Arcanist - 1d4chan
Arcanist - 1d4chan
From 1d4chan
Arcanist is a /tg/ slang-term used to refer to a member of any of the various classes in Dungeons & Dragons or
Pathfinder (or sometimes other games) that practices arcane magic. This includes, but isn't necessarily limited
to, the wizard, the sorcerer, the warlock, the swordmage, the artificer and the bard.
It can also refer to one of two character classes in its own right.
AD&D
The Advanced Dungeons & Dragons version of the Arcanist
appeared in the Ravenloft campaign sourcebook for that edition,
"Domains of Dread", alongside the Avenger, the Anchorite and
the Gypsy. It was a thematic addition to the list of specialist
wizard kits, and was joined in that aspect by a version of the
Elementalist kit; specifically, arcanists in Ravenloft represent
wizards who focus on all manner of lore relating to the denizens
of darkness and the creatures of the night. In a way, they're a
spookier counterpart to the Bard in the field of the "loremaster
class".
Now, you may be thinking that this class looks kind of gimped. Well, there are some big disadvantages, and you
need to know a few facts about Ravenloft to understand it:
Powers Checks, if failed, blight your character with steadily worsening curses, and ultimately cause you
to become an NPC if you fail too many of them.
There is no way to cure yourself of a failed Powers Check.
Because necromancy is seen as an evil school, you have to take a Powers Check every time you cast a
spell from that school.
In order to preserve the Gothic atmosphere of Ravenloft, divination spells don't work properly here; some
spells are outright useless (for example, Know Alignment), some can harm you (telepathy risks driving
you insane if the target is something nonhuman), and at best they just have a chance to fizzle out.
So taking this class is, charitably, a huge challenge, and more realistically will probably get you killed or
warped into a villainous NPC pretty quickly. There's reasons why Ravenloft failed to find a particularly deep
audience in D&D fans, and the fact that the PCs tend to be so immensely screwed over for the sake of the
setting is definitely a big part of that.
Pathfinder
Arcanists are a
hybrid class of
Pathfinder
which merges
the magical
powers of both
Sorcerer and
Wizard to force
the laws of
nature on the
table and
forcibly violate
them while
they're
screaming.
Moreso than
plain Wizards,
at least.
Archetypes further cross them into other classes, like the Arcane Adept, which taps into the abilities of the
Magus like a Bladebound, the Occultist, which does summoning, or the Blood Arcanist, which gives the
Arcanist a full Bloodline to gain powers from in exchange for a few Exploits.
Arcanist are a solid Tier 1 class. They've got the same power to smash whatever challenge they're prepped for as
a Wizard, just with a slightly different casting system.
Spheres of Power
Strangely, the Arcanist doesn't brutalize game balance nearly as much as its original counterpart did, and
partially, this is due to the change in casting mechanics. However, a deeper dive into the class reveals that their
core mechanics have also changed. Similar to Sphere Clerics and Sphere Druids, the Arcanist is a full caster
with a talent at every even level, so it sounds gimped until one realizes that it has a new mechanic to regain the
old flavor of Arcanist. Moldable Talents are flexible talents that can be modified every day. Additionally, they
get a stronger version of Consume Spells, as it only costs them 1 spell point to regain three points of Arcane
Reservoir. Magical Supremacy lets them use Arcane Reservoir Points instead of Spell Points as needed. While
certainly not as attractive as Sorcerer or Wizard, it does gain a degree of daily flexibility neither have in
Spheres.