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.
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