hit dice:
2d10
hit points at 1st level:
20 + your constitution modifier
hit points at higher levels:
2d10 + your constitution modifier x 2 after 1st level
armor proficiencies:
Light Armors
weapon proficiencies:
tools:
Magical Stones
saving throws:
Charisma, Intelligence
skills:
Arcana, Deception, Persuasion
starting equipment:
- A random sidearm or A random Rifle of the character's level
- A random shield of the character's level
- Backpack with:
- 10 travel rations
- A flashlight
- Flashlight batteries
- 5 energy stimulants
- Water bottle
- 3 Magic stones
- 30 sidearm ammunition or 50 rifle ammunition
- 10d20 + 450sb (Sugobites)
spellcasting:
The Arcanist can cast learned spells using Magic Stones.
Arcanist's spellcasting attribute is Intelligence
class features:
Level 1
At level 1, the Arcanist special ability allows you to learn 3 spells; Gun o' Mancy, Conjure Lead and Social Distancing. Casting these spells consumes 1 magic stone and their power scales with character level.
In addition, Arcanists can carry 30 additional maximum Sidearm ammo and 50 additional maximum Rifle ammo
Level 2 and onwards...
At second level, and on every level up afterwards, the Arcanist gains 1 skill point that can be used to advance in the skill tree below.
Skills
Tier 1: 3 Skill points to Tier 2
Spellbinder 0/3: You have a 25% chance to not consume a magic stone (per point)
Elementalist 0/2: You deal increased elemental damage with Magic Infused weapons. 2 total damage per weapon level (per point)
Transmutation 0/2: 50% of the damage you deal with Melee Weapons is converted into either Ice, Fire or Lightning by your choice (per point)
Sorcerer 0/3: You can learn an additional spell (per point)
Protection 0/3: Your shields have more capacity. 10 extra capacity (per point)
Sidearm Mastery 0/3: You have +1 to Attack and Damage rolls made with sidearms (per point)
Almighty Push 0/2: Your Social Distancing spell pushes creatures 10ft further (per point)
Tier 2: 4 Skill points to tier 3
Schadenfreude 0/2: Whenever you damage an enemy with your gun attack, you heal yourself or another creature you can see. Heals 25% of the damage done (per point).
Gather Round the Fire 0/3: Your Conjure Lead spell now summons additional bullet (per point)
Elemental Capacity 0/3: Your Magic Infused guns have +2 Magazine Size (per point)
Power Surge 0/2: You have 20% increased chance to apply elemental status effect (per point)
Walking Shtick 0/3: Your Gun o' Mancy can now be applied to melee weapons. Animated Melee weapon's AC this way is 10 + 4 AC (per point)
Sturdy 0/5: You have +5 maximum Hit Points (per point)
Recovery 0/3: You recover 2 hit points at the start of each turn in combat (per point)
Bandwagon 0/1: Creatures that are hit by another creature pushed by your Social Distancing are carried along with them and will also suffer bludgeoning damage upon impact.
Sharing is Caring 0/3: Whenever you are healed, you can heal another creature for a portion of that amount. 20% (per point)
Arcane Knowledge 0/1: You learn Dragon's Breath spell
Don't You Guys Have Shields? 0/2: You deal increased fire damage to targets without shields. 50% extra damage (per point)
Summon Death 0/2: Your Conjure Lead bullets deal an additional 1d12 damage (per point)
Tier 3: 5 Skill points to Tier 4
Stop Hitting Yourself 0/3: Whenever a creature's attack hits you, you deal Lightning damage back at them. 1d10 (per point)
You're Fired 0/5: Burn status effect deals more fire damage if applied by you. 2 extra damage per turn (per point)
Don't Feel Like It 0/1: Social Distancing now slams the creature to the ground dealing triple the impact damage to it and all creatures within 20ft radius of the slam.
Stunning Display 0/2: Whenever you deal Lightning damage and apply the Stunned status effect, increase its duration by 1 turn (per point)
Danger Zone 0/2: Creatures that hit you with a melee attack while your shield is up suffer lightning damage equal to 25% of your shield capacity and chain that damage to other hostile creatures within 15ft of it. (per point)
Ice Ice Baby 0/2: Whenever you deal Ice damage, you deal additional damage equal to 10% of the target's maximum Hit Points (per point)
Brewing a Storm 0/2: Your Gun o' Mancy can be applied to one additional weapon per cast (per point)
Frozen Lead 0/2: Your Conjure Lead bullets deal Ice damage instead. In addition, they have 20% chance to freeze enemies (per point)
Difference Between Poison and Medicine? 0/3: Whenever you heal a creature, you can decide to overdose the amount and deal Necrotic damage instead equal to 50% of the heal (per point)
Travel Charger 0/2: As an action during combat, you can charge other allied creature's shields by 25 points (per point)
Archmage 0/1: Your spells can be cast as a bonus action
Expert Arcanist 0/1: You learn Bullet Hell spell
Dragomancy 0/1: Your Dragon's Breath spell has a 15ft bigger cone radius, and goes around corners.
Tier 4: 5 Skill points to Tier 5
Battle Royale 0/2: The last hostile creature in a battle gets a thunderous reward (provided more than 1 creatures were present in the battle at the start). A purple blue lightning crashes on them, granting them an extra 100 hit points, shield capacity and they deal 50% additional damage to creatures in your party (per point). in addition, they always drop 2 rare or higher quality weapons (per point)
Icy Care Package 0/1: Whenever you apply the Frozen status effect with Ice damage, allied creatures within 30ft of it can use an action to leech hit points from that creature equal to its constitution score, as long as it remains frozen.
Supercharged 0/3: Your attacks with guns always deal bonus lightning damage, hit or miss. 1d8 damage (per point)
Molten Core 0/2: Your heart burns fiery with illuminating flames. Hostile creatures that start their turn within 10ft of you suffer fire damage equal to your constitution score (per point)
Shock Induced Trauma 0/1: Applying 3 stacks of Stunned status effect causes that creature to roll a Constitution saving throw. They must succeed a DC 16 Constitution saving throw or fall unconscious for 1 hour
The Ring of Fire 0/1: Whenever you are casting a spell, a blast of fire forms within your and reaches up to 10ft away in a circle. Creatures within that range must succeed a Dexterity saving throw against your Spell Save DC. On a failed save, they take damage equal to your Gun's damage and your character level.
Tier 5: The powerful skills (max 1)
Mastermind 0/1: You can cast one additional spell per turn
Magical Ammunition 0/1: You do not have to reload Magic Infused weapons, and they do not consume any ammo
Miracle Worker 0/1: Once per turn, whenever you heal a creature's hit points, you can heal them to full.
subclass options: