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Arcanist
Pathfinder: Wrath of the Righteous

Arcanist

Learn about the Arcanist class in Pathfinder: Wrath of the Righteous, including spellcasting, Arcane Reservoir, and Arcanist Exploits like Acid Jet.

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Learn about the Arcanist class in Pathfinder: Wrath of the Righteous, including spellcasting, Arcane Reservoir, and Arcanist Exploits like Acid Jet.

Class Features:

  • Primary attributes: Dexterity, Intelligence, and Charisma.
  • Slow (1/2) AB progression.
  • Full caster level progression.
  • May cast arcane spells up to 9th-level.
  • Spells must be prepared in advance.
  • Prepared spells may be cast in any combination.
  • Uses the Wizard spell list.
  • 5 HP per level.
  • High saving throws for Will, low saving throws for Fortitude and Reflex.
  • 2 skill points per level.

Class Skills: Knowledge (Arcana), Knowledge (World), Lore (Nature), Lore (Religion), and Use Magic Device.

Spellcasting Progression:

The Arcanist can cast a specific number of spells per day for each spell level, which can be increased by Intelligence score bonuses. These spells are drawn from those prepared for the day.

Spell Preparation:

  • Level 1: 2 spells
  • Level 2: 2 spells
  • Level 3: 3 spells
  • Level 4: 3 spells, 1 spell
  • Level 5: 4 spells, 2 spells
  • Level 6: 4 spells, 2 spells, 1 spell
  • Level 7: 5 spells, 3 spells, 2 spells
  • Level 8: 5 spells, 3 spells, 2 spells, 1 spell
  • Level 9: 5 spells, 4 spells, 3 spells, 2 spells
  • Level 10: 5 spells, 4 spells, 3 spells, 2 spells, 1 spell
  • Level 11: 5 spells, 5 spells, 4 spells, 3 spells, 2 spells
  • Level 12: 5 spells, 5 spells, 4 spells, 3 spells, 2 spells, 1 spell
  • Level 13: 5 spells, 5 spells, 4 spells, 4 spells, 3 spells, 2 spells
  • Level 14: 5 spells, 5 spells, 4 spells, 4 spells, 3 spells, 2 spells, 1 spell
  • Level 15: 5 spells, 5 spells, 4 spells, 4 spells, 4 spells, 3 spells, 2 spells
  • Level 16: 5 spells, 5 spells, 4 spells, 4 spells, 4 spells, 3 spells, 2 spells, 1 spell
  • Level 17: 5 spells, 5 spells, 4 spells, 4 spells, 4 spells, 3 spells, 3 spells, 2 spells
  • Level 18: 5 spells, 5 spells, 4 spells, 4 spells, 4 spells, 3 spells, 3 spells, 2 spells, 1 spell
  • Level 19: 5 spells, 5 spells, 4 spells, 4 spells, 4 spells, 3 spells, 3 spells, 3 spells, 2 spells
  • Level 20: 5 spells, 5 spells, 4 spells, 4 spells, 4 spells, 3 spells, 3 spells, 3 spells, 3 spells

On each level up, you may select an additional two spells to add to your spellbook. Additional spells can be added by copying them to your spellbook from a scroll in your inventory.

Level Progression:

  • Level 0: Arcanist Proficiencies, Cantrips, Arcane Reservoir
  • Level 1: Feat, Arcanist Exploits, Consume Spells
  • Level 3: Feat, Arcanist Exploits
  • Level 5: Feat, Arcanist Exploits
  • Level 7: Feat, Arcanist Exploits
  • Level 9: Feat, Arcanist Exploits
  • Level 11: Feat, Greater Exploits, Arcanist Exploits
  • Level 13: Feat, Arcanist Exploits
  • Level 15: Feat, Arcanist Exploits
  • Level 17: Feat, Arcanist Exploits
  • Level 19: Feat, Arcanist Exploits
  • Level 20: Magical Supremacy

Arcanist Proficiencies: Arcanists are proficient with all simple weapons.

Arcane Reservoir: The Arcanist has a reservoir of magical energy. Its maximum capacity is your class level +3. When you rest, the reservoir is partially filled to half your class level +3. When casting a spell, you may spend a point from your reservoir as a free action to increase either the effective caster level or the DC of the spell by +1.

Consume Spells: You may sacrifice a casting of a memorized spell to add points to your Arcane Reservoir, gaining 1 point for each level of the sacrificed spell.

Arcanist Exploits: Exploits cost a varying number of Arcane Reservoir points. When an exploit requires a saving throw, the DC is 10 + half your level + your Charisma modifier.

  • Acid Jet: Cost: 1. You make a ranged touch attack to launch a jet of acid at a target within close range. The jet does 1d6 acid damage + your Charisma modifier. For every 2 levels beyond 1st, the jet does an additional 1d6 damage (max 10d6 at 19th level). The target is also sickened for 1d4 rounds unless it makes a Fortitude saving throw.
  • Arcane Barrier: Cost: 1. You create a barrier that provides a temporary number of HP equal to your class level + your Charisma modifier. The barrier lasts for 1 minute per class level. If you use this exploit more than once, the cost goes up by 1 each time to a maximum of 3.
  • Armored Mask: Cost: 1. You gain the benefits of _Mage Armor_.
Tips
  • Prioritize Intelligence and Charisma for spellcasting and exploit effectiveness.
  • Consider taking feats that enhance spellcasting or provide additional exploits.
  • The Arcane Reservoir is a key resource; manage it wisely by consuming spells when necessary.
  • Arcanist Exploits offer versatile combat and defensive options.

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