Shock Arcanist |
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Subclass Features |
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♦ Level 2Arcane WarfareWhen casting spells from the War List, they count as being cast at one slot level higher than the one you actually use. ♦ Level 6Arcane FuryAdd your proficiency bonus and INT bonus to your evocation spell damage for 1 minute. Recharges after a long rest. ♦ Level 10Arcane ShockYou overcharge your mana and become restrained until the end of your turn. However, when you cast an attack spell, your damage dice are always above average. In return, you make a CON saving throw DC 14 and take 2d6 Psychic Damage if you fail. |
Shock Arcanist is a Subclass in Solasta: Crown of the Magister. Shock Arcanist is a subclass of the Wizard Class. A character's class is their profession and grants specific features as listed. New powers, and access to subclasses, are granted at a higher level of experience. Each class also gives you a set of equipment that you can customize.
Wizard Shock Arcanist Build Guide Below:
Shock Arcanists were the battle mages of the Manacalon Empire. Their teachings have survived the Cataclysm to become a renowned and feared magical tradition, taught in every major magic school.
Shock Arcanist Information
Shock Arcanist Subclass Features
Level 2
- Arcane Warfare: When casting spells from the War List, they count as being cast at one slot level higher than the one you actually use:
- Level 1: Burning Hands, Magic Missile, Thunderwave
- Level 2: Acid Arrow, Scorching Ray, Flaming Sphere
- Level 3: Fireball, Lightning Bolt.
- Level 4: Ice Storm
- Level 5: Cone of Cold, Mind Twist
- Level 6: Disintegrate, Chain Lightning, Freezing Sphere
Level 6
- Arcane Fury: Add your proficiency bonus and INT bonus to your evocation spell damage for 1 minute. Recharges after a long rest
Level 10
- Wizard Weapon Proficiencies: Constitution up
- Arcane Shock: You overcharge your mana and become restrained until the end of your turn. However, when you cast an attack spell, your damage dice are always above average. In return, you make a CON saving throw DC 14 and take 2d6 Psychic Damage if you fail.
Wizard Initial Features
- Wisdom, Intelligence Saving Throw Proficiencies
- Wizard Weapon Proficiencies: Dagger, Dart, Quarterstaff.
- Wizard Spellcasting: Can cast spells from the Wizard Spells list.
- Ritual Casting: You can cast a spell as a Ritual if that spell has the Ritual tag and you have it in your spellbook. You don't need to have the spell prepared.
- Magical Crafting: You have been trained to scribe magic scrolls and use enchanting equipment.
- Wizard Skills: Choose 2 of these skills; Arcana, History, Insight, Investigation, Medicine, Religion.
Higher Level Features
Level 2
- +6 Hit Points
- 2 Spells to select
- Gain one additional hit die
- Gain one additional spell slot
- Arcane Traditions: Grants you specialization with a certain kind of magic.
- Arcane Recovery: Once per day when you complete a short rest, you can recover a number of expanded spell slots (max 5th level) up to half of your wizard level, rounded up.
Level 3
- +6 Hit Points
- Select 2 Spells
- Additional Spell Slots
- Gain one additional hit die
Level 4
- +1 Cantrip
- +6 Hit Points
- Select 2 Spells
- Additional Spell Slot
- Gain one additional hit die
- Ability Score Choice: Choose between increasing your ability scores or gaining a bonus feat.
Level 5
- +6 Hit Points
- Select 2 Spells
- Additional Spell Slots
- Gain one additional hit die
- Save DC is increases to 15
- Spell Attack is increased to +7
- +3 Proficiency Bonus: Affects all attacks, saving throws, skill & tool checks, and spell DC.
Level 6
- +6 Hit Points
- Select 2 Spells
- Additional Spell Slot
- Gain one additional hit die
- Unlocks a Wizard Subclass feature
Level 7
- +6 Hit Points
- Select 2 Spells
- Additional Spell Slot
- Gain one additional hit die
Level 8
- +6 Hit Points
- Select 2 Spells
- Additional Spell Slot
- Gain one additional hit die
- Ability Score Choice: Choose between increasing your ability scores or gaining a bonus feat.
Level 9
- +6 Hit Points
- Select 2 Spells
- Additional Spell Slots
- Gain one additional hit die
- Save DC is increases to 16
- Spell Attack is increased to +8
- +4 Proficiency Bonus: Affects all attacks, saving throws, skill & tool checks, and spell DC.
Level 10
- +6 Hit Points
- Select 2 Spells
- Select 1 Cantrip
- Additional Spell Slot
- Gain one additional hit die
- Unlocks a Wizarad Subclass feature
Level 11
- +6 Hit Points
- Select 2 Spells
- Additional Spell Slot
- Gain one additional hit die
Level 12
- +6 Hit Points
- Select 2 Spells
- Gain one additional hit die
- Ability Score Choice: Choose between increasing your ability scores or gaining a bonus feat.
Wizard Starting Equipment
- Quarterstaff or Dagger
- Component Pouch or Orb
- Scholar's Pack or Explorer's Pack
- Spellbook & Adventuring Wizard's Clothing
Shock Arcanist Tips & Builds
- Note 1
- Note 2
Played through with both a Greenmage and a Shock Arcanist. Both are good but this is a little better in my opinion. The extra damage is great also if you take the Sellsword background then you can wear "Medium Armor." Funny thing is you can't wear leather. So you have to find some Scalemail, until you can afford Half-Plate. You can also dual wield Short-swords if you pick an Elf-class, and stat for Int, Dex, and Con. You lose a lot on the Int skill set though so need to max out Arcana, and something else. Then have another character in the party pick up on the History, and Investigation checks for instance. Also, if you get +55 reputation you can buy Belt of Dwarvenkind from the Arcaneum faction. Therefore, Con is not as important as you will get +2 to Con. (This allows you to put something into either Wis or Cha if you need it for skill checks depending on party composition. The game is super table top like so skill checks are super important.) Also, you don't need to pick Dwarven as a language.
Op as **** class early on, will probably be op later on due to the amount of AOE damage you can.
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