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!
Quickly hurls acid poison at one creature. Deals 1d6 damage.
Chucks a Mana potion at one creature. Instantly restores 2d8 + Int mana.
Throws a psychoactive potion at one creature. It spends its next Turn under your influence, unless it succeeds at a DC 8 + Int Will (Wisdom) Saving Throw.
Causes your next potion throw to shatter and splash on adjacent squares. Any creatures there undergo the same effects.
Places a bomb at your feet. Only one bomb can occupy one square. The next creature entering the square after you triggers the bomb for 1d8 damage.
Chucks a Healing potion at one target. Instantly restores 2d6 HP.
Creates a pile of empty flasks in a line of three squares that provides half cover.
Chucks a Mana potion at one target. Instantly restores 2d12 + Int Mana.
Throws a vile potion. If the target is half your Level or less, it instantly explodes and dies, dealing 3d6 damage to all adjacent creatures.
Your next successful Orb shot this Turn has double range and ignores line of sight. It deals double damage, and its target's MP is doubled until the start of its next turn.
Chucks a Healing potion at one target. Instantly restores 2d12 HP.
Throws a shot of strong rum at a creature, immediately removing any Fear or Frightened Status. Additionally, if thrown at a Prone creature, that target immediately gets to its feet.
Places a 3x3 glyph on any surface that lasts three Turns. All creatures beginning their Turn on this glyph regain 10 + Int Mana.
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.
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.
Your next successful Orb shot this Turn puts the target creature to Sleep for its next two Turns, unless it succeeds at a DC 8 + Int Will (Wisdom) Saving Throw. Sleeping units are awakened when damaged.
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.
You and any creatures within 4 Range regain Your Level + Int in Mana each Turn.
When you throw a Healing potion, your next Mana potion restores 50% more, and vice versa.
Places a 3x3 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.
Blinds a creature until the start of its next Turn, unless it succeeds at a DC 10 + Int Will (Wisdom) Saving Throw. Blinded creatures have Disadvantage on their Actions, and attacks made against them have Advantage.
Throwing a Healing potion or Mana potion reduces the remaining cooldown on all Glyphs by 1 Turn.
Throws a shot of strong cherry liquor at a creature, immediately removing any Paralyzed Status. Additionally, if thrown at a Grappled creature, that creature immediately breaks free.
A twisted form of your spirit persists after death. Each time you fail a Death Saving Throw, you may throw any Healing or Mana potion or damaging vial, regardless of cooldown or Mana cost. Cannot be used to stabilize yourself.
Your next successful Orb shot this Turn forces the target creature to focus on you for its next Turn, ignoring all other Presence Auras.
Grants 1 MP.
Places a 3x3 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.
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.
Instantly blend into the shadows (DC 14 + Int Stealth Status). For the next two Turns you may only Move. At the end of the second Turn, launch a Flask with Advantage, dealing 8d12 damage. If no creature is in range, you drop the Flask on yourself.
Flings a potion at one creature. Instantly restores 3d12 HP and 3d12 + Int Mana.