Like ravenous beasts, Arcanists pursue knowledge.
It is core to who we are. Stormcallers leave the Weave alone.
Some even worship it.
But we must be the ones to understand it.
We must decode its mysteries, define its rules, uncover its mysteries, and discover exactly how to break it.
Gifted knowledge, that is the Choosing of an Arcanist. A moment where knowledge has been bestowed to them by Adrestus themselves. More than that, Arcanists can quickly develop obsessions over any topics that interest them. They seek to demystify everything there is to know about that topic relentlessly, as if being forced to do so by an otherworldly being. Perhaps it is a sign from Adrestus themselves that there is much left to discover in this world. And the worlds beyond this one.
Chosen by Adrestus, Arcanists are easily captured by the pursuit of information. You are naturally curious, and these curiosities can sometimes bloom into obsession if not properly tempered. Your ideas are the foundation of your character, as is your logic. What you know is who you are, and what you do not know is simply another challenge to overcome. You think before you act. You are ruled by your mind. No other force can control you. Not even the heart— or so you firmly believe.
Arcanist Traits: Logical, Vigilant, Curious
Skill Proficiencies. Investigation, Arcana
Tool Proficiencies. One of your choice.
Languages. You learn one additional standard or exotic language of your choice.
Equipment. A set of common clothes, a tome containing a collection of information that is prevalent and important to you, the tool that you are proficient in, and a belt pouch containing 10 gp.
As an action, you are able to cast the detect magic spell using Intelligence as your spellcasting ability. Once you cast detect magic in this way, you can't do so again until you finish a long rest.
Additionally, whenever you make an Intelligence (History), Intelligence (Religion), Intelligence (Nature), or Intelligence (Arcana) check, you can use this feature to grant yourself advantage on the roll. Once you use this ability, you can't use it again until you finish a short or long rest.