The Incanter is among the purest forms of a caster, dedicated above all to expanding their knowledge of the magical arts. Their powers are almost entirely determined by their choice of Spheres - whether they’re dabbling in everything or focusing their knowledge on a few areas, though, they’re a force to be reckoned with.

Quick Build

You can make an incanter quickly by following these suggestions.

First, choose the Wild-Born casting tradition, making Charisma your highest score. Your next-highest score should be Wisdom. Your third-highest score should be Constitution or Dexterity. Choose the sage background. Choose the Conjuration sphere as your first magic talent as an incanter; choose the Fiend (base) talent, for your conjuration companion.

Choose the Destruction and Protection spheres as your bonus magic talents from your casting tradition.

Class Features

Table: Incanter
Level Proficiency Bonus Features Magic Talents Spell Points
1st +2 Spherecasting, Magical Potency 1 1
2nd +2 Magic Specialization 2 2
3rd +2 - 3 3
4th +2 Ability Score Improvement 4 4
5th +3 Arcane Protection 5 5
6th +3 Magic Specialization feature 6 6
7th +3 - 7 7
8th +3 Ability Score Improvement 8 8
9th +4 - 9 9
10th +4 Magic Specialization feature 10 10
11th +4 - 11 11
12th +4 Ability Score Improvement 12 12
13th +5 - 13 13
14th +5 Magic Specialization feature 14 14
15th +5 - 15 15
16th +5 Ability Score Improvement 16 16
17th +6 - 17 17
18th +6 Magical Flexibility 18 18
19th +6 Ability Score Improvement 19 19
20th +6 Master of Magic 20 20

As an incanter, you gain the following class features.

Hit Points

Hit Dice: 1d6 per incanter level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per incanter level after 1st


Armor: None
Weapons: Simple weapons
Tools: Choose one type of artisan’s tools or one musical instrument

  • Saving Throws: One each of
    • Intelligence or Charisma
    • Dexterity or Wisdom
  • Skills: Choose any two.


You start with the following equipment, in addition to the equipment granted by your background and tradition:

  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) an explorer’s pack, a (b) priest’s pack, or (c) a scholar’s pack
  • A dagger


You can combine spheres and talents to create magical effects. You gain a spell pool and magic talents.

Spell Pool

You gain a small reservoir of energy that you can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to your key ability modifier (minimum 1). You gain additional spell points equal to your incanter level. This pool replenishes after a long rest. (Note: if multiclassing, spell points from your key ability modifier are only gained once.)

Magic Talents

You gain a magic talent every level, according to Table: Incanter.

Magical Potency

At 1st level you have learned to regain some of your magical energy through meditation, study, or some other fashion that reflects your style of magic. Once per day when you finish a short rest, you can regain spell points. You can recover a total number of spell points equal to 2 + half your incanter level (rounded up).

Magic Specialization

At 2nd level, you can choose a magic specialization, which represents the style of magic you favor. You gain abilities related to that sphere at 2nd, 6th, 10th, and 14th levels.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Arcane Protection

Beginning at 5th level, you can choose to sacrifice spell points instead of hit points when taking damage. This is not considered a magic sphere ability for the purpose of how many spell points you can spend on an individual effect; you can sacrifice more spell points than your proficiency bonus when using this ability.

Magical Flexibility

At 18th level, your mastery over your areas of magic is such that you know how to improvise abilities whenever you need them. You can grant yourself an additional talent from a magic sphere that you possess as an action. You retain knowledge of this talent for 1 minute or until you use this ability again, whichever comes first. You can use this ability a number of times equal to your key ability modifier. You regain expended uses when you finish a short or long rest.

Master of Magic

At 20th level, whenever you spend 3 or more spell points to use a magical effect, decrease that spell point cost by 1. This does not reduce the effective spell level of the magical effect for the purposes of counterspell, dispel magic, and other effects or abilities.

Magic Specializations


Arcanists are pure spellcasters, who choose to avoid rigid specialization in favor of broad mastery over magic.

Arcane Potency

At 2nd level, increase the number of spell points gained when you use magical potency to 3 + your incanter level.

Magical Flexibility

Starting at 6th level, you can grant yourself an additional talent from a magic sphere you possess as an action. You retain knowledge of this talent for 1 minute or until you use this ability again, whichever comes first. You can use this ability once, but regain its uses on a short or long rest.

Break Magic

Beginning at 10th level, when you use a Universal sphere ability that requires you to make an ability check as a part of the casting (such as when dispelling), you add your proficiency bonus to that ability check.

Greater Magical Flexibility

At 14th level, when using magical flexibility you may grant yourself 2 talents instead of 1, and may use magical flexibility an additional time. At 18th level, when you would normally gain magical flexibility, you instead may use this ability 2 + your key ability modifier times in total, regaining uses on a short or long rest.


Espers know mastery over the forces of the mind, including both telepathy and telekinesis.

Mind Link

As an Esper, you possess the ability to easily read the minds of your foes and connect the minds of your allies, allowing you to know what your opponent is going to do just before it happens, and allowing your allies to see things from each other’s perspectives.

Beginning at 2nd level, you can link the minds of those around you as an action or bonus action. The link lasts for concentration up to 1 minute, and your concentration can be interrupted like a spell. This affects you and as many creatures as you desire within 100 feet of you, though you must see a creature to mind link it, and unwilling creatures are allowed an Intelligence saving throw against your magic sphere DC to resist. Creatures without minds, like constructs and undead, are immune.

Allies within the mindlink gain advantage on attack rolls against enemies within the mind link. Allies are also always aware of the position of enemies within the mindlink, making stealth impossible.

You can use mindlink twice, and regain your uses of mind link after a long rest.

Greater Mind Link

At 6th level, your mind link improves. Enemies within your mindlink have disadvantage on all attack rolls made against allies within your mind link. Your allies can also share their own expertise with each other through the mind link; so long as you or at least one ally is proficient with a skill, all allies within the mindlink are considered proficient with that skill.

Psychic Shield

Beginning at 10th level, your mental and telekinetic powers shield you from harm while active. While you maintain concentration on a magic effect, you have a +2 bonus to AC and all saving throws.

Potent Psionics

At 14th level, you regain your uses of mindlink after a short or long rest.

Fey Adept


The Fey Adept copies the magical prowess of the fey, mastering illusions and shadowstuff to mislead and control.

Lingering Illusion

At 2nd level, you gain a bonus talent from either the Illusion, Dark, or Light spheres. Whenever you maintain an Illusion or an effect from the Dark or Light spheres through concentration, it remains for 1 round per 2 incanter levels (rounded down) after you cease concentrating before it disappears.


Starting at 6th level, whenever you deal direct damage to a target through a weapon attack, unarmed strike, or destructive blast, that target gains disadvantage on all saving throws against your Dark, Illusion, or Light sphere effects for 1 minute.


Beginning at level 10 you can twist and disappear at virtually any time. You turn invisible for 1 round as a bonus action. You can do this twice, and regain these uses after a short or long rest.

Illusory Reality

By 14th level, you have learned the secret of weaving shadow magic into your illusions to give them a semi-reality. When you create an illusion, you can choose one inanimate, nonmagical object that is part of the illusion and make that object real. You can do this on your turn as a bonus action while the spell is ongoing. The object remains real for 1 minute. For example, you can create an illusion of a bridge over a chasm and then make it real long enough for your allies to cross. The object can’t deal damage or otherwise directly harm anyone.

Green Mage

Green Mages walk the paths of nature, allowing them to connect with the primal world.

Animal Advisor

At 2nd level, you learn how to cast find familiar as a ritual, even without a spell book or ritual book. Additionally, your familiar gains the following changes:

  • Your familiar is a fey.
  • Your familiar can take the Attack action
  • Add your proficiency bonus to the creature’s AC, attack rolls, saving throws, and damage rolls.
  • Your familiar’s hit points maximum equals the beast’s Constitution modifier + five times your level. Its hit dice are d6’s, and it has a number equal to your own.

Nature’s Renewal

Beginning at 6th level, whenever you place a shapeshift, a mantle, or a spirit ability on a creature and augment it to last without concentration, you can choose to heal the target number of hit points equal to twice your level.

Nature’s Travel

At 10th level, you no longer reduce your movement when climbing or swimming and can breath underwater.

Nature’s Sanctuary

When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your sphere save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours. The creature is aware of this effect before it makes its attack against you.


The necromancer commands the powers of life and death.

Bolster Undeath

At 2nd level, you gain the Death sphere as a bonus sphere. You can touch an undead creature under your command as an Action to bolster it. The undead gains temporary hit points equal to your incanter level and adds your proficiency bonus to all of its saving throws and weapon damage rolls. You may only have one bolstered undead at a time. Applying this benefit to a 2nd target (or to a second target again) removes all previous bolsterings.

Affect All

At 6th level, your powers of necromancy can affect the unaffectable. Your ghost strikes can affect undead and constructs, and even inflict conditions the target would otherwise be immune to.


Beginning at 10th level, you gain blindsight to 60 feet, but only against targets that are living or undead (constructs are immune).

Command Undead

Starting at 14th level, you can use magic to bring undead under your control, even those created by other casters. As an action, you can choose one undead that you can see within 60 feet of you. That creature must make a Charisma saving throw against your sphere save DC. If it succeeds, you can’t use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again. Intelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.



You are an ordained priest of a deity, similar to a cleric. Choose a deity from those available in your setting to revere.

Divine Initiate

Beginning at 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. Choose either Turn Undead, or a use of channel divinity from a domain associated with your deity that is available at 2nd level. You may channel divinity once to create this effect. You must then finish a short or long rest to use your channel divinity again.

You also gain access to the Ceremony ritual, and can use it even without a spell or ritual book.

Ceremony (ritual)

1st-level abjuration (ritual)
Casting Time: 1 Hour
Range: Touch
Components: V, S, M (25 gp worth of powdered silver, which the spell consumes)
Duration: Instantaneous

You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting.

  • Atonement: You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment.
  • Bless Water: You touch one vial of water and cause it to become holy water.
  • Coming of Age: You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once.
  • Dedication: You touch one humanoid who wishes to be dedicated to your god’s service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once.
  • Funeral Rite: You touch one corpse, and for the next 7 days, the target can’t become undead by any means short of a wish spell.
  • Wedding: You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed.
Turn Undead

As an action, you present your Holy Symbol and speak a prayer censuring the Undead. Each Undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it receives any damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take Reactions. For its actions, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

Greater Divinity

Beginning at 6th level, you can channel divinity twice per short or long rest rather than once. Choose either Turn Undead, or a use of Channel Divinity from another domain associated with your deity available to a cleric of 6th level or lower. You can use channel divinity to create this effect as well.


At 10th level, you gain the ability to use the commune ritual, even if you do not have a spell or ritual book.

Commune (ritual)

5th-level divination (ritual)
Casting Time: 1 minute
Range: Self
Components: V, S, M (incense and a vial of holy or unholy water)
Duration: 1 minute

You contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question.

Divine beings aren’t necessarily omniscient, so you might receive “unclear” as an answer if a question pertains to information that lies beyond the deity’s knowledge. In a case where a one-word answer could be misleading or contrary to the deity’s interests, the GM might offer a short phrase as an answer instead.

If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer. The GM makes this roll in secret.


At 14th level, you can channel divinity three times per short or long rest rather than twice. Choose either Turn Undead or another use of channel divinity from a domain associated with your deity available to a cleric of 14th level or lower. You can use channel divinity to create this effect as well.


Soothsayers speak predictions and explain the will of Fate.


Starting at 2nd level, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.

Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.

Diviner’s Eye

Beginning at 6th level, whenever you spend 2 or more spell points on a Divination sphere effect, reduce the spell point cost by 1. This is applied after Master of Magic (meaning at 20th level, a 3 spell point effect would only cost you 1 spell point).

Master of Fate

At 10th level, when applying a motif to yourself, you may grant yourself two motifs at once. You must spend any spell points for each motif individually, but if you are maintaining the effect through concentration, you may maintain both motifs as if they were a single effect.

Greater Portent

Starting at 14th level, the visions in your dreams intensify and paint a more accurate picture in your mind of what is to come. You roll three d20s for your Portent feature, rather than two.


Summoners specialize in gaining - and enhancing - allies to fight by their side.

Lingering Companions

At 2nd level, you gain either Creation or Conjuration as a bonus sphere. Whenever you summon a companion from the Conjuration sphere or an object from the Creation sphere and maintain its presence through concentration, the companion remains for 1 round per 2 incanter levels (rounded down) after you cease concentrating before it disappears.

Greater Companions

Beginning at 6th level, when you summon a companion from the Conjuration sphere or an object from the Creation sphere, you can target it with a magic sphere effect as part of the same action. You can maintain both effects through concentration, but you must spend spell points on and for each effect individually. If you can summon multiple companions, this only applies to one.

Self-Evident Conjuration

Beginning at 10th level, your concentration on a companion or created object can’t be broken as a result of taking damage. Other sphere effects that are maintained through concentration with the Greater Companions feature can still be broken as a result of taking damage.

Durable Summons

Starting at 14th level, whenever you summon or create a creature through a magic sphere, it gains 30 temporary hit points.


Temporalists bend space and time to their whims.


At 2nd level, your familiarity with time and space gives you a +10 bonus to your walking speed, and you can take the dash action as a bonus action.

Greater Teleport

At 6th level, double the distance that you can teleport through any use of magic.


Beginning at 10th level, when you miss with an attack, ability check, or saving throw, you can retroactively give yourself advantage, letting you reroll the check. This can’t be used on a roll in which you already had advantage. You can only use this ability once per short or long rest.

Freeze Time

Starting at 14th level, you can stop time as an Action, as the time stop spell. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal.

This effect ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the effect ends if you move to a place more than 1,000 feet from the location where you cast it. Once you have used this ability, you cannot do so again until you take a long rest.

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