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Full Caster 1D6

Arcanist

Arcanists or Arcane Weavers as some call them work with the source of all magic itself, the Weave. The Weave can be viewed as a massive sheet of fabric that stretches across the Material Plane and throughout all the planes and inbetween. Normal spellcasters take pieces of the Weave and shape it to suit their needs. The gods of magic, in particular Mystra then repair the Weave to its natural shape. Arcanists can tap into the Weave, shape it, and even wield the Raw Magic the Weave is composed of. Doing so takes great skill with many inexperienced Arcanists dying young and usually leaving an area of Dead Magic or Wild Magic in their death’s wake. Arcanists experience backlash when they meddle with the Weave as they are exerting control over a fundamental structure within the universe. Meddling with the Weave in any manner requires great physical and mental health or else the exercise would destroy their bodies and crush their wills. This is especially the case for those who meddle with alien Weaves that are copied from the origin Weave such as the Shadow Weave or Demon Weave.

Working with the Weave requires the ability to see it and touch it. They use their hands and tools to help visualize their work to physically work the Weave and shape it to suit their purposes. Arcanists pick apart the Weave, sort it, and weave it back together requiring a high degree of dexterity. Arcanists eventually choose to specialize in a specific Weave or how they choose to work with the Weave. Doing so grants them great power and versatility. They refer to this selection as choosing their Weaver’s Threads. For instance, an Arcanist might discuss that they work with Dead Threads if they are a Dead Zone Arcanist. The Weaver’s Threads in some ways are more important and influential than the skills all Arcanists share.

There are few that would attempt to meddle with the Weave and risk the ire of most of the gods of magic, especially Mystra. Those that become successful are some of the rarest spellcasters in any realm. Their abilities are as powerful as they are dangerous. At the core of each Arcanist is a desire to create a grand tapestry though Arcanists use the threads of the Weave instead of mortal materials. They adventure to seek inspiration, knowledge, and often atone for the mistakes of others in meddling with the Weave. Some wander the world seeking to repair the Weave in places where Mystra is not able to access it. (The Arcanist is an advanced Class requiring in depth understanding of magic and more effort than most spellcasters, choosing this Class should be discussed with the DM.)

Quick Build

You can make an Arcanist quickly by following these suggestions. First, DEX should be your highest ability score, followed by CHA. Second, choose the Artisan Background.

Class Features

Hit Points

Hit Dice: 1D6 per Arcanist level

At 1st level: 6 + Your CON Modifier

At higher levels: 1D6 or 4 if lower than 4, + CON Modifier

Proficiencies

Armor
None
Weapons
Dagger, Quarterstaff, Sickle, Light Crossbow, Rapier, Shortbow, Meteor Hammer, Rope Dart
Tools
Weaver’s Tools
Saving Throws
DEX, CHA
Skills
Choose two from: Arcana, Deception, History, Investigation, Nature, Perception, Performance, Persuasion, Religion, or Sleight of Hand
Spellcasting
DEX

Starting Equipment

  • 1. (a) a meteor hammer or rope dart or (b) two daggers or two sickles
  • 2. (a) a light crossbow and 20 bolts or (b) a shortbow and 20 arrows
  • 3. (a) a priest’s pack or (b) a scholar’s pack
  • 4. Weaver’s tools

Arcanist Table

Level Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st242--------
2nd253--------
3rd2642-------
4th3743-------
5th38432------
6th39433------
7th3104331-----
8th3114332-----
9th31243331----
10th41443332----
11th415433321---
12th415433321---
13th4164333211--
14th4184333211--
15th41943332111-
16th41943332111-
17th420433321111
18th422433331111
19th422433332111
20th422433332211

Class Features

Lv 1

Spellcasting

DEX is your spellcasting ability for your Arcanist spells. Your magic comes from your ability to touch and work with the Weave using your dextrous touch and Weaver’s Tools. You use your DEX whenever a spell refers to your spellcasting ability. In addition, you use your DEX modifier when setting the saving throw DC for an Arcanist spell you cast and when making an attack roll with one.

Spell save DC = 8 + your Proficiency Bonus + your DEX modifier

Spell attack modifier = your Proficiency Bonus + your DEX modifier

When you gain a level in this class, you can choose one of the Arcanist spells you know and replace it with another spell from the Arcanist spell list, which also must be of a level for which you have spell slots.

Ritual Casting

You can cast an Arcanist spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus

Weaver’s Tools act as a way for you to focus your mind when working with the Weave, they are a Spellcasting Focus for your Arcanist Spell. Arcanists can use knitting needs, needle and thread, or any other means that helps them clearly visualize their detailed work.

Weave Awareness

You are aware of the Weave in ways that others can only aspire to. You can visualize the Weave as a grand transparent tapestry that covers the land and all beings. Different Arcanists view the Weave differently, some as a multicolored fabric, others as a monochrome thick mat, etc suiting their own perception of weaving. You can see areas of Wild Magic as knotted areas of the Weave in disarray and areas of Dead Magic as barren places devoid of the Weave.

Weaving

Weaving is the art by which all Arcanists can interact with the Weave. By being able to see the Weave you can use your innate talent with magic you can use your dextrous hands to rework, shape, tap into the might of the Weave akin to weaving your own arcane tapestry. Weaving requires the use of two or more hands and the use of Weaver’s Tools. Many Arcanist abilities require the use of Weaving. Weaving is directly using the Weave and therefore cannot be targeted by the spell Counterspell or similar effects. You can use the following effects:

Reknit the Weave: As an action, you pick apart and stick the Weave back together. The effect dispels all magical effects within 20 ft of you until the start of your next turn.

Bend the Weave: As a reaction when a spell is cast within 30 ft of you that requires a target, you can tug and bend the Weave altering its target. The creature casting the spell must make a WIS saving throw equal to your spell save DC and on a failed save roll 1D4. On successful save the spell resolves as normal.

Patch the Weave: As a ritual lasting 10 minutes you can make a temporary patch on the Weave. You target an area up to your Arcanist level x 100 ft and you end the effects of Wild Magic or Dead Magic within the area for 24 hours.

You can use a feature that requires Weaving a number of times per long rest equal to your DEX modifier (Minimum 1).

1D4 Effect
1The spell targets a random valid target within the spell’s range.
2The spell targets the next valid target closest to the intended one as long as it is within range.
3The spell targets the furthest valid target from the intended target as long as it is within range.
4You choose the spell’s target as long as it is within range (The caster is not a valid target).

Backlash

Anytime an Arcanist meddles with the Weave it takes a toll on their mind and body and can even incur the wrath of the gods of magic, especially Mystra. Each time you use a feature that uses Weaving you choose one of the following options that you have not chosen before. The options you can choose from reset at the end of a long rest. If you exhaust all Backlash options the next instance of Weaving robs you of the ability to cast spells for 1D4 x 5 days as Mystra takes offense at the overextension of your abilities.

  • You take 1D6 Psychic damage (This damage is unaffected by damage Resistances and Immunities and cannot be reduced or negated).

  • You gain one level of Exhaustion.

  • You gain one level of Exhaustion.

  • You are Stunned until the end of your next turn.

  • Your hit point maximum is halved until you finish a long rest.

Lv 2

Tough

Meddling with the Weave causes great strain and forces all Arcanists to either adapt and grow tougher or perish. You gain the Tough Feat.

Detect Magic

You can see how the Weave is being used and can predict a spell’s effect based on its effect on the Weave. You can cast the spells Detect Magic and Identify once each per long rest or one of them twice per long rest.

Arcane Knowledge

You know a great deal about magic as an Arcanist through your studies as well as your ability to see the Weave and interact with it. You have Expertise with Arcana checks.

Lv 3

Weaver’s Threads

The type of Weave an Arcanist works with greatly affects their magical powers and composes almost half of their skills and abilities. Your skills with the type of Weave you manipulate grants you features at levels 3, 5, 7, 9, 11, 13, 15, and 17.

  • Demon Weave

  • Dragon Weave

  • Fate Weaver

  • Magister

  • Mana Forger

  • Shadow Weave

  • Silver Fire

→ Choose your subclass below

Weaver’s Prosthesis

An Arcananist depends on their ability to use their hands with great dexterity. Even the most troublesome Arcanists are pitied by at least one god of magic. If an Arcanist loses a hand/arm or the use of a hand they can choose to accept the Weaver’s Prosthesis. The Weaver’s Prosthesis has the following features:

  • It takes the shape of the lost or damaged hand/arm and fulfills all functions as normal. The design of the prosthesis is determined by which god of magic chose to offer aid. For instance, one offered by Lolth would be exceedingly fine, made of silver threads and a black metal with claws at the tips of the fingers.

  • It is immune to magical effects that would cause it to change shape, cause you damage such as with the spell Heat Metal, or lose function. As such it functions normally in areas of Dead Magic.

A Weaver’s Prosthesis is a chance that is not offered again. If you choose to not accept their offer, nothing less than a direct petition to a god of magic along with a great offering will allow you to receive a Weaver’s Prosthesis.

Lv 4

Ability Score Increase

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.

Lv 5
Lv 6
Lv 7
Lv 8

Ability Score Increase

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.

Lv 9
Lv 10

Greater Weaving

Your ability to Weave has grown along with your magic power and technique. You can use the following options when you use your Weaving feature.

Shape the Weave: As a reaction you nudge and twist the Wave causing a ripple in the Weave in an attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using their spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.

Swatch of the Weave: As an action you take a portion of the Weave and carefully knit the Weave back together. You or a creature you target within 60 ft of you regains a spell slot equal to or less than your Proficiency Bonus as the portion of the Weave is absorbed.

Alter the Weave: As a reaction when you see a 1st level spell or higher cast within 30 ft of you, you reshape and change the components of the Weave. The creature casting the spell must make a WIS saving throw DC equal to your spell save DC and on a failed save roll 1D8 and the DM selects a spell from the corresponding School of Magic and replaces the casting of the spell with the new spell. The caster chooses the targets and area for the new spell. On a successful save the Weave returns to its original form and the spell resolves as intended.

1D8 Effect
1Abjuration
2Conjuration
3Divination
4Enchantment
5Evocation
6Illusion
7Necromancy
8Transmutation
Lv 11
Lv 12

Ability Score Increase

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.

Lv 13
Lv 14

Superior Weaving

Your ability to Weave has reached great heights and has allowed you a great degree of control over the Weave. You can use the following options when you use your Weaving feature.

Reflect the Weave: As a reaction when a 1st level spell or higher is cast within 30 ft of you, you can reinforce and shape the Weave causing it to act like a hard surface. The creature casting the spell must make a WIS saving throw DC equal to your spell save DC and on a failed save the spell is cast on themselves or centered on themselves (Spells that require Concentration automatically fail and the spell slot is still expended). On a successful save the spell resolves as normal.

Implant the Weave: As a ritual that lasts 10 minutes, you take a greater swatch of the Weave and place it into a magic item that uses charges and you restore one charge to the item. For Legendary Items and Artifacts you must attempt a DC 20 Arcane check and a DC 20 Dexterity check in order to restore a charge.

Enhance the Weave: As a reaction when a 1st level spell or higher is cast within 30 ft of you, you take their spell and enhance the Weave of the spell making it grander and beautifying it. As long as the spell’s caster is willing and the spell can be upcast, the spell is upcast one level.

Lv 15
Lv 16

Ability Score Increase

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.

Lv 17
Lv 18

Supreme Weaving

Your ability to Weave has reached the apex of power and creativity allowing you a great degree of control over the Weave. You can use the following options when you use your Weaving feature.

Rework the Weave: As a ritual lasting 10 minutes, you alter the Weave of a magic item and change it on a fundamental level. The item is reshaped to accommodate the new pattern of the Weave. This feature can only change similar items to similar items such as Boots of Elvenkind to Boots of Striding and Springing. The item must be of the same Rarity as the new item. For Very Rare items you must make a DC 20 Arcana check and DC 20 Dexterity check to alter the item. This feature automatically fails for items that are Legendary, Cursed, Artifacts, and on items not Attuned to you or a willing creature.

Pick Apart the Weave: As a ritual lasting 10 minutes you can make a temporary opening in the Weave. You target an area up to your Arcanist level x 100 ft and the area has the effects of Wild Magic or Dead Magic for 24 hours. This is an act of heresy to all gods of magic and you are punished and cannot cast spells for 1D4 days.

Preserve the Weave: As a ritual lasting 10 minutes you make an exact replica of the Weave and overlay it with the original. You target an area up to your Arcanist level x 5 ft and the area nullifies all spellcasting, magic items, and magical features for one hour as all magical effects attempt to use the false Weave.

Lv 19

Epic Boon

You gain an Epic Boon feat for which you qualify.

Lv 20

Backlash Immunity

Having reached a near oneness with the Weave, your expertise and persistence have gained you the backing of one or more gods of magic. You no longer suffer the effects of Backlash when you are using your Weaving abilities.

Weaver’s Threads

Arcanist Subclasses (12)

Choose your subclass at the level indicated in the class table above.

Demon Weave In ancient times when Mystra was still recovering from their downfall, Lolth took advantage of her absence. She used her Drow to create a new, parasitic Weave that both coexists with and drains the Weave. Later this… Dragon Weave Among the mightiest beings to ever practice magic, the Dragons have magic coursing through every drop of blood, muscle fiber, and scale. They have access to a subset of the Weave that exists to fuel their lifeforce. A… Fate Weaver For reasons that even the most experienced sages do not know and that Mystra has chosen to not divulge, the Weave is interconnected with the force of Fate. Meddling with the Weave to alter fate is a taboo that earns the… Magister Magisters are the Chosen of Mystra, Goddess of Magic and are blessed with a plethora of powers that most mortals cannot comprehend. They use their immense power and knowledge to spread magic and arcane knowledge and… Mana Forger Long ago twelve gods banded together in a loose alliance in order to create a force that could harness raw magic and provide champions who would blaze new trails in the understanding of magic. They created the twelve… Shadow Weave To work the Threads of Shadow is to dance with insanity. If the Weave was ridges then the Shadow Weave are valleys, if the Weave are the arteries to the heart of magic then the Shadow Weave are its veins. Shadow… Silver-Fire Those chosen by Mystra can command Silver-Fire, the pure magical energy of the Weave. As its name implies Silver-Fire is a flickering metallic silver that looks and acts like fire when in use. Silver-Fire has a variety… Spell-Fire A wielder of Spell-Fire is born with the ability and awakens to it after reaching a certain proficiency with the Weave or Spellcraft. The use of Spell-Fire cannot be inherited, is incompatible with Undead, and vanishes… Tainted Weave Those who meddle with unspeakable things and delve too deep into forbidden knowledge can access the Far Weave or the Tainted Weave. While some spellcasters dabble with the powers of the Great Old Ones, Tainted Weavers… Weave Whisperer Whenever a spell fails to cast either from being interrupted, countered, or from it becoming uncontrolled it creates a Whisper that echoes throughout the Weave. Weave Whisperers can hear these Whispers and allow them to… Weavespinner Weavespinners are secret agents of Mystra that often work in conjunction with Magisters though they serve different rolls and have different abilities. Their main task is to contain Dead Magic Zones and Wild Magic… Wild Weaver Those who pick apart the Weave and leave it in disarray are known as arcane terrorists, anarchists, or to a few as avant-garde artists. Ancient sages who remember when Wild Magic was more common refer to them as…