quieter and allows you to cast it in areas where sound can’t carry. However, the spell still has visual manifestations, so this doesn’t make the spell any less obvious to someone who sees you casting it.

Normal: Spells with material, somatic, and verbal components are usually noticeable and spells normally have sensory manifestations that would make spellcasting obvious to those nearby.

Special: A silent spell consumes additional mana equal to one level higher than the spell’s actual level. For example, a 1st level spell could be silenced at the total cost of 3 mana (1 for the base spell and 2 for the effective level the spell becomes).
Spell FocusArcaneYour spells become harder to resist, and you occasionally gain bouts of magical inspiration.Benefit: Add +1 to the Difficulty Class for all RES and WILL saving throws against spells you cast.

Additionally, gain the spell focus initiative card.
Widen SpellArcane, MetamagicYou manipulate the energy of your spell, causing it to spread out and affect a wider area. Benefit: When you Cast a Spell that has an area of a burst, cone, or line and does not have a duration, increase the area of that spell. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet (a burst with a smaller radius is not affected). Add 5 feet to the length of a cone or line that is normally 15 feet long or smaller, and add 10 feet to the length of a larger cone or line.

Special: A widened spell consumes additional mana equal to one level higher than the spell’s actual level. For example, a 1st level spell could be widened at the total cost of 3 mana (1 for the base spell and 2 for the effective level the spell becomes).
Versatile MetamagicArcane, MetamagicYou are able to adjust your metamagic feats to cost less mana, in exchange for taking more time to execute the spell.Benefit: Instead of spending mana to increase the cost of the spell level by 1, you may take an additional action to cast the spell at its normal cost. For spells with higher increases, this can only reduce the spell cost by 1 level. This only applies to spells with the metamagic trait.