Remove these ads. Join the Worldbuilders Guild

Kingkiller Chronicles, Stratera Populorum

Arcanist

A human stands alone in the night, focusing his Alar fending off attacks, knowing he'd never be able to prove who committed malfeasance. Each attack came closer and closer to striking, causing beads of sweat to drip down his brow. Suddenly, as if a rubber band broke, he was released and the attacks ceased. He set about finding a schema for a Gram. A halfling giggles as they pour a few alchemical compounds together, turning the bubbling, boiling mass into something round, perfectly smooth, and hard as a diamond. She sells it, pocketing the money to pay for the next term. An orc watches the wind, alone on the rooftops on a moonless evening. Suddenly, something inside him awakens and he calls the wind by its name, greeting each other like long-lost friends. He stepped off the roof, and soared through the sky, with no one to see.   Others meddle with the energy flowing in and out of all things, merely scratching the surface and coming away with such power as to rearrange the world to their liking. Arcanists, however, study the science of how everything works, down to the articulation of a common barn spider to where the moon goes when it leaves the sky. Through this study, they discover so much about the world, making huge leaps in Medicine, Engineering, Linguistics, Mathematics, and some other minor sciences. But the most prized of the sciences are Sympathy, Alchemy, Artificery, and, most of all, Naming.   Quick building an Arcanist: First, choose Human as your race and Acolyte, Sage, or Noble as your background. Choose Intelligence as your highest score, and Wisdom or Dexterity as your second. Next, choose Arcana, History, Insight, and Perception as your skill proficiencies, and choose Alchemist supplies and Tinker's tools as your tool proficiency.  
hit dice: 1d8
hit points at 1st level: 8+Constitution modifier
hit points at higher levels: 1d8 (or 5) + Constitution modifier per class level after first
armor proficiencies: Light and Medium Armor
weapon proficiencies: Simple weapons, Shortswords
tools: Two of your choice that are related to your subject proficiency from Artisan's Tools, unless DM says otherwise
saving throws: Intelligence, Wisdom
skills: Choose four from Arcana, Deception, History, Insight, Investigation, Medicine, Nature, Perception, Performance, and Persuasion
starting equipment:
-(a)Shortsword or (b)any simple weapon
-(a)Padded armor and any simple weapon or (b)leather armor
-(a)Scholar's Pack, (b)Dungeoneer's Pack, or (c)Explorer's Pack
-Sympathy lamp (red), Scroll case with notes from your studies, ink pen and well, blank scrolls, an Arcanist Guilder (if approved by DM), and various rare materials as determined by the DM
spellcasting:
You are an arcanist, privy to the knowledge of the Arcane even most wizards rarely touch upon, so naturally, you can cast spells. These spells are called Sympathy, which will be defined under the class features section of this class.  
Your spellcasting ability is Intelligence for this class   Spell modifier: 8+INT   Spell save DC: 8+INT+Proficiency bonus
  You are aware of how energy truly works, so you need no arcane focus for this class, nor will you need one if you multiclass into a class requiring one to cast spells.
class features:

Alar

As an Arcanist in training, it is important to have an incredibly strong mind, stronger than any normal person. Without it, your mind would have broken within your first term of learning. This level of strength of mind is called Alar but is also referred to as Resolve, Faith, and Will. It is powerful enough when trained properly, to make you believe a brick will not fall, or the sun will bend down and kiss your cheek. It is the most important feature of a Sympathist and an Artificer and is very important in naming as well. Alchemists merely need good memories and incredible dedication, which often results in a similar kind of Alar. You may roll separately for your Alar score, or may take it from your existing Wisdom score with the following modifiers: Wisdom score + Intelligence Modifier Add or subtract based on past history (impulsive tendencies subtract, early discipline increase, DM's discretion)  

Subclasses

  When you choose this class at level one you choose one subclass of your choice: Sympathist, Artificer, Alchemist, Namer. You choose a second subclass at level 6, a third at level 17, and a fourth at level 20. Features for each subclass gained in a secondary manner are defined within each subclass.  

Sympathy

  At level one, you are introduced to the concepts of Sympathy, which take place of traditional spells in this class. As an arcanist, you are capable of simple acts of Sympathy (ie, binding two coins to move both at the same time, moving a large platform without pulleys, lighting candles, warming yourself, etc. at DM's discretion) Every 'spell' you 'cast' can be treated as a Cantrip, requiring nothing more than the materials involved and a focused mind, unless otherwise specified. At level one, you have five sympathy points, afterward having a number defined by the class feature table or by the modified table in the Sympathist subclass. As a normal Arcanist, you can spend one point to perform simple actions: lighting a candle or campfire, warming food or cooling a drink, moving two fist size objects while only touching one. The difficulty of these actions are determined by the DM and your Alar score.  

Ability Score Improvement (ASI)

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
subclass options:

Sympathist

Artificer

Alchemist

Namer

LevelXPFeaturesSympathy Points
10Subclasses, Alar, Sympathy, Subclass feature5
2300...5
3900...5
42,700Ability Score Improvement6
56,500...6
614,000Secondary Subclass, Ability Score Improvement7
723,000...7
834,000Ability Score Improvement7
948,000...8
1064,000...9
1185,000...9
12100,000Ability Score Improvement9
13120,000...9
14140,000Ability Score Improvement9
15165,000...10
16195,000Ability Score Improvement12
17225,000Tertiary Subclass12
18265,000...13
19305,000Ability Score Improvement15
20355,000Final Subclass15

Created by

Demonwolf141.

Statblock Type

Class Features

Link/Embed