IMPERIAL ARCANIST
Imperial Arcanists are disciplined spell engineers who shape magic through structured formulae, geometric runes, and precise arcane mechanics. They are full casters who modify spells using Formula Slots, allowing them to alter range, damage type, stability, and more.
Hit Die: d6
Primary Ability: Intelligence
Saving Throws: Intelligence, Constitution
Armor: Light armor
Weapons: Simple weapons
Tools: Calligrapher’s supplies
Spellcasting: Full caster (wizard progression), Intelligence-based
Unique Resource: Formula Slots
CLASS FEATURES
Level 1
Arcane Formulae (1 slot)
Spellcasting
Runic Script
Level 2
Glyphwork
Arcanist School (subclass)
Level 3
Formula Expansion
Level 4
Ability Score Improvement
Level 5
Structured Casting
Formula Slots increase to 2
Level 6
Runic Channel
Level 7
Subclass Feature
Level 8
Ability Score Improvement
Level 9
Arcane Conduit
Level 10
Formula Improvement (dice upgrade)
Formula Slots increase to 3
Level 11
Spell Stability
Level 12
Ability Score Improvement
Level 13
Greater Glyphwork
Level 14
Subclass Feature
Level 15
Formula Mastery
Level 16
Ability Score Improvement
Level 17
Formula Slots increase to 4
Level 18
Arcane Overclock
Level 19
Ability Score Improvement
Level 20
Imperial Ascendant
ARCANE FORMULAE
You gain Formula Slots that allow you to modify spells as you cast them.
You start with 1 Formula Slot at level 1.
You may apply one formula to a spell as you cast it.
Available formula types:
Refracted
Change the spell’s damage type to another elemental type (acid, cold, fire, lightning, thunder).
Condensed
Double the spell’s range.
Stabilized
Remove concentration for 1 round.
Once per long rest.
Amplified
Add 1d4 damage to the spell.
Formula Slots scale:
Level 1: 1 slot
Level 5: 2 slots
Level 10: 3 slots
Level 17: 4 slots
RUNIC SCRIPT
You learn to inscribe minor runes.
You can create simple magical marks that glow faintly and last for 1 hour.
They can shed dim light or serve as arcane identifiers.
SPELLCASTING
You are a full caster using Intelligence.
You prepare spells like a wizard.
GLYPHWORK
At level 2, you can inscribe temporary glyphs on objects.
Effects include:
• A rune that sheds light
• A rune that marks ownership
• A rune that creates a faint alarm sound
• A rune that reinforces an object, granting +2 AC against damage
FORMULA EXPANSION
You learn one additional formula type of your choice.
STRUCTURED CASTING
You have advantage on concentration checks.
Once per long rest, you may cast a spell without verbal components.
RUNIC CHANNEL
You may channel a spell through a rune you have placed within 30 feet.
The spell originates from the rune instead of you.
ARCANE CONDUIT
You may link two runes together.
A spell cast through one rune may exit from the other.
This effect lasts for 10 minutes.
SPELL STABILITY
When you cast a spell with a formula applied, you may roll a d20.
On a 10 or higher, you regain the Formula Slot used.
Once per long rest.
GREATER GLYPHWORK
Your glyphs can now:
• Create 10-foot-radius alarm zones
• Reinforce objects with +5 AC
• Store a cantrip that triggers once when touched
FORMULA MASTERY
You may apply two different formulae to a spell once per long rest.
ARCANE OVERCLOCK
You may cast one spell of 5th level or lower without expending a spell slot.
Once per long rest.
IMPERIAL ASCENDANT
For 1 minute, you become a master of structured arcana.
Effects:
• You may apply a formula to every spell you cast
• You regain all Formula Slots
• Your spells deal an extra 1d6 force damage
• You gain resistance to force damage
Once per long rest.
ARCANIST SCHOOLS
Choose one at level 2.
SCHOOL OF RUNIC GEOMETRY
Rune traps, glyph explosions, sigil barriers.
Level 2 Feature
Sigil Trap: Create a rune that explodes for 1d6 force damage when stepped on.
PB uses per long rest.
Level 7 Feature
Geometric Barrier: Create a 10-foot wall of runes that grants half cover.
Once per short rest.
Level 14 Feature
Runic Detonation: Create a rune that explodes for 4d6 force damage.
Once per long rest.
SCHOOL OF AETHER MECHANICS
Force magic, telekinetic constructs, arcane engines.
Level 2 Feature
Aether Construct: Summon a tiny telekinetic construct that can lift up to 20 pounds.
Level 7 Feature
Force Pulse: As an action, deal 2d6 force damage in a 10-foot cone.
Once per short rest.
Level 14 Feature
Aether Engine: Create a floating arcane engine that grants +10 movement to allies within 20 feet.
Lasts 1 minute.
Once per long rest.
SCHOOL OF IMPERIAL CHRONOMETRICS
Time dilation, slow/haste variants, temporal echoes.
Level 2 Feature
Temporal Glimpse: You may add +1d4 to initiative rolls.
Level 7 Feature
Time Slip: Once per short rest, you may take two bonus actions on your turn.
Level 14 Feature
Chronometric Echo: Create a temporal duplicate that repeats your last action.
Once per long rest.