Potential Arcanist - Swashbuckler inspired!


Homebrew and House Rules


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I posted this in the Arcanist thread, but figured I'd see what others thought here in the appropriate one.

This is just the basics of the Class, as I figure progression heavily depends on what you use as a foundation.

So we have initial Class Paths, basic concepts for Exploits and a new mechanic I've dubbed "Overcharge", and the effects of these as a Spontaneous Caster of the Arcane Spell list.

I tried to borrow what I could from the old Arcanist to make something new (Elemental Master, Flame Control, Blood Arcanist, Bladebound, Dimensional Slide, Metamagic Mixing, etc.) and sprinkled in some others I thought really worked well with this over existing locations (Wild Mage and Tattooist).

Eager to hear opinions!

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Arcanist
Spontaneous Caster (standard prog)
Simple Weapons, Unarmored, 6HP, Will Expert, Fortitude Expert, Reflex Trained

Overcharge Arcanists gain power by extending magic through their bodies via their Magical Discipline. Whenever an enemy critically fails a save against one of your Arcanist spells or you critically succeeded a spell attack roll with your Arcanist spells, you gain Overcharge. If the spell cast would affect multiple targets, the Arcanist must choose one of the targets of the spell for the purposes of triggering Overcharge.

While you have Overcharge, you gain the passive benefits associated with your Magical Discipline and a +1 circumstance bonus to AC. You also gain access to special spells called Exploits, which can only be used while you have Overcharge and cause you to lose your Overcharge.

Arcanist Exploits are special spells that can only be cast while the Arcanist has Overcharge. These exploits are automatically heightened to the highest level spell an Arcanist can cast.
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Disciplines

Sanguinist - You wield the properties of blood, which contains innate magical power. Whenever you cast a spell on a target that is bleeding or a spell that has the Death trait and the target fails the save or you succeeded at the spell attack roll, you gain Overcharge. In addition, while you have Overcharge you gain a +1 circumstance bonus to Fortitude saves.

You gain the Arcanist Exploit Exsanguinate.

Elemancer - You derive your magical power from the elements. Whenever you cast a spell with the Fire, Earth, Air, or Water traits and the target fails the save or you succeeded at the spell attack roll, you gain Overcharge. In addition, while you have Overcharge you gain a +1 circumstance bonus to Reflex saves.

You gain the Arcanist Exploit Bend Elements

Tattooist - You wield ancient symbols to propogate your magical powers. Select two spell traits that are school traits, you tattoo symbols of these traits onto your body. Once you have made this selection, it cannot be changed and the tattoos cannot be removed by any means.

Whenever you cast a spell with the chosen traits and the target fails the save or you succeeded at the spell attack roll, you gain Overcharge. In addition, while you have Overcharge you gain a number temporary hitpoints equal twice the highest level Arcanist spell you can cast.

You gain the Arcanist Exploit Magicmixing

Bladebound - You are bound to a weapon that grants you magical powers. This weapon is magical, but does not contain any innate Potency or Runes. You are trained in Martial Weapons and whenever your proficiency with Simple Weapons increases, you also gain that proficiency with Martial Weapons.

Whenever you succeed at a strike or cast a spell with the Transmutation School trait and the target fails the save or you succeeded at the spell attack roll, you gain Overcharge. In addition, while you have Overcharge your Bladebound weapon gains the benefits of a +1 potency rune.

You gain the Arcanist Exploit Dimensional Slide.

Wild Mage - You derive your power from the innate chaos of the world. Your proficiency bonus to Saves and Spell Attack rolls receives a -2 Status penalty which cannot be overcome. When you cast a spell, roll 1d4 and add the result to your Proficiency for that spell instance.

Whenever you cast a spell and the target fails the save or you succeed at the spell attack roll, you gain Overcharge. In addition, while you have Overcharge you gain a +1 circumstance bonus to Will Saves.

You gain the Arcanist Exploit Wild Surge
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Exploits

Exsanguinate - "As a single action, you can morph the blood in yourself and enemies to your whims. You deal 1 bleed damage to the target that triggered Overcharge, if that target was already bleeding, increase the amount by 1. In addition, you gain fast healing equal to the same amount dealt by this exploit until the target stops bleeding.

Heightened +1: +1 Bleed Damage and Fast Healing"

Bend Elements - (range 5ft) "If your last action was to cast a spell with an elemental trait that dealt damage, you may spend an additional action to move the effects of that spell to another target within range of the target that triggered Overcharge. This new target takes half damage after all effects of the original spell are applied.

Heightened +1: +5ft range
"

Magicmixing - "As a single action, you can trigger the effects of your other tattoo, blending the magic together. The target who triggered overcharge takes damage equal to 1d6 and you also take 1 damage as the tattoo magic burns your skin. The damage type is based on the school of your second tattoo:

Abjuration force damage
Conjuration or Transmutation force damage
Divination, Enchantment, or Illusion mental damage
Evocation a type the spell dealt, or force damage if the spell didn't deal damage
Necromancy negative damage

Heightened +1: The damage to your opponent increases by 1d6 and the damage to you increases by 1"

Dimensional Slide - "As a single action, you can teleport 10ft to a location you can plainly see that is not occupied. If you end your square next to an enemy, you may make a Strike as part of this movement.

Heightened +1: The distance you can teleport increases by 5ft"

Wild Surge - "As a single action, if your next action is to cast a spell, you can forgo your Wild Magic roll and instead gain a +3 bonus to your Arcane Spell Proficiency.

Heightened 5th: The casting time is reduced to a Free action."


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Hey, this looks pretty fun! A nice simple engine that provides a unique playstyle on its own, with fairly interesting avenues for feats to go down.


Grankless wrote:
Hey, this looks pretty fun! A nice simple engine that provides a unique playstyle on its own, with fairly interesting avenues for feats to go down.

<3

I was really going for a "style of play" with each one.

Sanguinist likes to "stick" to a target, since bleeds allows consistent triggering.

Elemancer gets to feel sort of like a spell bouncer (ATLA inspired of course)

Tattooist burns themselves but also gets temp HP for the burn or survivability and blends a set of schools together

Bladebound gets to try and be the "dash and slash" type with Dimensional Slide

Wild Mage just seemed like a good fit for the Arcanist, so I added it on for the heck of it.

It's rough, but those were where I was going, and I agree that the upward space for building on these concepts has a lot of room IMO.

Wonder where Cozzymandias is... he did such a swell job on the Drifter that he probably has some insights.

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