Arcaneer
Reconstructs and redirects arcane energy through sophisticated engineering, making magic consistent, controllable, and mechanical.
Pick Tree
11 picks along the Arcaneer path. Pair them with the general Forgeron class picks.
Level 2
Equipment: Spell Modulator
Choosing this locks Arcaneer as your Specialization. Use 1 Action and choose one spell you know. For the next 10 rounds, that spell's properties are altered. You can extend the spell's range (+5 meters, even for melee spells), increase its targets by one (area effects unaffected), or double its area of effect (AoE spells).
Details →Striking Illusions
Requires: Pick: Equipment: Spell Modulator
When you have Illusions active that affect yourself (such as Alter Appearance, Mirror Image, Phase Shift etc.), any Melee attacks you make gain +2 to damage.
Details →Level 3
Equipment: Counterspell Device
Requires: Pick: Equipment: Spell Modulator
You carry a device that automatically detects and disrupts spellcasting. When an enemy within 15 meters casts a spell, you can use a Bonus Action as a reaction to activate the device and to attempt to counter the spell. Make Counterspell check with +2 Bonus. On success, the spell is countered and the WP you used are regained. Usable once per Rest.
Details →Equipment: Arcane Recycler
Requires: Pick: Equipment: Spell Modulator
Spend 1 Action to activate the Arcane Recycler for 5 rounds. During this time whenever a spell is cast within 10 meters of you, the device captures some of the residual magic. You regain WP equal to the level of the recycled spell. Usable once per Rest.
Details →Level 4
Equipment: Arcane Replication System
Requires: Pick: Equipment: Spell Modulator
You create a sophisticated device capable of analyzing and replicating magical effects. When a spell of level 3 or lower is cast within 30 meters of you, you can use 2 Bonus Actions as a reaction to have your device analyze and store a copy of that spell pattern (regardless of whether it was cast by friend or foe). For the next hour, you can cast the stored spell once as if it were your own, using your attributes for any calculations. You don't need to know the spell or have access to its magical school to use this ability. Additionally, when you successfully counterspell an enemy with the Counterspell Device, you can choose to replicate rather than negate the spell, redirecting its energy into the Arcane Replication System at no additional cost. The replication system can store only one spell pattern at a time and requires delicate calibration after use, preventing another analysis until after a Break.
Details →Level 5
Arcane Reservoir
Requires: Pick: Equipment: Spell Modulator · Attribute: INT 10
For 5 rounds, copy ANY spell cast within 30 meters and store it in your reservoir device, regardless of school or caster. Each spell stored extends the active window by 1 round. At any point during the active window, you can release stored spells using 1 Action each at no WP cost, using your own attributes for any calculations. Any spells remaining in the Reservoir when the window closes are converted into Willpower - you gain 20 WP for each stored spell remaining. Usable once per Rest.
Details →Level 6
Arcane Polarity Inverter
Requires: Pick: Equipment: Spell Modulator
When an enemy within 30 meters makes a Ranged Spell Attack targeting you or an ally, you may activate the Inverter as a 1 Action response. The spell is fully redirected - the original caster becomes the new target. The caster's original attack roll is used to hit and for damage; the caster rolls their own defense against it. Original targets are unaffected. Usable once per Combat.
Details →Level 7
Requires: Pick: Equipment: Spell Modulator, Arcane Reservoir
When releasing stored spells, the second spell released on the same turn costs a ½ Action instead of a full Action.
Details →Level 8
Requires: Pick: Equipment: Spell Modulator, Arcane Polarity Inverter
Your Arcane Polarity Inverter is upgraded to affect AoE spells. When an enemy within 30 meters casts an AoE spell affecting you or an ally, make a contested INT Check against the caster. On a win, the caster loses control - they become the new origin point and take the spell's full effect with no save. If the spell originally affected multiple targets, those targets may save against the caster's original INT Check result. Usable within the Inverter's once per Combat limit.
Details →Level 9
Requires: Pick: Equipment: Spell Modulator, Arcane Reservoir, Reservoir Performance Extension
When releasing stored spells, the third and fourth spells released on the same turn each cost a Bonus Action instead of a full Action.
Details →Level 10
Kinetic Arcane Agitator
Requires: Pick: Equipment: Spell Modulator
Your next spell deals double damage and costs double WP to cast. Choose one: gain +5 to Hit with the spell, or force all targets affected to reroll their Save against it, taking the worse result.
Details →