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Arcane

Power Source

Arcane classes draw upon raw magical power. Mechanically, they use mana to flexibly cast their daily spells.

Level 4 Feats

Acid Overload

Benefits: Your spells that cost mana ignore acid resistance. In addition, whenever you score a critical hit with an acid spell, that enemy takes a -2 penalty to attack rolls and all defenses until the end of your next turn.

Captain Cold

Benefits: Your spells that cost mana ignore cold resistance. In addition, whenever you score a critical hit with a cold spell, that enemy is slowed. If the enemy is already slowed, the

Arcane classes draw upon raw magical power. Mechanically, they use mana to flexibly cast their daily spells.

Level 4 Feats

Acid Overload

Benefits: Your spells that cost mana ignore acid resistance. In addition, whenever you score a critical hit with an acid spell, that enemy takes a -2 penalty to attack rolls and all defenses until the end of your next turn.

Captain Cold

Benefits: Your spells that cost mana ignore cold resistance. In addition, whenever you score a critical hit with a cold spell, that enemy is slowed. If the enemy is already slowed, they become immobilized. If the enemy is immobilized, they become dazed. If the enemy is dazed, they become stunned.

Electric Dynamo

Benefits: Your spells that cost mana ignore lightning resistance. In addition, whenever you score a critical hit with a lightning spell, your next attack does an additional 1d12 lightning damage on a hit. This bonus damage increases to 2d12 at level 14 and to 3d12 at level 24.

Fire Starter

Benefits: Your spells that cost mana ignore fire resistance. In addition, whenever you score a critical hit with a fire spell, that enemy takes ongoing 5 fire damage (save ends). This increases to ongoing 10 fire damage at level 14, and at to ongoing 15 fire damage at level 24.

Orb of Imposition

Prerequisites: Use of Orbs as implements

Benefits: You gain the Orb of Imposition power

Orb of Imposition

Your enemies find your spells irresistible

Level 4 Spell

Arcane Feat

Action: Free (Trigger: An enemy makes a save against an effect you imposed) ♦ Recharge: Short Rest
Range: Ranged sight (Safe) ♦ Target: The triggering enemy

Effect: The enemy rerolls the saving throw, using the second roll even if it's lower

Rod of Negation

Prerequisites: Use of Rods as implements

Benefits: You gain the Rod of Negation power

Rod of Negation

Your assault purges your enemy of beneficial spells

Level 4 Spell

Arcane

Action: Free (Trigger: You hit an enemy with a spell) ♦ Recharge: Short Rest
Range: Ranged Sight ♦ Target: The triggering enemy

Effect: The enemy loses temporary hit points up to your level plus 5 and loses any power bonuses it has to rolls or defenses.

Psychic Imposition

Benefits: Your spells that cost mana ignore psychic resistance. In addition, whenever you score a critical hit with a psychic spell, you may command that target to make a basic attack against a target of your choice that is within range.

Staff of Defense

Prerequisites: Use of Staves as implements

Benefits: You gain the Staff of Defense power

Staff of Defense

You ward off an incoming attack

Level 4 Spell

Arcane

Action: Immediate Interrupt (Trigger: You are hit by an attack) ♦ Recharge: Short Rest
Range: Personal

Effect: The attacker rerolls the attack roll, using the second roll even if it's lower

Thundering Presence

Benefits: Your spells that cost mana ignore thunder resistance. In addition, whenever you score a critical hit with a thunder spell, you may knock that enemy prone and slide them 5'. The distance you slide them increases to 15' at level 14 and to 25' at level 24.

Tome of Readiness

Prerequisites: Use of Tomes as implements

Benefits: You gain the Tome of Readiness power. 

Tome of Readiness

You adapt a spell to a new situation

Level 4 Spell

Arcane

Action: Minor ♦ Recharge: Short Rest
Range: Personal 

Effect: Choose acid, cold, fire, lightning, or thunder. Your next spell does that damage type instead.

Unstoppable Force

Benefits: Your spells that cost mana ignore force resistance. In addition, whenever you score a critical hit with a force spell, you may shoot two dart of magical force that deals 1d4 force damage split amongst however many enemies you can see. Every 4 levels (8th, 12th, etc.) the number of darts increases by 1.

Wand of Accuracy

Prerequisites: Use of Wands as implements

Benefits: You gain the Wand of Accuracy power

Wand of Accuracy

With a flick of your wrist you redirect an errant spell

Level 4 Spell

Arcane

Action: Free (Trigger: You make an attack roll and don't like the result) ♦ Recharge: Short Rest
Range: Personal

Effect: Reroll the attack roll, using the second result even if it's lower

Weapon of Channeling

Prerequisites: Use of a weapon as implements

Benefits: You gain the Weapon of Channeling power

Weapon of Channeling

You follow through on your attack with a spell

Level 4 Spell

Arcane

Action: Free (Trigger: You hit an enemy with a basic attack) ♦ Recharge: Short Rest
Range: Personal

Effect: You may use a level 1 at-will attack spell as a free reaction. You must include the triggering enemy amongst the targets for the attack. This spell doesn't provoke opportunity attacks.

 

Mana

Mana

Unlike other power sources, arcane characters do not individually expend recharge spells. Instead, arcane characters have a pool of mana based on their level that they can use to cast their spells. Casting a spell involves expending mana equal to the spell's mana cost. Mana fully recharges on a long rest, but characters get some mana back whenever they complete a milestone. (A milestone is completed for every two encounters completed since the last long rest).

Level Mana pool Mana recharge
1-2 8 2
3-4 14 3
5-6 22 4
7-8 32 5
9-10 44 6

Like other classes, arcane characters can have up to six recharge powers and must replace old ones whenever they would gain another beyond the six.

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