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Arcanist

Students of the unseen currents that bind the world, arcanists weave subtle enchantments into otherwise mundane objects, inscribing wards and imbuing tools, arms, and trinkets with measured magical power. Through careful study and ritual practice, they can dismantle  magical items into refined arcanium, a rare arcane resource used to craft protective charms, elemental resistances, and wondrous items sought by adventurers and scholars alike.

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Transmutation

Through your knowledge of magical sigils and incantations you have learned to draw out the fragments of the weave from mundane objects to collect Arcane Residue. You may then forge 4 arcane residue into one Arcanium.

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Creations

You are capable of adding protective wards to Mithral armors or mundane pieces of apparel to create armors that ward against status effects, or items that offer up elemental resistances. To successfully make a creation, you must pass its corresponding DC based off a 1d20 + Arcanist Level + Crafting Bonus roll. 

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Advanced Transmutations

Requires Arcanist: Adept

You know how to draw out refined arcanium directly from magical items. Rewarding more return than would be offered by traders for the same ware.

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Arcane Infusion

Requires Arcanist: Adept

You may now re-forge metal weapons with magical energies, granting them a +1 bonus to Attack Bonus and bypassing any physical damage resistances on the target. This requires the complete weapon, and 10 Arcanium. On a failed attempt, only the Arcanium  is lost. Enhancements of this nature increase the crafting DC by 2 and are subject to a 1d20 + Arcanist Level + Crafting Bonus roll. 

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Wondrous Item Crafting

Requires Arcanist: Expert

You may now craft Wondrous tier magical items. (With the exception of Elemental Charged Weapons and the Bag of Holding.)
 

Overflowing Magic

Requires Arcanist: Expert

Once per weekly reset you may clear your remaining magical item creation cooldown.

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Feywrought Armor
MediumArmorMithral.png

DC 16

 

Grants +2 Bonus against Charm Effects.​

  • 1x Mithral Half-Plate/Plate Armor

  • 50x Mysterious Mushrooms
    10x Arcanium

Gloomwrought Armor
MediumArmorMithral.png

DC 16

 

Grants +2 Bonus against Frighten Effects.​

  • 1x Mithral Half-Plate/Plate Armor

  • 50x Strange Shards
    10x Arcanium

Belt of Brilliance
Belt of Brilliance.png

DC 14

 

Grants Resistance to Fire Damage​

  • 1x Belt

  • 5x Mithral Ingot
    10x Arcanium

Boots of the Winterlands
Boots of the Winterlands.png

DC 14

 

Grants Resistance to Cold Damage​

  • 1x Boots

  • 5x Mithral Ingot
    10x Arcanium

Brooch of Shielding
Brooch_of_Shielding.png

DC 14

 

Grants Resistance to Force Damage​

  • 1x Holy Symbol

  • 5x Mithral Ingot
    10x Arcanium

Cloak of Storms
Cloak of Storms.png

DC 14

 

Grants Resistance to Lightning and Thunder Damage​

  • 1x Cloak

  • 5x Mithral Ingot
    10x Arcanium

Goggles of Radiance
GogglesofRadiance.png

DC 14

 

Grants Resistance to Radiant Damage​

  • 1x Hat

  • 5x Mithral Ingot
    10x Arcanium

Grips of the Grave
Grips of the Grave.png

DC 14

 

Grants Resistance to Necrotic Damage​

  • 1x Gloves

  • 5x Mithral Ingot
    10x Arcanium

Periapt of Proof Against Poison
Periapt_of_Proof_against_Poison.png

DC 14

 

Grants Resistance to Poison and Acid Damage​

  • 1x Necklace

  • 5x Mithral Ingot
    10x Arcanium

Ring of Mind Shielding
Ring of Mind Shielding.png

DC 14

 

Grants Resistance to Psychic Damage​

  • 1x Ring

  • 5x Mithral Ingot
    10x Arcanium

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