True Arcanist (3.5e Prestige Class)

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Author: LRimus (talk)
Contributors: Zhenra-Khal
Date Created: 18th February 2018
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True Arcanist
I'm no longer need to be at mercy of gods to use my magic, that's true freedom! That's true magic!
—Rudeus Wimbelton; Tiefling True Arcanist.

Becoming a True Arcanist[edit]

Entry Requirements
Alignment: Any non-chaotic.
Skills: Concentration 30 ranks, Knowledge(arcana) 33 ranks, Spellcraft 33 ranks
Attributes: Intelligence 25
Feats: Epic Spell Focus (Any), Skill Focus (Knowledge [Arcana]), Skill Focus (Spellcraft)
Spellcasting: Arcane Caster Level 30, Ability to cast spells of Rank 9
Special: You must NOT be a prepared spellcaster. If you are one, you must find a way to cast your spells spontaneously, without forgetting them.
Special: Must have some knowledge of raw magic or inheritance of ancient arcanists.
Table: The True Arcanist
Hit Die: d4
LVL BAB Saving Throws Special Spellcasting
Fort Ref Will
1st +0 +0 +0 +2 Raw Magic Manipulation, Arcane Fire +1 to Existing Spellcasting Class
2nd +1 +0 +0 +3 Infuse Arcana +1 to Existing Spellcasting Class
3rd +1 +1 +1 +3 Fire Shape +1 to Existing Spellcasting Class
4th +2 +1 +1 +4 Magic Storing +1 to Existing Spellcasting Class
5th +2 +1 +1 +4 Fire Shape +1 to Existing Spellcasting Class
6th +3 +2 +2 +5 Bonus Feat +1 to Existing Spellcasting Class
7th +3 +2 +2 +5 Fire Shape +1 to Existing Spellcasting Class
8th +4 +2 +2 +6 Bonus Feat +1 to Existing Spellcasting Class
9th +4 +3 +3 +6 Grand Arcanist +1 to Existing Spellcasting Class
10th +5 +3 +3 +7 True Arcanist +1 to Existing Spellcasting Class
Class Skills (6 + Int modifier per level)

Concentration(Con), Knowledge(arcana)(Int), Spellcraft(Int).

Class Features[edit]

All of the following are class features of the True Arcanist.

Spellcasting: At each level, True Arcanist gain new spells per day and an increase in caster level and spells known, if applicable as if she had also gained a level in whatever spellcasting class she belonged to before she added the prestige class. She do not, however, gain any other benefit a character of that class would have gained. If a she had more than one spellcasting class before she became the Weavemaster, she must decide to which class she adds each level of True Arcanist for the purpose of determining spells per day.

Raw Magic Manipulation: True Arcanist learns the wery basic and fundamental technique, that is to access into the Raw magic, completely bypassing the Weave, and manipulating it.

Arcane Fire (Su): With your mastery of raw energy, you have of course learned how to turn it into an offensive weapon, ensuring that you are armed even when your spells run dry. At 1st level, you can compress raw magic and manifest it in the form of silvery fire in your hand, and then shape this energy into a blazing apricot-sized bullet as a standard action, and fire it at a foe within Long range as a ranged touch attack. The bullet deals 1d6 points of damage per level of True Arcanist and packs a good punch and a decent penetration force; Thus if you possess 10 levels, you deal 10d6 damage. However, upon using this ability, you take 1d4 points of nonlethal damage due to the backlash. You can use this power at will, as long as you are in a place that has ambient magic available, or you have enough Arcanum stored. Despite its name, Arcane Fire is powered by raw arcane energy and is untyped. The Arcane Fire Bullet is treated as a 5th-level spell for purpose of its Arcanum cost. One can choose to simply manifest a fire in a hand to illuminate surroundings, as with the simple torch, but light would be silvery white, and "burn" indefinitly, until removed or shaped, it does not provoke a backlash. It is treated as 1st level spell for the purpose of Arcanum Cost.

Infuse Arcana: With years of rigorous and tireless research into the manipulation of magic at its purest and most raw, you found a way to augment your normal spells with raw arcane energy. At second level, this grants you +1 to the Difficulty Class for all saving throws against arcane spells you cast. This bonus increases by 1 for every even True Arcanist level you attain thereafter, to a maximum of +5DC at lvl 10. This bonus stacks with any other feats and class abilities that grant bonuses to spell DC.

Magic Storing (Ex): At 4th level, you have discovered a way to store pure magic energy within your body, allowing you to cast spells while in the anti-magic fields and places without magic power. At each True Arcanist level you gain one unit of stored energy, called an Arcanum. You can have up to 10 Arcanum at 10th level. One unit of Arcanum is enough to cast one level 9 spell; However, you can divide this energy in order to cast lower-leveled spells. For each spell level below 9th, the number of spells you can cast with it doubles - For example, you could cast two 8th-level spells, or an 8th-level spell and two 7th-level spells. When you cast a spell using Arcanum, you still expend the spell's slot as normal - Arcanum merely allows you to cast spells in places where magic cannot normally exist or used.
To regain one unit of Arcanum, you must spend 5 minutes in meditation in an area where magic exists. Storing Arcanum is stressful for your body; For each stored unit, you take a cumulative Constitution penalty that lasts indefinitely until the unit is released. This penalty cannot reduce your Constitution score below 5; If you attempt to store magic beyond this point, your body will be overcome by the raw energy and explode, killing you and dealing 15d6 damage to all creatures within a 30ft radius, with a Reflex save for half. Likewise, you will suffer the same fate if you try to store more Arcanum than you possess True Arcanist levels.

Fire Shape: After further practice and research you found a way to manipulate your Arcane Fire in a different way. At 3rd, 5th and then at 7th level you can choose one of the shapes from among those described below. Adding a shape increases its power from the equivalent of a 5th-level spell to the equivalent of a 7th-level spell for the purpose of its Arcanum cost. And deals 1d6 nonlethal damage to user due to the backlash.

  • Burst: You form an Arcane Fire ball, it is an explosion of arcane flame that detonates with a low roar and deals 1d6 points of damage per level of True Arcanist to everything within the area. You point your finger and determine the range (distance and height) at which the Arcane Fire ball is to burst. You throw a glowing, apple-sized ball, and unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the explosion at that point. (An early impact results in an early detonation). Unattended objects also take this damage. The explosion creates pressure sumilar to TNT explosion of the same magnitude. Range: Long; Area: 30 ft. spread.
  • Bolt: You form an Arcane Fire ray, which due to unstable nature of compressed arcana looks like silvery, fiery lightning, and discharge it from your fingertip, it deals 1d6 points of damage per level of True Arcanist to every creature in its way. If the damage caused to an interposing barrier shatters or breaks through it, the bolt may continue beyond the barrier if the spell's range permits; otherwise, it stops at the barrier just as any other effect does. Range: 240 ft. line.
  • Cone: You form an Arcane Fire cone, originating at your hand and extending outward. It deals 1d6 points of damage per level of True Arcanist to all creatures within its range. Range: 60 ft., Duration: 1 round/2 levels.
  • Cylinder: You form an Arcane Fire vortex. It deals 1d6 points of damage per level of True Arcanist to all creatures within its range. Directing the vortex's movement is a move action, while changing its programmed movement is a standard action. If you don't move or program the vortex, it merely stays at rest, spinning and howling. Range: Medium; Effect: Cylinder (7-ft. radius, 20 ft. high), Duration: 1 round/level.
  • Fist: You cover your fist with Arcane Fire, your successful fist strikes deal additional 1d6 of explosive damage, until end of spell's duration or willing dismission. Duration: 1 round/level.
  • Weapon: You can cover your weapon with Arcane Fire, your successful weapon strikes deal additional 1d6 of explosive damage, until end of spell's duration or willing dismission. Duration: 1 round/level.

Bonus Feat: As your knowledge continues to expand, you learn many new ways to manipulate your magic. At 6th and 8th levels you gain a bonus Metamagic feat, Spell Mastery, Skill Mastery or any spellcasting feat you are qualified to take. However, you must meet the prerequisites for this feat.

Grand Arcanist: You achieved grand accomplishment in your research of Raw Magic Manipulation, and now you can store magic within yourself without incurring constitution drain and risk of explosion, excess energy will disperce harmlessly. You also can use Arcane Fire without recieving damage to yourself. You now can choose to explode willingly, dealing 10d6 of damage per stored unit of Magic Energy to everything within 40 ft. Dying this way would completely destroy your body and damage your soul, so you can be resurrected only by True Resurrection or Wish/Miracle spells.

True Arcanist: At 10th level, you are freed yourself from the constraints of the Weave completely. Now you can cast all of your spells using raw magic, independent of the Weave. You no long have limited spells per day, allowing you to cast your spells at will, but to cast spells this way you must succeed on both a DC (55+Spell level) Concentration check AND a DC (55+Spell level) Spellcraft check. The resulting spell will be cast with -10 CL penalty. You cannot use Metamagic feats normally with this method, but you can mimic any Metamagic feat you know, but doing so will increase the Concentration DC and the Spellcraft DC by another 5 for every additional spell slot metamagic normally increases and the Caster Level is reduced by another -5 for each metamagic feat applied. You can still use the Weave (and thus your spell slots) normally, however. By eschewing the Weave, you have completely offended Mystra, the goddess of Weave, so beware the wrath of her and her followers.


Back to Main Page3.5e HomebrewClassesPrestige Classes

Allowed AlignmentsLawful Good +, Lawful Neutral +, Lawful Evil +, Neutral Good +, Neutral + and Neutral Evil +
Article BalanceVery High +
AuthorLRimus +
Base Attack Bonus ProgressionOther +
Class AbilityArcane Spellcasting + and Spontaneous Spellcasting +
Class Ability ProgressionFull +
Fortitude Save ProgressionOther +
Identifier3.5e Prestige Class +
Length10 +
Minimum Level30 +
RatingUndiscussed +
Reflex Save ProgressionOther +
SummaryEpic Spellcaster that wants to break free from constraints of the Weave. +
TitleTrue Arcanist +
Will Save ProgressionOther +