Arcanists are craftsmen of magical bombs, runes and potions. Treating magic as a tool, rather than a mystical force, they take a practical approach. A skilled Arcanist will lift both ally and enemy off their feet… Allies will consume the Arcanist’s brews to gain power, while enemies will be sent flying by the Arcanist’s medium-range bombs.
Their ability to create a tool for almost any situation gives them a dazzling selection of utility abilities. Arcanists can tackle most things – both in and out of combat!
Stats and Playstyle
Weapon: 2-handed Orb
Primary Stat: Intellect
Recommended Secondary Stats: Dexterity, Strength, Wisdom
Recommended Itemisation: Spell Hit chance, Spell damage, Heals, Weapon Damage, Weapon Hit chance
Playstyle: Arcanists are versatile supports that also offer steady damage output. As the Arcanist uses both Spells and Orbs regularly, as well as supporting, it is difficult to find appropriate gear, as the Arcanist aims to power up all of Spells, Weapon Attacks, and Heals at once. However, if the Arcanist can tick all these boxes, they are a fearsome hero equipped to handle any situation.
Level 1: Create Elixir
Creates a random elixir, whose effects improve with Level. May be stored, sold or traded. You must complete a Long Rest before you may use this Cantrip again.
Level 3: Amplify Elixir
Vastly increases the effects of the next elixir you consume within one hour. You must complete a Long Rest before you may use this Cantrip again.
Level 6: Feather Fall
Up to five falling creatures have their rate of descent drastically slowed for the next ten Turns. You must complete a Long Rest before you may use this Cantrip again.
Next Cantrip unlocked at Level 9.
AP: 2 | Mana: 8 | CD: 0 | Range: 4
Throws acid at one creature. Deals 1d6 damage.
AP: 4 | Mana: 10 | CD: 0 | Range: 4
Gives a creature of your choice 2d8 + Int mana.
AP: 3 | Mana: 22 | CD: 1 | Range: 4
Throws mind-altering drugs at a creature, which spends its next Turn under your influence, unless it succeeds at a DC 8 + Int Will (Wisdom) Saving Throw.
AP: 3 | Mana: 10 | CD: 1 | Range: 1
Your next Burst Spell affects all adjacent squares to the one you target.
AP: 5 | Mana: 12 | CD: 3 | Range: 4
Deploys a 3×3 glyph for two Turns that burns any creatures within for 1d12 damage. Can only trigger once per creature on its Turn.
AP: 3 | Mana: 18 | CD: 1 | Range: 4
Gives a creature of your choice 2d6 HP.
AP: 6 | Mana: 20 | CD: 2 | Range: 4×3
Creates a pile of empty flasks in a line of three squares that provides Half Cover.
Super Mana Burst
AP: 4 | Mana: 16 | CD: 0 | Range: 4
Gives a creature of your choice 2d12 + Int Mana.
Every fourth successful Orb shot deals double damage.
AP: 1 | Mana: 0 | CD: 5
Activating this ability halves the Mana cost of all Spells you cast this Turn.
Super Healing Burst
AP: 4 | Mana: 10 | CD: 2 | Range: 4
Gives a creature of your choice 2d12 HP.
AP: 6 | Mana: 44 | CD: 1 | Range: 4
Hits a chosen creature for 4d6 Damage. Deals 33% more Damage if the creature is under half health.
AP: 6 | Mana: 46 | CD: 6 | Range: 4
Places a 3×3 glyph on any surface that lasts three Turns. All creatures beginning their Turn on this glyph regain 10 + Int Mana.
AP: 0 | Mana: 8 | CD: 3 | Range: 4
Your Orb shots this Turn cost 2 AP and each successful Orb shot this Turn reduces the target creature’s AC by 2 until the start of its next Turn.
AP: 3 | Mana: 18 | CD: 4 | Range: 4
Scars a creature with a spray of acid that lasts three Turns. All basic Weapon attacks from any source made against the scarred target deal 20% more damage.
AP: 3 | Mana: 18 | CD: 2
Puts the target creature to Sleep for its next two Turns, unless it succeeds at a DC 8 + Int Will (Wisdom) Saving Throw.
AP: 6 | Mana: 33 | CD: 0 | Range: 4
Hurls an explosive cocktail that explodes when it reaches the target location. All creatures in, or adjacent to, the target square are knocked back two squares and take 1d12 damage.
AP: 6 | Mana: 33 | CD: 2 | Range: 4
A creature of your choice has the remaining cooldown on a random Spell reduced by half.
Whenever you take more than 10% of your Maximum HP in Damage, gain 2 Temporary MP. Cannot trigger more than once per Turn or stack with itself.
AP: 6 | Mana: 52 | CD: 6 | Range: 4
Places a 3×3 glyph on any surface that lasts three Turns. All direct damage done to creatures that spend their entire Turn on this glyph is reverted.
Effects, Status conditions and damages dealt over time are excluded.
AP: 3 | Mana: 22 | CD: 2 | Range: 4
Blinds a creature until the start of its next Turn, unless it succeeds at a DC 10 + Int Will (Wisdom) Saving Throw.
Using a Burst Spell reduces the remaining cooldown on all Glyphs by 1 Turn.
AP: 0 | Mana: 32 | CD: 4
Your successful Orb shots this Turn also hit two random enemies. These additional attacks ignore Range restrictions.
AP: 6 | Mana: 56 | CD: 6 | Range: 4
Instantly restore 100 Mana to a chosen creature. The next Spell they cast has its cooldown halved.
AP: 3 | Mana: 8 | CD: 2
Forces the target creature to focus on you for its next Turn. It deals 25% less damage to you while Alarmed.
Grants 1 MP.
AP: 6 | Mana: 66 | CD: 6 | Range: 4
Places a 3×3 glyph on any surface that lasts three Turns. No creature may walk in this area unless they succeed at a DC 12 + Int Will (Wisdom) Saving Throw. Any creatures in the area of the glyph are harmlessly funneled to the nearest edge.
AP: 6 | Mana: 80 | CD: 3
Transforms a creature into a useless gnome for two Turns, unless it succeeds at a DC 14 + Int Will (Wisdom) Saving Throw. The creature retains all its Stats but may take no Action besides wandering about randomly.
AP: 6 | Mana: 23 | CD: 3 | Range: 4
Instantly blend into the shadows (DC 14 + Int Stealth Bonus). For the next two Turns you may only Move. At the end of the second Turn, fire a magic blast with Advantage, dealing 8d12 damage.
AP: 4 | Mana: 40 | CD: 0 | Range: 4
Gives a creature of your choice 3d12 HP and 3d12 + Int Mana.