Order of the Arcanist

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Delvers into occult lore and seekers of lost objects of mystical power, the Order of Arcanists arose from those mages who scour the ruins of more ancient civilizations for their magical wisdom. Among the Order are counted treasure hunters, scholars, magicians, and students of the occult and esoteric mysticism.

 

Order of Arcanists Features

Mage Level  – Feature

2ndAptitude, Occult Action, Ritual Casting

6thEsoteric Research

10thForbidden Lore

14thSecrets of the Unknown

20thProfane Wisdom of the Archmage

 

Aptitude

When you select the Order of Arcanists as your Mage Order at 2nd level, you may select one choice from each of the following: 

  • One proficiency from the following list: Arcana, Athletics, History, Insight, Investigation, Nature, Perception, Religion, Stealth. 
  • One of the following tool proficiencies: alchemy tools, masons’ tools, thieves’ tools, or a vehicle proficiency. 
  • You also gain proficiency in a new language.

If you do not already have proficiency with the skill, tool, or vehicle chosen, you gain proficiency. If you have proficiency already, you can double your proficiency bonus when making checks related to that skill, tool, or vehicle.

You may select another proficiency and a language at 10th level.

Occult Action

At 2nd level you may take a bonus action each of your turns in combat as long as you are holding your occult focus. This action must be used for the Help, Search, or Use an Object actions.

Ritual Casting

When you choose the Order of Arcanists at 2nd level, you learn to cast mage spells as rituals if those spells have the ritual tag and you have your grimoire in hand.

Esoteric Research

At 6th level you may learn and transcribe two spells from a different class’s spell list into your grimoire, even if those spells are not normally available on the mage spell list. These spells must be of a level you can cast. You use Intelligence as the spellcasting modifier for these spells. 

You must memorize these spells in order to prepare them, and these spells do not count against your maximum number of prepared spells. Once cast, a spell learned through Esoteric Research is no longer considered prepared. 

You can select another two spells from another class’s spell list at 10th, 14th, and 18th level. Every time you learn new spells through Esoteric Research, you may select one of the spells you have previously learned through this ability and switch it for another spell from the same class’s spell list.

Forbidden Lore

At 10th level, you have accumulated notes and theories in your grimoire concerning the nature of magical phenomena, the psychology of the intelligent races that inhabit the world, and the behavior of monsters that stalk the far reaches of the known lands. This gives you a perspective that defies conventional understanding of reality. You may consult your grimoire for the unnatural wisdom you have gleaned in your studies, and apply that knowledge to the challenges you face. 

When you use this ability, you must use a bonus action to consult your grimoire. You gain one of the following benefits:

 

  • Occult Knowledge. Your extensive notes grant you Advantage on one skill check involving Intelligence or Wisdom.
  • Scholar’s Tongue. You may read, hear, and speak a language you do not know with full understanding for one hour.
  • Transcend Space & Time. You slip between threads in time and space, disappearing from the space you occupy and appearing in an unoccupied space within 30 feet of your original space. You do not draw opportunity attacks when you use this feature.

Once you use Forbidden Lore, you must complete a long rest before using this feature again without risking your sanity.  You may use Forbidden Lore a second time before taking a long rest, but if you do so, you must make an Intelligence Saving Throw (DC 17) or suffer short-term madness. If you use Forbidden lore a third time before taking a long rest, your Intelligence Saving Throw is made at disadvantage. Once you use Forbidden Lore three times, you cannot use Forbidden Lore again until you complete a long rest.

Secrets of the Unknown

At 14th level, you may use your Forbidden Lore feature to augment your harmful spells, allowing them to bypass the magical defenses of other creatures. When you use Secrets of the Unknown, a creature you can see is considered vulnerable to the damage inflicted by the next memorized spell you cast before the end of your next turn. If that creature is resistant or immune to the damage your spell inflicts, then they are not considered to be immune, resistant, or vulnerable to the spell’s damage. A creature affected by Secrets of the Unknown remains vulnerable to that type of damage until the end of your next turn.

Profane Wisdom of the Archmage

At 20th level, you regain one use of Forbidden Lore when you complete a short rest. Additionally, you need not check for short-term madness when you use your Forbidden Lore feature.

 

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