TEXT: An Arcane Sourcebook for the Eberron Setting
  An Arcane Sourcebook for the Eberron Setting
  by Daniel Vitti & Arcanum Press
  by Daniel Vitti & Arcanum Press
  ARCANE MYSTERIES OF EBERRON
  ARCANE MYSTERIES OF EBERRON
  Eberron & The Arcanum
  Eberron & The Arcanum
  
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  ArcAne Mysteries of eberron | An ArcAnuM D&D sourcebookr
  Credits
  Credits
  Produced by: Daniel Vitti and Arcanum Press LLC.
  Cover and Interior Art: Adobe Stock and DMs Guild Creator Resources, plus Louis 
  Porter, Jr Design, Storn Cook, and Matt Forsyth. 
  Layout: Daniel Vitti, with special thanks to  Nathanael Rox and his InDesign Template.
  Playtesters: Sal Arello, David Boldt, Tim Clabough, Paul Overman, Mathin Vitti, Tristan 
  Vitti.  Also thanks to my wife, Ilona Vitti, who must be quite bruised from all the ideas I 
  bounced off her.
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  Dungeons & Dragons 5th Edition that contains internally compatible and balanced 
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  indicating that the material is compatible with Arcanum D&D. 
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  This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with 
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  All other original material in this work is copyright 2019 by Daniel Vitti and ARCANUM PRESS LLC and published 
  under the Community Content Agreement for Dungeon Masters Guild.
  
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  ArcAne Mysteries of eberron| An ArcAnuM D&D sourcebook
  Contents
  Contents
  Arcane Mysteries of Eberron 
  4
  EbErron and ThE arcanum ................................................... 4
  Dragonshard Trade ............................................................ 4
  Arcane Classes of Eberron 
  4
  arTificEr .................................................................................. 4
  Clockwork Tinker .............................................................. 5
  Eldritch Artificer ................................................................. 6
  Guncrafter ........................................................................... 7
  New Artificer Infusions ..................................................... 8
  SorcErEr ................................................................................ 12
  Dragonmark Adept........................................................... 12
  Mark of Detection ............................................................ 12
  Mark of Finding ................................................................ 13
  Mark of Handling ............................................................. 13
  Mark of Healing ................................................................ 14
  Mark of Hospitality .......................................................... 15
  Mark of Making ................................................................ 16
  Mark of Passage ................................................................ 17
  Mark of Scribing ............................................................... 18
  Mark of Sentinel ............................................................... 19
  Mark of Shadow ............................................................... 19
  Mark of Storm .................................................................. 20
  Mark of Warding ............................................................. 22
  Aberrant Mark .................................................................. 23
  Warlock ............................................................................... 24
  The Beast Within ............................................................. 24
  The Quori Spirit ............................................................... 27
  Arcane Character Options 
  29
  arcanE fEaTS ........................................................................ 29
  Arcane Infusion ................................................................ 29
  Bardic Adept ...................................................................... 29
  Focus Adept ....................................................................... 29
  Minor Magics .................................................................... 29
  Metamagic Knowledge .................................................... 29
  Natural Caster ................................................................... 30
  Poison Adept ..................................................................... 30
  Psychic Adept .................................................................... 30
  Spell Surge ......................................................................... 30
  Subtle Enchantment ......................................................... 30
  Telepathic Magic .............................................................. 30
  Thaumaturgic Caster........................................................ 30
  arcanE claSS fEaTS .............................................................. 31
  Alchemical Grenadier....................................................... 31
  Alchemical Healer ............................................................. 31
  Artificer Spellcraft ............................................................ 31
  Bardic Spellcraft ................................................................ 31
  Fire Artillerist ................................................................... 31
  Force Artillerist ................................................................. 32
  Gun Smith ......................................................................... 32
  Ice Artillerist ..................................................................... 32
  Improved Defender .......................................................... 32
  Improved Homunculus .................................................... 33
  Pactcraft ............................................................................. 33
  Siege Engineer .................................................................. 33
  Sorcerous Knack ............................................................... 33
  Spell Researcher ................................................................ 34
  Toxic Alchemy .................................................................. 34
  Voltaic Artillerist .............................................................. 34
  War Smith ......................................................................... 34
  racial fEaTS .......................................................................... 34
  Integrated Design ............................................................. 34
  Spell Shifter ....................................................................... 35
  arcanE racial claSS fEaTS ................................................. 35
  Arcane Maker ................................................................... 35
  Changeling Studies ........................................................... 36
  Dramatic Personae............................................................ 36
  Mindbonded ...................................................................... 36
  Arcane Spells 
  37
  SpEll dEScripTionS ................................................................ 37
  Appendix I: Constructs 
  66
  conSTrucTS ............................................................................ 66
  Scout Construct ................................................................ 66
  Blade Construct................................................................. 66
  Brute Construct ................................................................ 67
  Transport Construct ........................................................ 67
  
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  ArcAne Mysteries of eberron | An ArcAnuM D&D sourcebookr
  Arcane Mysteries of 
  Arcane Mysteries of 
  Eberron
  Eberron
  This tome is meant as a supplement to the Arcane Mysteries 
  : The Secrets of the Arcanum sourcebook for Dungeons 
  & Dragons 5th Edition and the Eberron: Rising from the 
  Last War sourcebook. It builds on the material and worlds 
  detailed in both tomes.
  Eberron and The Arcanum
  The world of Eberron is largely severed from the rest of the 
  multiverse which makes travel between The Arcanum and 
  Eberron difficult, but not impossible.
  There are only two reliable gates upon the world of 
  Aeaea, upon which the Arcanum resides, that can connect 
  to Eberron.  
  The Dragon Gates are a triangular arrangement of huge 
  standing stones not far from the college that known to 
  connect to the Gate of Xabra, a circle of menhirs that were 
  moved to the top of the Floating Towers of Arcanix. 
  The Arch of Storms is a large archway carved into a 
  mountainside on the other side of he world from the college 
  grounds that is known to lead to ancient Giant ruins deep 
  within the heart of Xen'drik. 
  These two gates only function during certain alignments 
  of planes or with the use of powerful magic, such as a gate 
  spell forcing the opening.  The wait for the next natural gate 
  opening might span months, or even years. 
  There is also said to be a dangerous and secret astral 
  passage through the Ring of Siberys that might be navigated 
  by a brave or foolhardy captain of an astral vessel.
  Dragonshard Trade
  The world of Aeaea that houses the Arcane College of the 
  Eleven Mysteries and the world of Eberron both boast robust 
  magical traditions and trade in knowledge between the two 
  worlds would be highly sought after even if it weren't for 
  the most desired commodity from Eberron: Dragonshards.  
  The college's desire to experiment more with these magical 
  crystals often produces expeditions, despite the uncertainty 
  of travel between the worlds.
  Arcane Classes of 
  Arcane Classes of 
  Eberron
  Eberron
  The Arcane  classes of Eberron include characters with the 
  Spellcasting or Pact magic feature that choose their spells 
  from the artificer, bard, sorcerer, warlock, or wizard spell 
  lists.  This also includes characters that choose the Magic 
  Initiate feat which those their spells from these spell lists.
  The material contained in this tome is not limited to 
  Eberron, the artificer class, for example, was developed 
  concurrently within the Arcane College of the Eleven 
  Mysteries on Aeaea, the island of Lantan on Toril, and 
  among many gnomes throughout the planes. 
  Artificer
  Artificers from Eberron have found their way to become 
  students at the Arcanum.  Some few have returned 
  home bearing knowledge of new spells and arcane 
  techniques with them.
  Artificer Spell List
  The following are additional spells that are added to the 
  Artificer Spell List from the Arcane Mysteries sourcebook
  If a (subclass) is indicated after the spell, that spell is added 
  to the Artificer spell list for ONLY that subclass.  A subclass 
  may replace one or both of the spells granted by their 
  Alchemist, Artillerist, or Battle Smith Spells feature with one 
  of the indicated spells of the same level. 
  Cantrips (0 LeveL)
  Adamantine Edge
  Adamantine Fortification
  Agile Blade
  Alchemical Bomb (Alchemist)
  Arcane Fist
  Arc Lightning
  Burning Blade
  Create Ice
  Crushing Blow
  Fire Blast
  Forceful Blow (Battle Smith)
  Impel Weapon
  Minor Animation
  Mordant Blade
  Mystic Foci
  Mystic Talisman
  Quell Magic
  Rime Blade
  Serpent Strike
  Shocking Cascade
  Storm Hammer
  Strike of Living Flame
  Stunning Spell (Artillerist)
  1st LeveL
  Adhesive
  Arcane Smite
  Arc Net
  Blade Dance
  Corrosive Luminescence
  Delay Spell
  Debilitating Shock
  Efficacious Effervescence
  Eldritch Augmentation
  Energize Focus
  Explosive Arrow
  Flame Lance
  Floating Ooze (Alchemist)
  Hoarfrost (Artillerist)
  Implement Animation
  Instant Girding
  Iron Shell
  Lightning Rod
  Lightning Slash (Artillerist) 
  Metallic Ward (Battle Smith)
  Metal Slam (Battle Smith)
  Needle Barrage
  Potent Venom (Alchemist)
  Repair Object
  Reviving Shock
  Tempest Spear
  Thunder Stone
  Viscous Splash
  2nd LeveL
  Acid Jet (Alchemist)
  Alter Form
  Animate Armament
  Arrow Snaring Shield
  Clutching Ice
  Decelerating Smite (Battle 
  Smith)
  Disguise Other
  Endure Elements
  Forcewave (Artillerist)
  Giant's Blade (Battle Smith)
  Magic Text
  Reflective Shield
  Siege Bolt
  Shocking Bolts (Artillerist)
  Venomous Strike (Alchemist)
  Wind Cloak
  Wood Shape
  3rd LeveL
  Arcane Barrier (Artillerist)
  Animate Construct
  Blindsight
  Burst of Brilliance (Artillerist)
  Field of Sickness (Alchemist)
  Iron Bulwark (Battle Smith))
  Magic Armor
  Molten Strike
  Steel Surge (Battle Smith)
  Summon Slime (Alchemist)
  Warp Metal
  4th LeveL
  Amazing Actuation
  Arctic Chill (Artillerist)
  Bands of Force
  Deadly Web
  Dispelling Strike (Battle Smith)
  Flexible Force
  Iron Wing (Battle Smith)
  Lightning Sentinel
  Mephitic Blood (Alchemist)
  Miasma of Ether (Alchemist)
  Piercing Vision
  Steel Skin
  Wall of Thunder (Artillerist)
  5th LeveL
  Aerial Conveyance
  Blazing Beam (Artillerist)
  Boomshot (Artillerist)
  Creeping Ooze (Alchemist)
  Lightning Lattice
  Paragon
  Storm Quiver
  Sulfurous Cloud (Alchemist)
  
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  ArcAne Mysteries of eberron| An ArcAnuM D&D sourcebook
  Artificer Specialists
  The following are optional rules that allow an enhanced 
  effect when an Artificer spends a spell slot of 2nd-level or 
  higher to activate a class feature.
  Alchemist
  Experimental Elixir
  3rd-level Alchemist feature (enhancement)
  If you expend a 2nd-Level or higher spell slot to create an 
  additional experimental elixir the elixir gains an additional 
  effect as described below:
  Healing. The drinker regains an additional 2d4 hit points 
  per slot level above 1st.
  Swiftness. The elixir lasts for an additional hour per slot 
  level above 1st.
  Resilience. The elixir lasts for an additional 10 minutes per 
  slot level above 1st, and the bonus to AC increases by 1 per 
  two slot levels above 1st.
  Boldness. The elixir lasts for an additional minute per slot 
  level above 1st.
  Flight. The flying speed granted by the elixir increases by 
  10 per slot level above 1st.
  Transformation. The elixir lasts for an additional 10 
  minutes per slot level above 1st. (The drinker can choose any 
  of the 2nd level variations as described in the alter form spell.)
  Alchemical Savant
  5th-level Alchemist feature (enhancement)
  You can apply the damage bonus from your Alchemical 
  Savant feature to any damage roll of an alchemical 
  bomb cantrip.
  Artillerist
  Eldritch Cannon
  3rd-level Artillerist feature (enhancement)
  When you expend a spell slot of 2nd-level or higher 
  specifically to create an Eldritch Cannon, the duration of the 
  cannon is increased by 1 hour per slot level above 1st.
  Arcane Firearm
  5th-level Artillerist feature (enhancement)
  If you use your Arcane Firearm as a spellcasting focus to 
  cast a continuing spell effect that allows you to attack using 
  the spell effect, once per turn when you attack using such a 
  spell, roll a d8, and you gain a bonus to the attack's damage 
  roll instead of gaining a bonus to the damage roll of a 
  spell you cast. 
  Battle Smith
  Steel Defender
  3rd-level Battle Smith feature (enhancement)
  If you use your smith’s tools to revive your steel defender 
  using a spell slot of 2nd-level or higher, you reduce the time 
  before the defender returns to life by 2 rounds (12 seconds) 
  per slot level above 1st.
  Clockwork Tinker
  You are an expert in the creation and control of constructs 
  and clockwork mechanical devices.  Beginning with a 
  customized Homunculus Servant, you learn to build a variety 
  of custom clockwork devices and constructs.
  Machine Insight
  3rd-level Clockwork Tinker feature
  Whenever you make a check related to constructs, machines, 
  or mechanical devices, you are considered proficient and add 
  double your proficiency bonus to the check, instead of your 
  normal proficiency bonus.  When using the crafting rules, 
  you can create constructs and mechanical devices at half the 
  normal cost and in one quarter the normal amount of time.
  Clockwork Spells
  3rd-level Clockwork Tinker feature
  You always have certain spells prepared after you reach 
  particular levels in this class, as shown in the Clockwork 
  Spells table. These spells count as artificer spells for you, 
  but they don’t count against the number of artificer spells 
  you prepare.
  Clockwork Homunculus
  3rd-level Clockwork Tinker feature
  You learn the Homunculus Servant infusion as an additional 
  infusion known and gain the benefits of the Improved 
  Homunculus feat.
  Construct Tinker
  5th-level Clockwork Tinker feature
  You learn the animate construct spell as an additional artificer 
  spell known, you can cast this spell once using this feature 
  without expending a spell slot.  You can use this feature to 
  cast animate construct again when you finish a long rest, or by 
  using an artificer spell slot.  
  You learn the Enduring Construct infusion as an additional 
  infusion known. You may have a single use of this infusion 
  active on a construct without counting as one of your 
  infused objects.
  You learn a number of additional infusions from the 
  list in the Construct Enhancement infusion list equal to 
  your Intelligence modifier. You may have a single use of a 
  Construct Enhancement infusion active on a construct you 
  have created without counting as one of your infused objects.
  Manual Control
  9th-level Clockwork Tinker feature
  You have a special connection to constructs you create. 
  CLoCkwork speLLs
  Artificer Level
  Spell
  3rd
   repair object, implement animation
  5th
   siege bolt, animate armament 
  9th
   animate construct, tiny servant 
  13th
   fabricate, steelskin 
  17th
   aerial conveyance, animate object
  
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  ArcAne Mysteries of eberron | An ArcAnuM D&D sourcebookr
  You can mentally command any construct you have 
  crafted or object you have animated with an artificer spell 
  within 500 feet. 
  As an Action on your turn, you can assume direct control 
  of a construct or animated object controlled by you within 
  this range.  You can sense what it senses until the start of 
  your next turn, gaining the benefits of any special senses 
  it possesses.  When you use this ability, you can cause the 
  construct or object to use its Reaction to take an Action 
  during your turn and to speak with your voice. You may 
  use your spell attack modifier for any attack rolls or ability 
  checks the construct or object makes during the Action 
  and you may add your spellcasting ability modifier to the 
  creature’s damage rolls during the Action.  Any saving throw 
  required as a result of the Action may use your spell save DC 
  instead of the normal save DC.
  Master Construct Tinker
  15th-level Clockwork Tinker feature
  You may have up to five additional Construct Enhancement 
  or Enduring Construct infusions active on constructs you 
  have created, these infusions do not count against your 
  maximum number of infused items.
  Eldritch Artificer
  An Eldritch Artificer specializes in the blending of the 
  traditional magic practiced by wizards and the arcane science 
  of the artificer.  An eldritch artificer is especially skilled in 
  the creation and use of magical items.
  Tool Proficiency
  3rd-level Eldritch Artificer feature
  You gain proficiency in the Arcana skill and one artisan tool 
  of your choice. If you are already proficient in the Arcana 
  skill, you add double your proficiency bonus to checks you 
  make using it.
  Traditional Magic
  3rd-level Eldritch Artificer feature
  As a student of wizardly magic you have a spellbook 
  containing wizard spells. Designs and schematics for your 
  Artificer devices also tend to find their way into this book. 
  You may cast spells and scribe spells in your spell book 
  as described under the Wizard Spellcasting feature in the 
  Player's Handbook (p.114), except as noted below:
  Cantrips
  You learn two additional cantrips of your choice from the 
  wizard spell list.
  Studied Cantrips.  As a special rule for wizards and other 
  spellcasters that keep a spellbook, a cantrip can be recorded 
  in your spellbook in a process that takes 1 hour and costs 
  25gp.  With 1 hour of study you can exchange one of your 
  cantrips known for a cantrip from your spellbook.
  Prepared Cantrips.  When you prepare spells for the day, 
  you can prepare a cantrip contained in your spell book in 
  place of a spell of 1st level or higher.  
  speLLbook
  You gain a spellbook containing your research into 
  traditional arcane magic.  The spellbook contains three 
  cantrips from the wizard spell list and six 1st-level wizard 
  spells of your choice. You may add two additional spells 
  of a level you can cast to your spell book each time you 
  gain an artificer level, or you can add spells as you come 
  across them on your adventures, as described in the wizard 
  Spellcasting feature. 
  preparing and Casting speLLs
  When you prepare the list of artificer spells each day you 
  may also prepare spells from your spell book.  Choose a 
  number of Wizard spells equal to your Intelligence modifier 
  + your proficiency bonus (minimum of one spell).  The spells 
  must be of a level for which you have spell slots.  You may 
  cast these spells using your artificer spells slots.
  rituaL Casting
  You can cast a wizard spell as a ritual if that spell has the 
  ritual tag and you have the spell in your spellbook. You don’t 
  need to have the spell prepared
  speLLCasting FoCus required
  You can use an arcane focus as a spellcasting focus for your 
  wizard and artificer spells.  You must have a spellcasting 
  focus in hand when you cast any wizard spell. 
  Eldritch Artifice
  3rd-level Eldritch Artificer feature
  Your skill at blending magic and artifice grant you several 
  benefits when crafting and identifying magical items.
  Artifact Lore.  You have an innate familiarity with magical 
  items.  As an Action you can tell if an item you touch is 
  magical and you can cast identify at will, without expending 
  a spell slot. 
  You can become attuned to the item you are identifying as 
  part of casting the spell.
  Enchant Item.  Your study of magical items has granted 
  insight into their creation.  You can craft non-consumable 
  magical items at half the usual cost and one quarter the 
  normal time.  When you gain the  Magic Item Adept feature 
  you can craft non-consumable common or uncommon 
  magic items at one quarter the normal cost and 1/8th of the 
  normal time.
  
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  ArcAne Mysteries of eberron| An ArcAnuM D&D sourcebook
  Magecraft. You can create a temporary magic item out of 
  common materials. When you use your Magical Tinkering 
  feature, instead of one of the listed properties you may 
  choose a cantrip from the wizard spell list. Describe the 
  item connected to it. As long as you possess the item, you 
  know that cantrip. This item counts as one of your Magical 
  Tinkering items. Intelligence is your spellcasting ability for 
  these cantrips.
  Magic Item Expert
  5th-level Eldritch Artificer feature
  Your skill in crafting magical items has also made you an 
  expert in their use.
  • You may use your own spell attack bonus and spell save 
  DC for any spell or effect generated by a magic item. 
  • You may attune to one additional magic item and you may 
  attune to magical items as if you were a wizard.
  Arcane Infusions
  9th-level Eldritch Artificer feature
  • You may choose a number of additional Replicable Items 
  from the Replicate Magic Item Infusion list equal to your 
  proficiency bonus.  The items must be ones allowed by 
  your level.  You may replace one of these infusions with a 
  new one when you gain an Artificer level.  You may have 
  a number of additional infusions active equal to half your 
  proficiency bonus so long as those infusions are replicated 
  magic items.
  • You can imbue an item that is already magical with one 
  of your artificer infusions.  If the infusion offers the same 
  bonus as the item being infused you use the higher of the 
  two bonuses.
  Improved Spell-Storing Item
  15th-level Eldritch Artificer feature
  When you use your Spell-Storing Item feature, you can 
  store up to two spells in the object and the spells can be of up 
  to 3rd level. The total number of times the item can be used 
  to cast a spell is equal to twice your Intelligence modifier, 
  regardless of which spell is cast from it. 
  When you reach 18th level, you may store up to three 
  spells in the object and the spells can be of up to 4th level.
  Guncrafter
  A Guncrafter is an expert in the crafting and use of firearms.  
  The term guncraft is collectively used by such artificers to 
  refer to all aspects of their obsession with firearms of every 
  shape and form. 
  Gunsmithing
  3rd-level Guncraft feature
  You gain proficiency gunsmith's tools.  If you are already 
  proficient with such tools you add double your proficiency 
  bonus to checks you make using them. When you craft a 
  firearm, mundane or magical, it takes you a quarter of the 
  normal time, and it costs you half as much of the usual gold.
  Custom Firearms
  3rd-level Guncraft feature
  You learn the Repeating Shot infusion as an additional 
  infusion known and have meticulously crafted a custom 
  weapon related to your craft that makes use of that infusion.  
  Choose either a single rifle or two matched pistols when you 
  gain this feature.
  Custom Pistols. Damage 1d10 Piercing, Properties 
  Ammunition (Firearms), (Range 50/150), Loading, 
  Light, Special: 
  • 
  Matched Set. Attunement to both pistols count as 
  attunement to a single item and an infusion or 
  enchantment targeting one pistol affects both pistols. 
  While wielding a custom pistol in each hand, you 
  can make an attack using the second pistol as a 
  bonus action.
  • 
  Repeating Shot. The pistols each have the repeating 
  shot infusion, which does not count towards your 
  number of infused items.
  • 
  Customizable. Even though the firearm already 
  carries an infusion, you may imbue it with up to 
  one additional infusion, and/or enchant it using the 
  normal crafting rules.
  Custom Rifle. Damage 2d6 Piercing, Properties: 
  Ammunition (Firearms), (Range 150/600), Loading, Two-
  Handed, Special: 
  • 
  Accurate. You gain the benefits of the Archery fighting 
  style, granting you a +2 bonus on ranged attack rolls, 
  but only when using your custom rifle.
  • 
  Repeating Shot. The rifle has the repeating shot 
  infusion, which does not count towards your number 
  of infused items
  • 
  Customizable. Even though the firearm already 
  carries an infusion, you may imbue it with up to 
  one additional infusion, and/or enchant it using the 
  normal crafting rules.
  If you lose this custom weapon, or wish to change the 
  type of custom weapon, you can craft a new weapon using 
  gunsmith's tools in a process that takes 1-hour, which can be 
  completed during a short or long rest.  The previous weapon 
  ceases to function when you do so.  
  Expert Shot
  3rd-level Guncraft feature
  Attacking at long range using a firearm doesn't impose 
  disadvantage on your ranged weapon attack rolls and when 
  you attack at short range you ignore bonuses to the target's 
  AC from non-magical armor or shield.
  If you use a large firearm, such as a cannon, you can 
  use your Spell Attack bonus in place of that listed in the 
  weapon's description.
  Extra Attack
  
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  ArcAne Mysteries of eberron | An ArcAnuM D&D sourcebookr
  5th-level Guncraft feature
  You can attack twice, rather than once, whenever you take 
  the Attack action on your turn.
  Eldritch Ammunition
  9th-level Guncraft feature
  You learn the Enhanced Ammunition infusion as an 
  additional infusion known.  The use of this infusion on 
  your Custom Firearms does not count as one of your 
  infused items.  
  In addition, when you use this infusion, its effects are 
  determined as if you used a spell slot one level higher than 
  you are considered to have expended.  If this causes the 
  infusion to be considered to be cast at 6th level, the infusion 
  inflicts an additional 1d6 force damage.
  Guncraft Master
  15th-level Guncraft feature
  The attack and damage bonus of your Custom Firearms 
  increases to +2 and the weapons gain an additional 
  special property:
  Custom Pistols: Pistoleer. Being within 5 feet of a hostile 
  creature doesn’t impose disadvantage on your ranged attack 
  rolls using the pistols.
  Custom Rifle: Scope. While holding the rifle you have 
  advantage on Wisdom (Perception) checks that rely on sight. 
  In conditions of clear visibility, you can make out details of 
  even extremely distant creatures and objects as small as 2 feet 
  across. You can use a bonus action to aim during your turn, 
  granting you advantage on your next ranged attack using the 
  rifle before the end of your next turn.
  New Artificer Infusions
  When you learn an artificer infusion you may choose from 
  those listed on page 61 to 63 of Eberron: Rising from the 
  Last War or choose one of the following. Some infusions in 
  the following list have prerequisites that limit their use to 
  specific artificer specializations.
  Alchemical Grenadier Tools 
  Prerequisite: Alchemical Bomb cantrip, Experimental Elixir feature
  Item: Alchemist's Supplies
  If you use Alchemist's supplies affected by this infusion as a 
  focus they enhance your use of the alchemical bomb cantrip.
  You can expend a spell slot when you cast alchemical bomb, 
  if you do so creatures suffer half damage if they succeed on 
  the saving throw, you may increase the area by up to 5 feet 
  per level of the spell slot expended, and the damage increases 
  by 1d6 plus 1d6 per level of the spell slot expended.
  In addition, you may choose one of the following options 
  when you create an alchemical bomb.
  • Vapor Bomb.  You may choose to have the bomb explode 
  in a cloud of caustic vapor.  Each creature in the cloud 
  when it forms, entering the cloud for the first time on a 
  turn, or ending its turn within the cloud must succeed on a 
  Constitution saving throw or suffer acid or poison damage 
  (your choice).  The area of the cloud of acidic vapor is 
  lightly obscured and persists until the start of your next 
  turn.  
  • Alchemical Trap.  You can spend one minute to set an 
  alchemical trap on an object in such a way to cause it to 
  explode when a certain Action is taken.  Actions that can 
  trigger the explosion include using the object, moving the 
  object, damaging the object, or moving into the object’s 
  space.  The DC to detect or disarm the trap is your Spell 
  Save DC.  When triggered the trap inflicts damage equal 
  to your alchemical bomb in the area around the object.  You 
  can increase the area and damage by expending a spell slot 
  as normal when you craft the trap.  You may have only one 
  alchemical trap active using this infusion.
  • Smoke Bomb.  You may choose to have the bomb generate 
  a cloud of smoke that heavily obscures the area instead of 
  exploding.  The smoke lasts for 1 minute, plus 10 minutes 
  per level of the spell slot expended when you create the 
  bomb unless dispersed by a wind. A moderate wind (at 
  least 10 miles per hour) disperses the smoke in 4 rounds; a 
  strong wind (20 or more miles per hour) disperses it in 1 
  round. If you expend a 3rd level or higher spell slot when 
  you use this option, you can choose to have the cloud have 
  the same effects as a stinking cloud spell.
  • Stun Bomb.  You may choose to have the bomb inflict 
  thunder damage.  The saving throw changes to a 
  Constitution saving throw and the damage is non-lethal, 
  it knocks a creature unconscious if the damage reduces it 
  to 0 hit points, but it automatically stabilizes and does not 
  require death saves.  If you expend a 1st level or higher 
  spell slot when you create this bomb, a creature failing this 
  saving throw by 5 or more is stunned until the end of your 
  next turn.
  Alchemical Healing Tools
  Prerequisite: Experimental Elixir feature
  Item: Alchemist's Supplies
  When you use these tools as a spellcasting focus, they 
  enhance your healing abilities in the following ways: 
  • Whenever you cast a spell to restore hit points, you gain 
  a bonus to one roll of the spell equal to your proficiency 
  bonus. This bonus also applies to Healing Elixirs created 
  by you.
  • When you gain the Restorative Reagents feature, you can 
  cast lesser restoration a number of additional times per long 
  rest equal to half your proficiency bonus using that feature.
  • When you gain the Chemical Mastery feature, you can cast 
  greater restoration one additional time per long rest using 
  that feature.
  Arcane Imbuement
  Prerequisite: Traditional Magic feature
  Item: Varies
  Using this infusion, you replicate an Imbuement spell from 
  the Wizard spell list.  The imbuement spell must be of a 
  level for which you have an Artificer spell slot. When you 
  cast the spell it does not consume a spell slot, it is instead 
  considered to be cast at the highest level for which you have 
  an Artificer spell slot.  You must have the Imbuement spell in 
  your spellbook.
  Instead of the normal duration, the Imbuement spell lasts 
  indefinitely, taking the place of one of your active infused 
  
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  items. If the Imbuement has limited uses, it regains those 
  uses daily at dawn. 
  Imbuement Spells can be found in the Arcane Mysteries: 
  The Secrets of the Arcanum sourcebook.
  Clockwork Tools
  Prerequisite: Clockwork Tinker feature, Minor Animation cantrip
  Item: Tinker's Tools
  You can specially prepare mechanical constructs for 
  animation via magic.  When you take a short or long rest 
  you can prepare a number of constructs equal to your 
  artificer level. Medium targets count as two objects, Large 
  targets count as four objects, Huge targets count as eight 
  objects, and Gargantuan targets count as 16 objects.  The 
  specially prepared objects have a cost equal to the base item 
  plus 10gp for small or tiny, 20gp for medium, 40gp for large, 
  80gp for a huge object, 160gp for a gargantuan object. Once 
  prepared you can animate the objects using your magic and 
  your clockwork tools as a focus for additional effect:.
  When you cast a minor animation, implement animation, 
  animate armament, tiny servant, aerial conveyance, or animate 
  object spell on a  specially prepared object, it gains the 
  following benefits. 
  • The construct’s hit point maximum is increased by an 
  amount equal to your artificer level..
  • The construct adds half your proficiency bonus to its 
  weapon damage rolls and AC (round up).
  • The spell's range is increased by 20 feet and the construct’s 
  movement speed is increased by 10 feet.
  Construct Enhancement
  Prerequisite: Steel Defender feature or Homunculus 
  Servant infusion
  Item: A Homunculus or Steel Defender
  Using this infusion, you enhance your Steel Defender, 
  Homunculus, or other construct you have crafted or created 
  with an artificer spell. You can learn this infusion multiple 
  times; each time you do so, choose one of the options 
  below to learn.  
  You may have multiple Construct Enhancement infusions 
  affecting a construct at once, but only one of each specific 
  infusion, unless otherwise noted. Each infusion affecting 
  one of your constructs counts as one of your infused 
  items.  Infusions that affect an ability score also increase 
  the appropriate checks, saving throws, and attack and 
  damage rolls.
  Some infusions are specific to a Steel Defender or a 
  Homunculus, indicated as such in () below:
  Aquatic Mode. The construct gains a swim speed equal to 
  its walking speed, in addition, it contains a built in apparatus 
  that allows one willing medium or smaller creature within 5 
  feet of it to breathe underwater and to be pulled along with 
  the construct as it moves.
  Armored. The construct gains a +3 (natural) bonus to its 
  AC, but its maximum Dexterity score is reduced to 14.
  Climbing Claws (Defender). Your Steel Defender gains a 
  climb speed equal to its walking speed and a claw attack it 
  can make as a bonus action without being commanded. 
  Claw. Melee Weapon Attack +4 to hit, 5ft reach, 1d4 + 
  4 slashing damage. (It receives no bonus to this 
  attack from its Might of the Master ability or your 
  Arcane Jolt.)
  Fortitude. The construct gains a +4 bonus to its 
  Constitution score. Also its hit points increase by two times 
  your artificer level.
  Strength. The construct gains a +4 bonus to its Strength 
  score and counts as one size larger when determining its 
  carrying capacity and the weight it can push, drag, or lift.
  Graceful Construction. The construct gains a +4 bonus to 
  its Dexterity score.
  Homunculus Focus. (Homunculus) You can use your 
  homunculus as a spellcasting focus if it is within 100 feet of 
  you. When you cast an artificer spell your homunculus can 
  use its Channel Magic reaction to have the spell originate 
  from its location. (If your homunculus has this infusion, you 
  may use the Enhanced Focus infusion on it.)
  Improved Force Strike. (Homunculus) The damage of your 
  homunculus' Force Strike increases to 1d6 and the range 
  increases to 90 feet.
  Integrated Tool. You integrate one tool with which you are 
  proficient into the construct's form. It makes checks using 
  this tool using double your proficiency bonus + its applicable 
  ability modifier.
  Invisibility. (Homunculus) The homunculus can use an 
  Action to magically turn invisible until it attacks or casts a 
  spell, or until its concentration ends (as if concentrating on a 
  spell). Any equipment it wears or carries is invisible with it.
  Locking Jaws (Defender). If your Steel Defender hits a 
  Large sized or smaller creature with its Force Empowered 
  Rend, the creature suffers an additional 1d6 piercing damage 
  is grappled. The DC to escape the grapple equals 10 + the 
  Defender's Strength modifier + your proficiency bonus. The 
  Defender can't use its Rend until the grapple ends and the 
  grappled creature suffers 1d6 piercing damage at the start of 
  each of the defender's turns.
  Programed Training. The construct gains proficiency in 
  one skill and one saving throw of your choice.  You may use 
  this infusion multiple times on a construct.
  Resistance. The Construct has resistance to one of the 
  following damage types, which you choose when you infuse 
  it: acid, cold, fire, force, lightning, necrotic, poison, psychic, 
  radiant, or thunder. 
  Spell Storing Construct. Choose one 1st-level Artificer spell 
  when you use this infusion.  The construct can cast that spell 
  
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  once, it regains the ability to cast the stored spell using this 
  infusion when you finish a long rest. When you reach 10th-
  level, this infusion can store a 1st or 2nd-level artificer spell. 
  The construct uses your spell attack bonus and saving throw 
  DC for this spell. You can change which spell can be cast 
  using this infusion when you prepare spells for the day.
  Storage. The construct has an extra dimensional storage 
  compartment. The compartment can hold up to 500 pounds, 
  not exceeding a volume of 64 cubic feet. The construct can 
  use its action to retrieve any item contained within this 
  space. This compartment does not interact negatively with 
  other extra-dimensional spaces. 
  Swift. The construct increases all of its movement 
  speeds by 10 feet.
  Telepathic Bond. (Homunculus) While the homunculus is 
  on the same plane of existence as its master, it can magically 
  convey what it senses to its master, and the two can 
  communicate telepathically.
  Winged. (Defender) Your Steel Defender gains a flying 
  speed of 40 feet.
  Enduring Construct
  Item: A construct animated using an Animate Construct spell
  The construct becomes animated permanently and gains the 
  following benefits:
  • The construct’s hit point maximum is increased by an 
  amount equal to your artificer level..
  • The construct adds half your proficiency bonus to its 
  weapon damage rolls and AC (round up).
  • The construct’s movement speed is increased by 10 feet.
  Energy Weapon
  Item: A rod, staff, or wand (requires attunement)
  You turn a rod, staff, or wand into a magical item capable of 
  creating a weapon of pure energy. The weapon grants a +1 
  bonus to attack and damage rolls made with it and inflicts 
  damage of a type you choose when you infuse the item: 
  acid, cold, fire, force, lightning, necrotic, poison, psychic, 
  radiant, or thunder. Wile holding the focus, an attuned 
  wielder can use a bonus action to activate or deactivate the 
  energy weapon.
  Choose one of the following options, based upon the type 
  of focus used:
  Energy Blade. (Rod) A blade of energy extends from the 
  rod, it can be wielded as a melee weapon with the Light, 
  Finesse, and Versatile properties that inflicts 1d8 damage on 
  a hit, or 1d10 if used in two hands.
  Energy Lash. (Rod or Wand) A lash of pure energy extends 
  from the tip of the focus.  It can be wielded as a melee 
  weapon with the Finesse and Reach property that inflicts 
  1d8 damage on a hit. A creature proficient with a whip is 
  proficient with this weapon.
  Energy Pike. (Staff) A long blade of energy extends from 
  one end of the staff allowing it to be wielded as a melee 
  weapon with the two-handed and reach properties that 
  inflicts 1d12 damage on a hit. A creature proficient with any 
  polearm is proficient with this weapon.
  Power Rod. (Rod) An aura of energy surrounds the rod. 
  It is wielded as a magical club that inflicts an additional 1d4 
  damage of the chosen type on a hit. A creature proficient 
  with a club is proficient with this weapon.
  Power Stave. (Staff) An aura of energy surrounds the 
  staff.  It is wielded as a magical quarterstaff that inflicts an 
  additional 1d4 damage of the chosen type on a hit. A creature 
  proficient with a quarterstaff is proficient with this weapon.
  War Rod. (Rod) The rod gains the ability to project 
  blasts of energy, it can be wielded as a ranged weapon with 
  the versatile property that inflicts, range (100/400), that 
  inflicts 1d8 damage or 1d10 if used in two hands. A creature 
  proficient with any crossbow or firearm is proficient with 
  this weapon.
  War Stave. (Staff) The staff gains the ability to project 
  blasts of energy, it can be wielded as a ranged weapon with 
  the two handed property, range (150/600), that inflicts 1d12 
  damage on a hit. A creature proficient with any crossbow or 
  firearm is proficient with this weapon.
  War Wand. (Wand) The wand   gains the ability to project 
  blasts of energy, it can be wielded as a ranged weapon with 
  the Light property, range (50/200), that inflicts 1d8 damage 
  on a hit.  A creature proficient with a hand crossbow or 
  pistol is proficient with this weapon.
  A creature that can use the infused focus as a spellcasting 
  focus is considered proficient with the created weapon and 
  can use their Spellcasting Ability in place of Strength or 
  Dexterity for attack and damage rolls using the weapon.
  The bonus to attack and damage increases to +2 when you 
  reach 10th level in this class
  Matched Set: As an option, if you use this infusion on a 
  pair of specially constructed matched rods or wands (an 
  additional 100gp cost for the set) you can affect both 
  rods or wands with a single infusion to create an Energy 
  Blade, Power Rod, or War Wand. Both focuses count 
  as a single item of the purposes of attunement, and an 
  attuned wielder can activate both weapons with a single 
  bonus action.
  Enhanced Ammunition
  Item: Up to 12 pieces of ammunition or one or two ranged weapons 
  with the Repeating Shot infusion
  You can use this infusion when you finish a long rest, or at 
  any time as an Action by expending an artificer spell slot.  If 
  you use this infusion when you finish a long rest, you are 
  considered to have expended a spell slot equal to the highest 
  level artificer slot available to you. The effect of the infusion 
  depends upon the level of the spell slot:
  1st-level. The ammunition has a +1 bonus to 
  attack and damage.
  2nd-level. The ammunition has a +1 bonus to attack and 
  damage and inflicts an additional 1d6 force damage.
  3rd-level. The ammunition has a +2 bonus to attack and 
  damage and inflicts an additional 1d6 force damage.
  4th-level. The ammunition has a +2 bonus to attack and 
  damage and inflicts an additional 2d6 force damage.
  5th-level. The ammunition has a +3 bonus to attack and 
  damage and inflicts an additional 2d6 force damage. 
  The ammunition remains enchanted until used or until 
  you use this infusion again.  If used on a ranged weapon with 
  the Repeating shot infusion, the first 12 shots (if a single 
  weapon is targeted) or 6 shots (if two weapons are targeted) 
  
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  fired using ammunition created by the weapon's Repeating 
  Shot infusion gain the ammunition enchantment. The 
  items affected by this infusion collectively count as a single 
  infused item.
  Focus Cannon
  Prerequisite: Eldritch Cannon feature
  Item: An Eldritch Cannon
  When you create an Eldritch Cannon, if you are not at your 
  maximum number of infused items you can cause the cannon 
  to gain the following properties:
  • You can use it as a spellcasting focus if it is within 60 feet 
  of you.  When you cast an artificer spell you can choose to 
  have it originate from the cannon.
  • You can cast Artificer spells with a casting time of 1 
  reaction and a range of self on any ally you can see within 
  10 feet  of a protector cannon.  For example, you could 
  cast a shield spell on an ally when you see that ally hit by an 
  attack.
  • If you have the Arcane Firearm feature, a spell cast 
  through your Focus Cannon is considered to be cast using 
  your Arcane Firearm focus.
  Improved Smith's Tools
  Prerequisite: Adamantine Edge or Adamantine Fortification 
  cantrip, Battle Ready Feature.
  Item: Smith's Tools
  • When you cast adamantine edge, adamantine fortification, 
  magic weapon, or magic armor using these tools as a focus, 
  you may have one of each of these spells active without 
  requiring concentration.
  • When you cast magic weapon or magic armor using theses 
  tools the spells are considered to be cast as if you expended 
  a spell slot two levels higher than you spell slot you used.
  Repair Tools
  Prerequisite: Mending cantrip
  Item: Tinker's Tools
  • When you cast mending using these tools on a construct it 
  restores 2d6 hit points, this increases to 3d6 at 5th level, 
  4d6 at 11th level, and 5d6 at 17th level.
  • You can cast repair object spell using these tools without 
  having the spell prepared. When you cast repair object it 
  is considered to be cast using a spell slot one level higher 
  than you expended.
  • When you reach 11th-level in this class, you can use these 
  tools once to cast make whole as if you expended a spell slot 
  equal to half your artificer level (round up).  Once you use 
  the tools to cast this spell, you can't do so again until you 
  finish a long rest.
  Spell Storing Infusion
  Prerequisite: 11th-level, Traditional Magic feature
  Item: one simple or martial weapon or one item that you can use as 
  a spellcasting focus
  Choose one wizard spell with a spell level equal to or less 
  than half your artificer level with a casting time of 1 Action.  
  While holding the object, you can take an action to produce 
  the spell’s effect from it.  The item can be used once to 
  produce the spell's effect, it regains the ability to produce the 
  effect daily at dawn.
  You can use this infusion on the item again to change the 
  spell it contains.
  
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  Sorcerer
  A dragonmarked creature that wishes to fully explore the 
  power of their mark may choose one of the variations of the 
  Dragonmark Adept sorcerous origin.
  Dragonmark Adept
  To choose this sorcerous origin your character must be 
  one of the Dragonmarked racial variants of the human, 
  half-orc, half-elf, dwarf, elf, gnome, or halfling races.
  With the ending of the Last War the Twelve Houses and 
  even some independent scions, excoriates, and foundlings 
  have been exploring new ways of directly channeling the 
  powers of their Mark.  This has lead to specialists known 
  collectively as Dragonmark Adepts.
  Each of the twelve normal marks and those bearing an 
  aberrant mark have their own sorcerous origin option.  
  Mark of Detection
  You must be a half-elf with the Mark of Detection to 
  choose this sorcerous origin.
  Intuitive Deduction
  1st-level Mark of Detection feature
  You gain proficiency with simple weapons and the 
  Investigation and Insight skills.  If you are already proficient 
  in a skill, you add double your proficiency bonus to checks 
  you make using it. You can take the Search action or make 
  Investigation or Insight check that would normally require 
  an Action as a Bonus Action. 
  Detection Magic
  1st-level Mark of Detection feature
  You can directly wield the magic granted by your mark in the 
  following ways:
  • You regain the use of the spells granted by your Magical 
  Detection trait when you finish a short or long rest and 
  these spells are sorcerer spells for you.  
  • You learn the spells listed under your Spells of the Mark 
  trait in the Mark of Detection Spells table as additional 
  sorcerer spells known when you gain the ability to cast 
  sorcerer spells of the listed level.
  • You may use Intelligence as the spellcasting ability of your 
  Sorcerer spells, any time you would use your Charisma 
  modifier for a Sorcerer class feature, spell, or Metamagic 
  you may use your Intelligence modifier instead.  
  • When your Spellcasting feature lets you learn or replace 
  a sorcerer cantrip or a sorcerer spell of 1st level or higher, 
  you can choose the new spell from the sorcerer or wizard 
  spell list. You must otherwise obey all the restrictions for 
  selecting the spell, and it becomes a sorcerer spell for you.
  Enhanced Detection
  6th-level Mark of Detection feature
  You can spend sorcery points to use the power of your mark 
  in the following ways:
  • When you cast any of the spells gained from your Magical 
  Deduction or Spells of the Mark traits or any sorcerer spell 
  from the divination school, you can cast it  by expending 
  a spell slot as normal, by spending sorcery points equal to 
  the spell’s level, or by expending a combination of a spell 
  slot plus sorcery points with a total equal to the spell’s 
  level. These spells require no components to cast.
  • Reduce the total cost of metamagic abilities applied to 
  spells gained from your Magical Deduction or Spells of 
  the Mark traits or any sorcerer spell from the divination 
  school by 1 (minimum 0).
  • Distant Senses. You learn the Distant Spell metamagic as 
  an additional metamagic option known.  You can use this 
  option when you cast a spell with a range of self that grants 
  a sense or perception to double the range of the granted 
  sense.
  • Intuitive Magic. You can spend one sorcery point when you 
  cast a spell from your Magical Deduction or Spells of the 
  Mark traits or your Greater Dragonmark feature to cause 
  the spell to not require concentration.
  • Mystic Deduction. Whenever you succeed on an 
  Investigation or Insight check or a divination spell you 
  cast reveals information, you can spend one sorcery point 
  to gain an additional magical insight into the object of 
  your study.  The DM can give you an additional piece of 
  information that you would normally have no method of 
  knowing or grant you advantage on an attack roll or ability 
  check made within the next hour where the insight you 
  gained might be useful.
  Greater Dragonmark
  14th-level Mark of Detection feature
  Your dragonmark grows in size and power granting you the 
  following benefits:
  • The die type of your Deductive Intuition trait increases 
  from a d4 to a d6.
  • You learn the arcane eye and true seeing spells as additional 
  sorcerer spells known. You can cast each of these 
  spells once without expending a spell slot or requiring 
  components. You regain the ability to cast these spells 
  using this feature when you finish a long rest.
  Arcane Observation
  18th-level Mark of Detection feature
  Your Intelligence score increases by 2, up to a 
  maximum of 22.
  You never suffer disadvantage on an Intelligence or 
  Wisdom check or an Intelligence saving throw and 
  whenever you make an Intelligence or Wisdom check or an 
  Intelligence saving throw, you can treat a d20 roll of 9 or 
  lower as a 10.
  
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  Mark of Finding
  You must be a human or half-orc with the Mark of 
  Finding to choose this sorcerous origin.
  Finder's Intuition
  1st-level Mark of Finding feature
  Your enhanced connection to your mark grants you 
  additional benefits:
  • You gain proficiency with Simple weapons and the 
  Perception and Survival skills.  If you are already proficient 
  in a skill, you add double your proficiency bonus to checks 
  you make using it.  
  • Moving at a fast speed does not impose disadvantage on 
  your Perception or Survival checks.
  • Even when you are engaged in another activity while 
  traveling (such as foraging, navigating, or tracking), you 
  remain alert to danger.
  Magic of the Hunt
  1st-level Mark of Finding feature
  You can directly wield the magic granted by your mark in the 
  following ways:
  • You regain the use of the spells granted by your Finder's 
  Magic trait when you finish a short or long rest, these 
  spells are sorcerer spells for you.  A hunter's mark spell cast 
  by you also applies its damage bonus when you hit with a 
  spell attack.
  • You learn the spells listed under your Spells of the Mark 
  trait in the Mark of Finding Spells table as additional 
  sorcerer spells known when you gain the ability to cast 
  sorcerer spells of the listed level.
  • You may use Wisdom as the spellcasting ability of your 
  Sorcerer spells, any time you would use your Charisma 
  modifier for a Sorcerer class feature, spell, or Metamagic 
  you may use your Wisdom modifier instead.  
  • When your Spellcasting feature lets you learn or replace 
  a sorcerer cantrip or a sorcerer spell of 1st level or higher, 
  you can choose the new spell from the sorcerer or ranger 
  spell list. You must otherwise obey all the restrictions for 
  selecting the spell, and it becomes a sorcerer spell for you.
  Enhanced Finding
  6th-level Mark of Finding feature
  You can spend sorcery points to use the power of your mark 
  in the following ways:
  • When you cast any of the spells gained from your Finder's 
  Magic or Spells of the Mark traits or your Greater 
  Dragonmark feature, you can cast it  by expending a spell 
  slot as normal, by spending sorcery points equal to the 
  spell’s level, or by expending a combination of a spell slot 
  plus sorcery points with a total equal to the spell’s level. 
  These spells require no components to cast.
  • Reduce the total cost of metamagic abilities applied to 
  spells gained from your Finder's Magic or Spells of the 
  Mark traits or your Greater Dragon Mark feature by 1 
  (minimum 0).
  • Hunter's Strike. When you inflict the additional damage 
  from your hunter's mark, you can spend one sorcery point 
  to increase the additional damage by 2d6 points.
  • Intuitive Magic. You can spend one sorcery point when you 
  cast a spell from your Finder's Magic or Spells of the Mark 
  traits or your Greater Dragonmark feature,. to cause the 
  spell to not require concentration. 
  • Mystic Tracker. When you succeed at a Survival check to 
  track a creature, you also learn their exact number, their 
  sizes, and how long ago they passed through the area and 
  you can spend one sorcery point to receive a brief vision of 
  the creatures at the moment they left the track or spore.
  Greater Dragonmark
  14th-level Mark of Finding feature
  Your dragonmark grows in size and power granting you the 
  following benefits:
  • The die type of your Hunter's Intuition trait increases from 
  a d4 to a d6.
  • You learn the locate creature and find the path spells as 
  additional sorcerer spells known. You can cast each 
  of these spells once without expending a spell slot or 
  requiring components. You regain the ability to cast these 
  spells using this feature when you finish a long rest.
  Unerring Tracker
  18th-level Mark of Finding feature
  Your Wisdom score increases by 2, up to a maximum of 22.
  When you cast a spell from your Finder's Magic or Spells 
  of the Mark traits or your Greater Dragonmark feature, the 
  range of the spell or the range of detection granted by the 
  spell is increased tenfold and can only be blocked for fooled 
  by magic of a level higher than the spell you cast. 
  Mark of Handling
  You must be a human with the Mark of Handling to 
  choose this sorcerous origin.
  Natural Intuition
  1st-level Mark of Handling feature
  You gain proficiency with Simple weapons and the Animal 
  Handling and Nature skills.  If you are already proficient 
  in a skill, you add double your proficiency bonus to checks 
  you make using it.  You can make Animal Handling  or 
  Nature checks that would normally require an Action as a 
  Bonus Action. 
  Primal Magic
  1st-level Mark of Handling feature
  You can directly wield the magic granted by your mark in the 
  following ways:
  • You add the beast bond spell to the spells that can be cast 
  using your Primal Connection trait, these spells are 
  sorcerer spells for you and you can cast each spell once 
  with this trait, you can't cast that spell with it again until 
  you finish a short or long rest. 
  • When you cast a spell that normally affects or conjures 
  only beasts the spell can affect or conjure a monstrosity 
  with an Intelligence score of 3 or lower that otherwise 
  meets the spell's requirements.  
  • You learn the spells listed under your Spells of the Mark 
  trait in the Mark of Handling Spells table as additional 
  
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  sorcerer spells known when you gain the ability to cast 
  sorcerer spells of the listed level.  
  • You may use Wisdom as the spellcasting ability of your 
  Sorcerer spells, any time you would use your Charisma 
  modifier for a Sorcerer class feature, spell, or Metamagic 
  you may use your Wisdom modifier instead.  
  • When your Spellcasting feature lets you learn or replace 
  a sorcerer cantrip or a sorcerer spell of 1st level or higher, 
  you can choose the new spell from the sorcerer or druid 
  spell list. You must otherwise obey all the restrictions for 
  selecting the spell, and it becomes a sorcerer spell for you.
  Enhanced Handling
  6th-level Mark of Handling feature
  You can spend sorcery points to use the power of your mark 
  in the following ways:
  • When you cast any of the spells gained from your Primal 
  Connection or Spells of the Mark traits or your Greater 
  Dragonmark feature, you can cast it  by expending a spell 
  slot as normal, by spending sorcery points equal to the 
  spell’s level, or by expending a combination of a spell slot 
  plus sorcery points with a total equal to the spell’s level. 
  These spells require no components to cast.
  • Reduce the total cost of metamagic abilities applied to 
  spells gained from your Primal Connection or Spells of 
  the Mark traits or your Greater Dragon Mark feature by 1 
  (minimum 0).
  • Extended Handling. You learn the Extended Spell metamagic 
  as an additional metamagic option known.  If you use this 
  option on a spell from your Primal Connection or Spells of 
  the Mark traits or your Greater Dragonmark feature, the 
  duration is tripled instead of doubled, with no maximum 
  duration.
  • Handler's Knack. When you succeed on an Animal 
  Handling check related to a beast or monstrosity, you can 
  spend 1 sorcery point to grant the creature advantage on 
  one ability check, attack roll, or saving throw it makes 
  within the next hour.
  • Natural Insight. You can spend 1 sorcery point when you 
  succeed on a Nature check related to a beast or monstrosity 
  you can see. You additional magical insight that might 
  normally be unavailable by mundane means, this might 
  take the form of additional information from the DM or 
  you can impose disadvantage on the one saving throw the 
  creature makes versus a spell you cast or gain advantage 
  on one attack roll or ability check related to that creature. 
  This benefit must be used within 1 hour.  
  Greater Dragonmark
  14th-level Mark of Handling feature
  Your dragonmark grows in size and power granting you the 
  following benefits:
  • The die type of your Wild Intuition trait increases from a 
  d4 to a d6.
  • You learn the dominate beast and conjure fey spells as 
  additional sorcerer spells known. You can cast each 
  of these spells once without expending a spell slot or 
  requiring components. You regain the ability to cast these 
  spells using this feature when you finish a long rest. When 
  you cast conjure fey using this trait it must take the form of 
  a beast or monstrosity of challenge rating 6 or lower.
  Master Handler
  18th-level Mark of Handling feature
  Your Wisdom score increases by 2, up to a maximum of 22.
  Beasts and Monstrosities with an Intelligence score or 3 
  or lower have disadvantage on saving throws versus any of 
  your spells.  The duration of your animal friendship spell is 
  increased to 10 days and the duration of your dominate beast 
  spell to 1 hour.
  Beasts and monstrosities charmed by you act as devoted 
  companions, obeying your instructions to the best of 
  their ability.
  Mark of Healing
  You must be a halfling with the Mark of Healing to 
  choose this sorcerous origin.
  Intuitive Medicine
  1st-level Mark of Healing feature
  You gain proficiency with Simple weapons and the Medicine 
  skill and Herbalism kits.  If you are already proficient in 
  a skill or tool, you add double your proficiency bonus to 
  checks you make using it.  You can make a Medicine check to 
  stabilize a creature or use a healer's kit as a bonus action.
  Healing Magic
  1st-level Mark of Healing feature
  You can directly wield the magic granted by your mark in the 
  following ways:
  • You regain the use of the spells granted by your Healing 
  Touch trait when you finish a short or long rest.  When 
  you cast cure wounds using this trait, it is cast as if you 
  expended the highest sorcerer spell slot available to you, 
  to a maximum of 5th level. Spells granted by this trait are 
  sorcerer spells for you.
  • You learn the spells listed under your Spells of the Mark 
  trait in the Mark of Healing Spells table as additional 
  sorcerer spells known when you gain the ability to cast 
  sorcerer spells of the listed level.  
  • You may use Wisdom as the spellcasting ability of your 
  Sorcerer spells, any time you would use your Charisma 
  modifier for a Sorcerer class feature, spell, or Metamagic 
  you may use your Wisdom modifier instead.  
  • When your Spellcasting feature lets you learn or replace 
  a sorcerer cantrip or a sorcerer spell of 1st level or higher, 
  you can choose the new spell from the sorcerer spell 
  list or from any spell list if the spell restores hit points, 
  cures poison or disease, or removes negative conditions 
  from a living creature. You must otherwise obey all 
  the restrictions for selecting the spell, and it becomes a 
  sorcerer spell for you.
  Enhanced Healing
  6th-level Mark of Healing feature
  You can spend sorcery points to use the power of your mark 
  in the following ways:
  
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  • When you cast any of the spells gained from your Healing 
  Touch or Spells of the Mark traits or your Greater 
  Dragonmark feature, you can cast it  by expending a spell 
  slot as normal, by spending sorcery points equal to the 
  spell’s level, or by expending a combination of a spell slot 
  plus sorcery points with a total equal to the spell’s level. 
  These spells require no components to cast.
  • Reduce the total cost of metamagic abilities applied to 
  spells gained from your Healing Touch or Spells of the 
  Mark traits or your Greater Dragon Mark feature by 1 
  (minimum 0).
  • Empowered Healer. You gain the Empowered Spell 
  metamagic as an additional metamagic option known. 
  When you roll healing for a spell, you can use the 
  Empowered Spell metamagic to reroll a number of the 
  healing dice up to your Wisdom or Charisma modifier 
  (minimum of one). You must use the new rolls. When you 
  use Empowered Spell on a healing roll you may also add 
  your Wisdom or Charisma modifier to the result of the 
  healing roll.
  • Magical Treatment. You can spend 1 sorcery point when 
  you successfully treat a creature using the Medicine skill 
  or a healer's kit to cause the creature to regain 1d8+ your 
  Wisdom or Charisma modifier hit points or to be cured of 
  one poison or disease.
  • Arcane Apothecary. You can craft curative potions and 
  salves at half the normal cost.  In addition, when you 
  begin crafting a curative potion or salve you can expend 
  1 sorcery point at the beginning of each hour you spend 
  crafting, if you complete one hour of uninterrupted 
  work, you make a full day's worth of progress towards 
  completion of the item.
  Greater Dragonmark
  14th-level Mark of Healing feature
  Your dragonmark grows in size and power granting you the 
  following benefits:
  • The die type of your Medical Intuition trait increases from 
  a d4 to a d6.
  • You learn the revivify and heal spells as additional sorcerer 
  spells known. You can cast each of these spells once 
  without expending a spell slot or requiring components. 
  You regain the ability to cast these spells using this feature 
  when you finish a long rest. 
  Master Healer
  18th-level Mark of Healing feature
  Your Wisdom score increases by 2, up to a maximum of 22.
  In addition, when you would normally roll one or more 
  dice to restore hit points to a creature, you instead use the 
  highest number possible for each die.
  Mark of Hospitality
  You must be a halfling with the Mark of Hospitality to 
  choose this sorcerous origin.
  Intuitive Host
  1st-level Mark of Hospitality feature
  You gain proficiency with Simple weapons and the 
  Persuasion skill and brewer's supplies and cook's utensils.  If 
  you are already proficient in a skill or tool, you add double 
  your proficiency bonus to checks you make using it.  When 
  a creature consumes a meal prepared by you, for 1 hour 
  you have advantage on Charisma (Persuasion) checks when 
  dealing with that creature.
  Hospitable Magic
  1st-level Mark of Hospitality feature
  You can directly wield the magic granted by your mark in the 
  following ways:
  • You regain the use of the spells granted by your 
  Innkeeper's Magic trait when you finish a short or long 
  rest.  A creature that consumes an entire meal affected by 
  your purify food and drink within 1 hour of you casting the 
  spell regains 2 hit points. Spells granted by this trait are 
  sorcerer spells for you.
  • You can have any number of prestidigitation effects used to 
  chill, warm, or flavor food active at once.
  • You learn the spells listed under your Spells of the Mark 
  trait in the Mark of Hospitality Spells table as additional 
  sorcerer spells known when you gain the ability to cast 
  sorcerer spells of the listed level.   
  • When your Spellcasting feature lets you learn or replace 
  a sorcerer cantrip or a sorcerer spell of 1st level or higher, 
  you can choose the new spell from the sorcerer or bard 
  spell list. You must otherwise obey all the restrictions for 
  selecting the spell, and it becomes a sorcerer spell for you.
  Enhanced Hospitality
  6th-level Mark of Hospitality feature
  You can spend sorcery points to use the power of your mark 
  in the following ways:
  • When you cast any of the spells gained from your 
  Innkeeper's Magic or Spells of the Mark traits or your 
  Greater Dragonmark feature, you can cast it  by expending 
  a spell slot as normal, by spending sorcery points equal to 
  the spell’s level, or by expending a combination of a spell 
  slot plus sorcery points with a total equal to the spell’s 
  level. These spells require no components to cast.
  • Reduce the total cost of metamagic abilities applied to 
  spells gained from your Innkeeper's Magic or Spells of the 
  Mark traits or your Greater Dragon Mark feature by 1 
  (minimum 0).
  • Extended Stay. You learn the Extended Spell metamagic as 
  an additional metamagic option known.  If you use this 
  option on a spell gained from your Innkeeper's Magic or 
  Spells of the Mark traits or your Greater Dragonmark 
  feature, the duration is tripled instead of doubled, with no 
  maximum duration.
  • Fortifying Feast. You can spend 1 sorcery point when you 
  prepare food or drink during a short rest. If you or any 
  friendly creatures who consume the meal regain hit points 
  at the end of the short rest by spending one or more Hit 
  Dice, each of those creatures regain additional hit points 
  equal to your sorcerer level + your Charisma modifier.
  • Charming Host. When you succeed on a Charisma 
  (Persuasion) check you can spend 1 sorcery point to gain 
  an additional result. This could be an offer of additional 
  
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  aid or information, an additional improvement in the 
  creature's attitude towards you, or simply receiving a 
  bigger tip.
  Greater Dragonmark
  14th-level Mark of Hospitality feature
  Your dragonmark grows in size and power granting you the 
  following benefits:
  • The die type of your Ever Hospitable trait increases from a 
  d4 to a d6.
  • You learn the heroes' feast and magnificent mansion spells 
  as additional sorcerer spells known. You can cast one 
  of theses spells once without expending a spell slot or 
  requiring components. You regain the ability to cast one of 
  these spells using this feature when you finish a long rest. 
  Gracious Host
  18th-level Mark of Hospitality feature
  Your Charisma score increases by 2, up to a maximum of 22.
  In addition, you can cast sleep and calm emotions at will, 
  without expending a spell slot or requiring components and 
  saving throws versus your calm emotions spell are made at 
  disadvantage.
  Mark of Making
  You must be a human with the Mark of Making to choose 
  this sorcerous origin.
  Intuitive Artisan
  1st-level Mark of Making feature
  You gain proficiency with Simple weapons and the Arcana 
  skill and two tools of your choice.  If you are already 
  proficient in a skill or tool, you add double your proficiency 
  bonus to checks you make using it.  Blending magical and 
  mundane methods you can craft mundane and magical items 
  and structures for which you have a related Artisan tool 
  proficiency at half the normal cost. 
  Maker's Magic
  1st-level Mark of Making feature
  You can directly wield the magic granted by your mark in the 
  following ways:
  • You can use your Spellsmith trait to cast repair object in 
  place of casting magic weapon. Starting at 5th-level, you can 
  instead cast magic armor. You can cast any one of theses 
  spells once using this trait, when you do so the spell is cast 
  as if you expended the highest sorcerer spell slot available 
  to you, to a maximum of 5th level. You regain the ability to 
  cast a spell using this trait when you finish a short or long 
  rest.  A magic weapon or magic armor cast by you does not 
  require concentration and all the spells granted by this trait 
  are sorcerer spells for you.
  • You learn the spells listed under your Spells of the Mark 
  trait in the Mark of Making Spells table as additional 
  sorcerer spells known when you gain the ability to cast 
  sorcerer spells of the listed level.   
  • You may use Intelligence as the spellcasting ability of your 
  Sorcerer spells, any time you would use your Charisma 
  modifier for a Sorcerer class feature, spell, or Metamagic 
  you may use your Intelligence modifier instead.  
  • When your Spellcasting feature lets you learn or replace 
  a sorcerer cantrip or a sorcerer spell of 1st level or higher, 
  you can choose the new spell from the sorcerer or wizard 
  spell list. You must otherwise obey all the restrictions for 
  selecting the spell, and it becomes a sorcerer spell for you.
  Magecraft
  1st-level Mark of Making feature
  You can create a temporary magic item out of common 
  materials. Choose a cantrip from the wizard spell list. 
  Describe the item connected to it. As long as you possess the 
  item, you know that cantrip. At the end of a long rest, you 
  can replace it with a new item and select a new cantrip from 
  the wizard spell list. Intelligence is your spellcasting ability 
  for these cantrips.
  Enhanced Making
  6th-level Mark of Making feature
  You can spend sorcery points to use the power of your mark 
  in the following ways:
  • When you cast any of the spells gained from your 
  Spellsmith or Spells of the Mark traits or your Greater 
  Dragonmark feature, you can cast it  by expending a spell 
  slot as normal, by spending sorcery points equal to the 
  spell’s level, or by expending a combination of a spell slot 
  plus sorcery points with a total equal to the spell’s level. 
  These spells require no components to cast.
  • Reduce the total cost of metamagic abilities applied 
  to spells gained from your Spellsmith or Spells of the 
  Mark traits or your Greater Dragon Mark feature by 1 
  (minimum 0).
  • Extend Enchantment. You learn the Extended Spell 
  metamagic as an additional metamagic option known.  If 
  you use this option on a spell gained from your Spellsmith 
  or Spells of the Mark traits or your Greater Dragonmark 
  feature, the duration is tripled instead of doubled, with no 
  maximum duration.
  • Intuitive Artifice.  When you begin crafting a magical 
  or mundane item you can expend 1 sorcery point at the 
  beginning of each hour you spend crafting, if you complete 
  one hour of uninterrupted work, you make a full day's 
  worth of progress towards completion of the item.
  • Sorcerous Infusion. In a process that takes one hour, which 
  completed during a short or long rest, you may spend 1 
  sorcery point to infuse an item with an Artificer Infusion 
  of your choice.  You must meet any prerequisites for the 
  infusion, and your sorcerer levels counts as artificer levels 
  for this purpose.  The infusion lasts as described in the 
  Artificer Infusion feature, or until you use this feature 
  again. Attunement to this infused item does not count 
  against the number of items you may have attuned.
  Greater Dragonmark
  14th-level Mark of Making feature
  Your dragonmark grows in size and power granting you the 
  following benefits:
  • The die type of your Artisan's Intuition trait increases 
  from a d4 to a d6.
  
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  • You learn the fabricate and make whole spells as additional 
  sorcerer spells known. You can cast each of these 
  spells once without expending a spell slot or requiring 
  components. You regain the ability to cast these spells 
  using this feature when you finish a long rest
  Master Maker
  18th-level Mark of Making feature
  Your Intelligence score increases by 2, up to a 
  maximum of 22.
  In addition, you can become attuned to one additional 
  magical item.
  Mark of Passage
  You must be a human with the Mark of Passage to 
  choose this sorcerous origin.
  Intuitive Passage
  1st-level Mark of Passage feature
  You gain proficiency with Simple weapons and the 
  Acrobatics skill and land vehicles.  If you are already 
  proficient in a skill or vehicle you add double your 
  proficiency bonus to checks you make using it. You can use 
  the Dash or Disengage action as part of the same action used 
  to cast any spell from your Magical Passage or Spells of the 
  Mark traits or your Greater Dragonmark feature.
  Courier's Magic
  1st-level Mark of Passage feature
  You can directly wield the magic granted by your mark in the 
  following ways:
  • You can cast misty step using your Magical Passage trait 
  a number of additional times equal to your Dexterity 
  modifier.  You regain all expended uses when you finish a 
  long rest. This spell is a sorcerer spell for you.
  • You learn the spells listed under your Spells of the Mark 
  trait in the Mark of Passage Spells table as additional 
  sorcerer spells known when you gain the ability to cast 
  sorcerer spells of the listed level.   
  • You may use Dexterity as the spellcasting ability of your 
  Sorcerer spells, any time you would use your Charisma 
  modifier for a Sorcerer class feature, spell, or Metamagic 
  you may use your Dexterity modifier instead.  
  • When your Spellcasting feature lets you learn or replace 
  a sorcerer cantrip or a sorcerer spell of 1st level or higher, 
  you can choose the new spell from the sorcerer spell 
  list or any spell list if the spell enhances movement or 
  allows teleportation or travel between planes. You must 
  otherwise obey all the restrictions for selecting the spell, 
  and it becomes a sorcerer spell for you.
  Enhanced Passage
  6th-level Mark of Passage feature
  You can spend sorcery points to use the power of your mark 
  in the following ways:
  • When you cast any of the spells gained from your Magical 
  Passage or Spells of the Mark traits or your Greater 
  Dragonmark feature, you can cast it  by expending a spell 
  slot as normal, by spending sorcery points equal to the 
  spell’s level, or by expending a combination of a spell slot 
  plus sorcery points with a total equal to the spell’s level. 
  These spells require no components to cast.
  • Reduce the total cost of metamagic abilities applied to 
  spells gained from your Magical Passage or Spells of the 
  Mark traits or your Greater Dragon Mark feature by 1 
  (minimum 0).
  • Sorcerous Passage. You learn the Distant Spell metamagic 
  as an additional metamagic option known. When you cast 
  a spell that allows teleportation, you can use this option 
  to  double the both spell's range and the distance it can 
  teleport its targets
  
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  • Mystic Acrobatics. When you succeed on an Acrobatics 
  check you can spend 1 sorcery point to take the Dash, 
  Disengage, or Dodge action without requiring the use of 
  an Action.
  • Magical Maneuver. When you succeed on a check to 
  operate or maintain a land vehicle you can spend 1 
  sorcery point to gain an additional result.  This might be 
  accomplishing a maneuver impossible by mundane means, 
  increasing the distance traveled by the vehicle by 5 miles 
  over the next hour, or performing a repair in a fraction of 
  the time.
  Greater Dragonmark
  14th-level Mark of Passage feature
  Your dragonmark grows in size and power granting you the 
  following benefits:
  • The die type of your Intuitive Motion trait increases from 
  a d4 to a d6.
  • You learn the phantom carriage, plane shift, and teleport spells 
  as additional sorcerer spells known. You can cast one of 
  theses spells once, as a 7th level spell, without expending a 
  spell slot or requiring components. You regain the ability 
  to cast one of these spells using this feature when you 
  finish a long rest. When you roll on the Teleport table you 
  can roll 1d6 and multiply the result by 5, add the result to 
  your percentile roll to determine the effect.
  Master Courier
  18th-level Mark of Passage feature
  Your Dexterity score increases by 2, up to a maximum of 22.
  As a bonus action you can spend 1 sorcery point to double 
  your movement speed or the movement speed of a vehicle 
  you are piloting for all modes of movement for 1 hour..
  Mark of Scribing
  You must be a gnome with the Mark of Scribing to 
  choose this sorcerous origin.
  Intuitive Script
  1st-level Mark of Scribing feature
  You gain proficiency with Simple weapons and the History 
  skill and calligrapher's supplies.  If you are already proficient 
  in a skill or tool  you add double your proficiency bonus to 
  checks you make using it. You can accurately recall anything 
  you have seen, heard, or read within the past month. 
  Ink Sorcery
  1st-level Mark of Scribing feature
  You can directly wield the magic granted by your mark in the 
  following ways:
  • You regain the use of a magic mouth spell granted by your 
  Scribe's Insight trait when you finish a short or long 
  rest. When you cast comprehend languages, the duration 
  is doubled. When you cast message, the range is doubled. 
  These spells do not require components to cast and are 
  sorcerer spells for you.
  • You learn the spells listed under your Spells of the Mark 
  trait in the Mark of Scribing Spells table as additional 
  sorcerer spells known when you gain the ability to cast 
  sorcerer spells of the listed level.   
  • You may use Intelligence as the spellcasting ability of your 
  Sorcerer spells, any time you would use your Charisma 
  modifier for a Sorcerer class feature, spell, or Metamagic 
  you may use your Intelligence modifier instead.  
  • When your Spellcasting feature lets you learn or replace 
  a sorcerer cantrip or a sorcerer spell of 1st level or higher, 
  you can choose the new spell from the sorcerer or wizard 
  spell list. You must otherwise obey all the restrictions for 
  selecting the spell, and it becomes a sorcerer spell for you.
  Enhanced Scribing
  6th-level Mark of Scribing feature
  You can spend sorcery points to use the power of your mark 
  in the following ways:
  • When you cast any of the spells gained from your Scribe's 
  Insight or Spells of the Mark traits or your Greater 
  Dragonmark feature, you can cast it  by expending a spell 
  slot as normal, by spending sorcery points equal to the 
  spell’s level, or by expending a combination of a spell slot 
  plus sorcery points with a total equal to the spell’s level. 
  These spells require no components to cast.
  • Reduce the total cost of metamagic abilities applied to 
  spells gained from your Scribe's Insight or Spells of the 
  Mark traits or your Greater Dragon Mark feature by 1 
  (minimum 0).
  • Expedient Stone. You can spend 1 sorcery point to craft a 
  speaking stone in a process that takes 1 hour, which can be 
  done during a short or long rest. Only you can activate 
  this speaking stone and messages sent to it are heard in your 
  mind if you are within 5 feet. If you create a new stone 
  using this feature, the existing stone crumbles to dust. 
  • Intuitive Comprehension. You can spend 1 sorcery point 
  when you cast comprehend languages to cause the spell 
  to also decode most secret messages and reveal the true 
  message of illusory scripts.
  • Mystical Archive. When you succeed on an Intelligence 
  (History) check you can spend 1 sorcery point to gain 
  additional knowledge.  This can be knowledge that you 
  would have no mundane method of learning.
  Greater Dragonmark
  14th-level Mark of Scribing feature
  Your dragonmark grows in size and power granting you the 
  following benefits:
  • The die type of your Intuitive Motion trait increases from 
  a d4 to a d6.
  • You learn the legend lore spell as an additional sorcerer spell 
  known. You can cast this spell once without expending a 
  spell slot or requiring components. You regain the ability 
  to cast this spell when you finish a long rest.
  • You also learn the dream spell as an additional sorcerer 
  spell known. You can cast dream with you as the messenger 
  as part of taking each of your short and long rests.
  Master Scribe
  18th-level Mark of Scribing feature
  Your Intelligence and Charisma scores increase by 2, up to a 
  maximum of 22.
  
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  With one minute of concentration, you can accurately 
  recall anything you have seen, heard, or read since your 
  mark manifested.
  Mark of Sentinel
  You must be a human with the Mark of Sentinel to 
  choose this sorcerous origin.
  Intuitive Watcher
  1st-level Mark of Sentinel feature
  You gain proficiency with Simple weapons and the Insight 
  and Perception skills. If you are already proficient in a skill, 
  you add double your proficiency bonus to checks you make 
  using it.  You can cast Abjuration spells with a casting time of 
  1 reaction and a range of self on any ally you can see within 
  5 feet.  For example, you could cast a shield spell on an ally 
  when you see that ally hit by an attack.
  Guardian Magic
  1st-level Mark of Sentinel feature
  You can directly wield the magic granted by your mark in the 
  following ways:
  • You regain the ability to use your Guardian 's Shield and 
  Vigilant Guardian traits when you finish a short or long 
  rest.
  • You can cast shield as a Reaction when subjected to a spell 
  or other harmful effect requiring a Dexterity saving throw.  
  While it is active, you can add your shield spell’s AC bonus 
  to any Dexterity saving throw you make to avoid damage.
  • You learn the spells listed under your Spells of the Mark 
  trait in the Mark of Sentinel Spells table as additional 
  sorcerer spells known when you gain the ability to cast 
  sorcerer spells of the listed level.   
  • You may use Constitution as the spellcasting ability of your 
  Sorcerer spells, any time you would use your Charisma 
  modifier for a Sorcerer class feature, spell, or Metamagic 
  you may use your Constitution modifier instead.  
  • When your Spellcasting feature lets you learn or replace 
  a sorcerer cantrip or a sorcerer spell of 1st level or higher, 
  you can choose the new spell from the sorcerer or paladin 
  spell list. You must otherwise obey all the restrictions for 
  selecting the spell, and it becomes a sorcerer spell for you.
  Enhanced Sentinel
  6th-level Mark of Sentinel feature
  You can spend sorcery points to use the power of your mark 
  in the following ways:
  • When you cast any of the spells gained from your 
  Guardian's Shield or Spells of the Mark traits or your 
  Greater Dragonmark feature, you can cast it  by expending 
  a spell slot as normal, by spending sorcery points equal to 
  the spell’s level, or by expending a combination of a spell 
  slot plus sorcery points with a total equal to the spell’s 
  level. These spells require no components to cast.
  • Reduce the total cost of metamagic abilities applied to 
  spells gained from your Guardian's Shield or Spells of the 
  Mark traits or your Greater Dragon Mark feature by 1 
  (minimum 0).
  • Guardian's Defense. You can spend sorcery points when 
  you use your Vigilant Guardian trait to reduce the damage 
  you suffer from the attack by 10 points per sorcery point 
  spent. The maximum number of sorcery points you can 
  spend to use this feature is equal to your Constitution 
  modifier.
  • Intuitive Sentinel. When you succeed on a Perception or 
  Insight check to notice or intuit a creature's intentions 
  you can spend 1 sorcery point to gain additional insight 
  into that creature or its intentions.  This might manifest 
  as additional information from the DM and/or advantage 
  on your next initiative roll or ability check related to that 
  creature.
  • Reactive Magic. You can spend 1 sorcery to allow the use 
  of a spell, feat, or class feature that requires a Reaction 
  without using your Reaction. You can use this ability once, 
  you regain the use of this ability at the start of your next 
  turn.
  Greater Dragonmark
  14th-level Mark of Sentinel feature
  Your dragonmark grows in size and power granting you the 
  following benefits:
  • The die type of your Sentinel’s Intuition trait increases 
  from a d4 to a d6.
  • You learn the circle of power and wall of force spells as 
  additional sorcerer spells known. You can cast each 
  of these spells once without expending a spell slot or 
  requiring components. You regain the ability to cast these 
  spells using this feature when you finish a long rest. 
  Enduring Sentinel
  18th-level Mark of Sentinel feature
  Your Constitution score increases by 2, up to a 
  maximum of 22.
   In addition, while you have more than half your sorcery 
  points remaining you have resistance to all damage.
  Mark of Shadow
  You must be an elf with the Mark of Shadow to choose 
  this sorcerous origin.
  Intuitive Cunning
  1st-level Mark of Shadow feature
  You gain proficiency with Simple weapons and the 
  Performance and Stealth skills. If you are already proficient 
  in a skill, you add double your proficiency bonus to checks 
  you make using it.  You can use the Hide action as a 
  bonus action.
  Shadowy Magic
  1st-level Mark of Shadow feature
  You can directly wield the magic granted by your mark in the 
  following ways:
  • You can cast invisibility using your Shape Shadows trait 
  a number of additional times equal to your Charisma 
  modifier, you regain all expended uses when you finish a 
  long rest. The spells granted by this trait are sorcerer spells 
  for you.
  
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  • You learn the spells listed under your Spells of the Mark 
  trait in the Mark of Shadow Spells table as additional 
  sorcerer spells known when you gain the ability to cast 
  sorcerer spells of the listed level.   
  • When you cast minor illusion you can create a different 
  effect: You create a stationary area of illusory darkness 
  filling the area that blocks all vision, even darkvision. You 
  ignore this effect, as do creatures that rely on senses other 
  than sight.  If a creature uses its Action to examine the area 
  of darkness it can determine that it is illusionary with a 
  successful Intelligence (Investigation) check against your 
  spell save DC, allowing it to ignore the effect.  A creature 
  with darkvision has advantage on this check. You must 
  concentrate to maintain this illusion.
  • When your Spellcasting feature lets you learn or replace 
  a sorcerer cantrip or a sorcerer spell of 1st level or higher, 
  you can choose the new spell from the sorcerer or bard 
  spell list. You must otherwise obey all the restrictions for 
  selecting the spell, and it becomes a sorcerer spell for you.
  Deeper Shadow
  6th-level Mark of Shadow feature
  You can spend sorcery points to use the power of your mark 
  in the following ways:
  • When you cast any of the spells gained from your Shape 
  Shadows or Spells of the Mark traits or your Greater 
  Dragonmark feature, you can cast it  by expending a spell 
  slot as normal, by spending sorcery points equal to the 
  spell’s level, or by expending a combination of a spell slot 
  plus sorcery points with a total equal to the spell’s level. 
  These spells require no components to cast.
  • Reduce the total cost of metamagic abilities applied to 
  spells gained from your Shape Shadows or Spells of the 
  Mark traits or your Greater Dragon Mark feature by 1 
  (minimum 0).
  • Cunning Ambush. If you are Hidden from a creature when 
  you cast a spell or make an attack that inflicts damage on 
  it, you can expend sorcery points to increase the damage 
  inflicted by the spell or attack by 2d6 per sorcery point per 
  sorcery point expended. The maximum number of sorcery 
  points you can spend to use this feature equals your 
  Charisma modifier.
  • Illusory Performance. You can spend 1 sorcery point as a 
  bonus action to make a Charisma (Performance) check 
  opposed by a creature's Wisdom (Insight) check.  On a 
  success you have advantage on attack rolls and ability 
  checks against that creature and it has disadvantage on 
  saving throws against your spells until the end of your next 
  turn.
  • Intuitive Magic. You can spend 1 sorcery point when you 
  cast a spell from your Shape Shadows or Spells of the Mark 
  traits or your Greater Dragonmark feature, to cause the 
  spell to not require concentration. 
  Greater Dragonmark
  14th-level Mark of Shadow feature
  Your dragonmark grows in size and power granting you the 
  following benefits:
  • The die type of your Cunning Intuition trait increases 
  from a d4 to a d6.
  • You learn the nondetection and programmed illusion spells 
  as additional sorcerer spells known. You can cast each 
  of these spells once without expending a spell slot or 
  requiring components. You regain the ability to cast these 
  spells using this feature when you finish a long rest. 
  Shadow Cunning
  18th-level Mark of Shadow feature
  Your Charisma score increases by 2, up to a maximum of 22.
  A creature attempting an Intelligence (Investigation) check 
  or a Wisdom (Insight) check relating to you or to pierce one 
  of your illusion spells, makes the check with disadvantage. 
  Mark of Storm
  You must be a half-elf with the Mark of Storm to choose 
  this sorcerous origin.
  Intuitive Windwright
  1st-level Mark of Storm feature
  You gain proficiency with Simple weapons and the 
  Acrobatics skill and water and air vehicles. If you are 
  already proficient in a skill or vehicle, you add double your 
  proficiency bonus to checks you make using it.  
  Wind Magic
  1st-level Mark of Storm feature
  You can directly wield the magic granted by your mark in the 
  following ways:
  • You can cast gust of wind using your Headwinds trait 
  a number of additional times equal to your Charisma 
  modifier. You regain all expended uses when you finish a 
  long rest and this is a sorcerer spell for you. 
  • You learn the spells listed under your Spells of the Mark 
  trait in the Mark of Storm Spells table as additional 
  sorcerer spells known when you gain the ability to cast 
  sorcerer spells of the listed level.   
  • Starting at 5th level, a creature failing its saving throw 
  versus your gust cantrip suffers 1d4 bludgeoning damage, 
  this increases to 2d4 at 11th level, and the 3d4 at 17th. 
  • When your Spellcasting feature lets you learn or replace 
  a sorcerer cantrip or a sorcerer spell of 1st level or higher, 
  you can choose the new spell from the sorcerer spell list 
  or any spell list if the spell involves wind or weather or 
  inflicts lightning or thunder damage. You must otherwise 
  obey all the restrictions for selecting the spell, and it 
  becomes a sorcerer spell for you.
  Storm's Shelter
  1st-level Mark of Storm feature
  You have resistance to thunder damage.
  Windstorm
  6th-level Mark of Storm feature
  You can spend sorcery points to use the power of your mark 
  in the following ways:
  • When you cast any of the spells gained from your 
  Headwindsor Spells of the Mark traits or your Greater 
  Dragonmark feature, you can cast it  by expending a spell 
  slot as normal, by spending sorcery points equal to the 
  
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  spell’s level, or by expending a combination of a spell slot 
  plus sorcery points with a total equal to the spell’s level. 
  These spells require no components to cast.
  • Reduce the total cost of metamagic abilities applied 
  to spells gained from your Headwinds or Spells of the 
  Mark traits or your Greater Dragon Mark feature by 1 
  (minimum 0).
  • Empowered Storm. You can the Empowered Spell 
  metamagic as an additional metamagic option known. 
  If you use the Empowered Spell Metamagic to reroll 
  lightning or thunder damage you can add your Charisma 
  modifier to the damage roll.
  • Enchanted Navigation. You can spend 1 sorcery point as a 
  bonus action to create a magical set of navigator's tools.  
  The tools appear in your hands, last for 1 hour or until 
  you dismiss them as a bonus action, and grant advantage 
  on all checks made to use them. You always know which 
  direction is north while holding these tools and can use 
  them as a spellcasting focus.
  • Magical Maneuver. When you succeed on a check to pilot 
  an air or water vehicle you can spend 1 sorcery point to 
  gain an additional result.  This might be accomplishing a 
  maneuver impossible by mundane means, increasing the 
  distance traveled by the vehicle over the next hour, or 
  performing a repair in a fraction of the time.
  Greater Dragonmark
  14th-level Mark of Storm feature
  Your dragonmark grows in size and power granting you the 
  following benefits:
  • The die type of your Windwright's Intuition trait increases 
  from a d4 to a d6.
  • You learn the control water and control winds spells as 
  additional sorcerer spells known. You can cast each 
  of these spells once without expending a spell slot or 
  requiring components. You regain the ability to cast these 
  spells using this feature when you finish a long rest. 
  Master Windwright
  18th-level Mark of Storm feature
  Your Charisma score increases by 2, up to a maximum of 22.
  You gain a magical flying speed of 60 feet and any air 
  or water vehicle piloted by you can add 30 feet to its 
  normal speed. 
  
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  Mark of Warding
  You must be a dwarf with the Mark of Warding to choose 
  this sorcerous origin.
  Intuitive Warder
  1st-level Mark of Warding feature
  Your mastery of your mark grants you additional advantages: 
  • You gain proficiency with Simple weapons and the 
  Investigation skill and thieves' tools. If you are already 
  proficient in a skill or tool, you add double your 
  proficiency bonus to checks you make using it. 
  • You can cast the alarm spell in such a way that it alerts you 
  when a creature other than one you designate attempts to 
  open or move any object of your choice.
  • You can cast arcane lock on any object capable of being 
  opened (such as a backpack, pouch, or scabbarded sword).
  • If you cast armor of agathys during the duration of your 
  mage armor spell you may cause the spell to inflict force 
  damage instead of cold. 
  Warding Magic
  1st-level Mark of Warding feature
  You can directly wield the magic granted by your mark in the 
  following ways:
  • You regain the use of the spells granted by your Wards 
  and Seals trait when you finish a short or long rest. These 
  spells are sorcerer spells for you.
  • You learn the spells listed under your Spells of the Mark 
  trait in the Mark of Warding Spells table as additional 
  sorcerer spells known when you gain the ability to cast 
  sorcerer spells of the listed level.   
  • You may use Intelligence as the spellcasting ability of your 
  Sorcerer spells, any time you would use your Charisma 
  modifier for a Sorcerer class feature, spell, or Metamagic 
  you may use your Intelligence modifier instead.   
  • When your Spellcasting feature lets you learn or replace 
  a sorcerer cantrip or a sorcerer spell of 1st level or higher, 
  you can choose the new spell from the sorcerer or wizard 
  spell list. You must otherwise obey all the restrictions for 
  selecting the spell, and it becomes a sorcerer spell for you.
  Enhanced Warding
  6th-level Mark of Warding feature
  You can spend sorcery points to use the power of your mark 
  in the following ways:
  • When you cast any of the spells gained from your Wards 
  and Seals or Spells of the Mark traits or your Greater 
  Dragonmark feature, you can cast it  by expending a spell 
  slot as normal, by spending sorcery points equal to the 
  spell’s level, or by expending a combination of a spell slot 
  plus sorcery points with a total equal to the spell’s level. 
  These spells require no components to cast.
  • Reduce the total cost of metamagic abilities applied to 
  spells gained from your Wards and Seals or Spells of the 
  Mark traits or your Greater Dragon Mark feature by 1 
  (minimum 0).
  • Arcane Tools. You can spend 1 sorcery point as a bonus 
  action to create a magical set of thieves' tools.  The tools 
  appear in your hands, last for 1 hour or until you dismiss 
  them as a bonus action, and grant advantage on all checks 
  made to use them. You can use these tools as a spellcasting 
  focus, and if you cast knock while these tools exist, the spell 
  is silent.
  • Extend Ward. You learn the Extended Spell metamagic as 
  an additional metamagic option known.  If you use this 
  option on a spell gained from your Wards and Seals or 
  Spells of the Mark traits or your Greater Dragonmark 
  feature the duration is tripled instead of doubled, with no 
  maximum duration.
  • Warded Spellarmor. You may spend 1 sorcery point when 
  you cast mage armor to cause the spell to grant you an 
  additional +1 bonus to your AC and a +1 bonus to saving 
  throws for the duration.
  Greater Dragonmark
  14th-level Mark of Warding feature
  Your dragonmark grows in size and power granting you the 
  following benefits:
  • The die type of your Warder's Intuition trait increases 
  from a d4 to a d6.
  • You learn the private sanctum and guards and wards spells 
  as additional sorcerer spells known. You can cast each 
  of these spells once without expending a spell slot or 
  requiring components. You regain the ability to cast these 
  spells using this feature when you finish a long rest. 
  Master Warder
  18th-level Mark of Warding feature
  Your Intelligence score increases by 2, up to a 
  maximum of 22.
  Sorcerer spells cast by you are treated as having been cast 
  at a level one level higher than normal for the purposes of 
  dispelling or countering them.
  
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  Aberrant Mark
  You must have the Aberrant Dragonmark feat to choose 
  this sorcerous origin.
  Aberrant Magic
  1st-level Aberrant Mark feature
  You can directly wield the magic granted by your aberrant 
  mark in the following ways:
  • You learn the spells granted by your Aberrant Dragonmark 
  feat as additional sorcerer spells known. When you cast 
  your Aberrant Dragonmark's 1st-level spell using that feat, 
  it is cast as if you expended the highest sorcerer spell slot 
  available to you, to a maximum of 5th level.
  • You may use Constitution as the spellcasting ability of your 
  Sorcerer spells, any time you would use your Charisma 
  modifier for a Sorcerer class feature, spell, or Metamagic 
  you may use your 
  Constitution modifier 
  instead. 
  • When your 
  Spellcasting feature 
  lets you learn or 
  replace a sorcerer 
  cantrip or a sorcerer 
  spell of 1st level 
  or higher, you can 
  choose the new spell 
  from the sorcerer or 
  warlock spell list. You 
  must otherwise obey 
  all the restrictions for 
  selecting the spell, and 
  it becomes a sorcerer 
  spell for you.
  • Your Sorcerer spells 
  do not require 
  components to cast.
  Deviant Sorcery
  1st-level Aberrant 
  Mark feature
  You can expend one or 
  more hit dice through the power of your mark to enhance 
  your sorcerer spells in the following ways:
  • You can expend a number of hit dice equal to the spell's 
  level in place of a spell slot to cast a sorcerer spell of 1st 
  level or higher.
  • You can expend one or more hit dice in place of sorcery 
  points to apply a metamagic option you know to a sorcerer 
  spell you cast.
  When you expend hit dice in this manner roll each die: 
  Total all of the hit dice with an even number result, you 
  gain a number of temporary hit points equal to double 
  the total.  
  For each odd number rolled on a hit die you may choose 
  one creature within 30 feet of you, that creature takes force 
  damage equal to double the number rolled. If no other 
  creatures are in range, you take the damage.
  Abnormal Endurance
  6th-level Aberrant Mark feature
  When you finish a short rest you regain 1 hit die, and 
  you can expend any number of sorcery points to regain 
  additional hit dice equal to the number of sorcery points 
  expended. When you finish a long rest you regain all your 
  spent hit dice.
  Greater Aberrant Mark
  14th-level Aberrant 
  Mark feature
  Your aberrant 
  dragonmark grows 
  in size and power 
  granting you the 
  following benefits:
  • 
  The hit dice 
  from your sorcerer 
  class increase from a 
  d6 to a d8. If you use 
  the average method 
  of determining 
  hit points this also 
  has the effect of 
  increasing your hit 
  point maximum by 
  14.  If you roll hit 
  points, you may 
  choose to reroll 
  your hit points from 
  previous levels or to 
  keep your current 
  total.
  • 
  You gain one 
  feat of your choice.
  Aberrant Boon
  18th-level Mark of Warding feature
  Your Constitution score increases by 2, and your maximum 
  for that score increases to 24.
  In addition, you gain an epic boon of your choice from 
  those presented in Chapter 7: Other Rewards of the 
  Dungeon Master's guide.
  
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  Warlock
  The unique dual nature of two of the races of Eberron have 
  given rise to two unique warlock patrons.  
  Otherworldly Patron
  The Beast Within engages Shifters who seek greater 
  inspiration from their totem spirit while The Quori Spirit 
  patron graces Kalashtar who seek a deeper union with the 
  quori spirit within with its wisdom and protection. 
  The Beast Within
  This warlock patron is available only to those of 
  the Shifter race that seek to better emulate The 
  Beast Within. 
  Shifters who engage in this pact see the totemic force that 
  shapes their body and mind as an independent entity that can 
  guide and protect them.  They seek to emulate the primal 
  nature of their Beast Within and in return are granted more 
  powerful shifting abilities.
  Your Warlock spell and invocations take on a bestial 
  aspect, an eldritch blast might take the form of spiritual 
  creatures assaulting the target while choosing the Devil's 
  sight invocatioin may cause your eye to appear feline.
  Expanded Spell List
  1st-level Beast Within Patron feature
  Your pact with the Beast Within allows you to learn spells 
  from the druid and ranger classes.  When your Pact Magic 
  feature lets you learn or replace a warlock cantrip or a 
  warlock spell of 1st level or higher or choose a Mystic 
  Arcanum spell you can choose the new spell from the druid, 
  ranger, or warlock spell list. You must otherwise obey all the 
  restrictions for selecting the spell, and it becomes a warlock 
  spell for you.
  Shifting Prowess
  1st-level Beast Within Patron feature
  You learn to draw directly upon the primal nature of the 
  Beast Within, granting you the following abilities:
  • You learn the shifting strike cantrip. If you already know 
  this cantrip, you learn a different warlock cantrip of your 
  choice. The cantrip doesn’t count against your number 
  of cantrips known and you can cast it without requiring 
  components. You may always cast shifting strike to make an 
  opportunity attack as a Reaction, even if you did not cast it 
  on your previous turn.
  • While you are wearing no armor and not wielding a 
  shield, your AC equals 10 + your Dexterity modifier + 
  your Spellcasting Ability modifier.
  • You can expend a warlock spell slot as a bonus Action to 
  activate your Shifting trait without expending a use of that 
  trait.  When activated in this manner, the trait lasts for 10 
  minutes per level of the spell slot expended instead of its 
  normal duration.
  • You can expend a hit die and roll it as a bonus action to 
  activate your Shifting trait without expending a use of 
  that trait.  If you do so, you gain additional temporary hit 
  points equal to the result on the hit die.
  Facet of the Beast Within
  1st-level Beast Within Patron feature
  The manifestation of your Beast Within expresses itself 
  directly on your form. You don’t gain the warlock Pact Boon 
  feature at 3rd level, instead you gain the following benefits: 
  All. When you use your Shifting trait you gain a natural 
  weapon attack appropriate to your beast within. When you 
  make an unarmed strike you may use Strength or Dexterity 
  on the attack and damage roll and it inflicts 2d4 bludgeoning, 
  piercing, or slashing damage on a hit.  
  In addition, you gain one of the following features 
  depending upon your shifter subrace: 
  • 
  Beasthide Resilience. Constitution is your spellcasting 
  attribute to cast warlock spells.  You also use your 
  Constitution modifier when using invocations and 
  spells that normally use Charisma. In addition, your 
  warlock hit die increases from a d8 to a d10.
  • 
  Longtooth Savagery. Strength is your spellcasting 
  attribute to cast warlock spells.  You also use your 
  Strength modifier when using invocations and 
  spells that normally use Charisma. In addition, the 
  damage of your fang natural weapon while shifted 
  increases to 2d6.
  • 
  Swiftstride Finesse. Dexterity is your spellcasting 
  attribute to cast warlock spells. You also use your 
  Dexterity modifier when using invocations and spells 
  that normally use Charisma. You gain proficiency 
  with Dexterity saving throws and while you are 
  Shifted you have advantage on Dexterity checks and 
  saving throws.
  • 
  Wildhunt Perceptions. Wisdom is your spellcasting 
  attribute to cast warlock spells.  You also use your 
  Wisdom modifier when using invocations and spells 
  that normally use Charisma. You gain proficiency in 
  the Perception skill, if you are already proficient with 
  this skill you add double your proficiency bonus on 
  checks you make using it.
  Shifting Strike and Natural Weapon attacks:  If you already 
  possess a natural weapon you may use it in place of the 
  natural weapon granted by shifting strike.  This means 
  at 5th level, while Shifted, you could inflict 2d4+ your 
  Spellcasting Ability modifier +1d6 damage on a hit when 
  you cast shifting strike, or 3d6+your Spellcasting Ability 
  modifier for a Longtooth Shifter.
  Totemic Strike 
  6th-level Beast Within Patron feature
  Your Unarmed Strikes and Natural Weapon attacks count 
  as magical for the purpose of overcoming resistance and 
  immunity to nonmagical attacks and damage.
  In addition, you gain one additional Eldritch Invocation 
  chosen from the Beast Within Patron Invocations list.
  Power of the Beast Within 
  10th-level Beast Within Patron feature
  You regain a number of hit dice equal to your Spellcasting 
  Ability modifier when you finish a Short Rest and you regain 
  all your hit dice when you finish a Long Rest.  
  
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  In addition, you gain one additional Eldritch Invocation 
  chosen from the Beast Within Patron Invocations list.
  Shifter Resistance
  14th-level Beast Within Patron feature
  You have resistance to Bludgeoning, Piercing, and Slashing 
  damage from Nonmagical Attacks that aren't Silvered.  
  While you are shifted you gain immunity to Bludgeoning, 
  Piercing, and Slashing damage from Nonmagical Attacks that 
  aren't Silvered.
  Beast Within Patron Invocations
  The following are special invocations available only to 
  warlocks with a Beast Within patron.
  Aspect of the Beast Within
  Prerequisites: 3rd-level, Beast Within Patron
  You learn to assume the form of a single type of beast that 
  is representative of your Beast Within. When you activate 
  your Shifting trait by expending a spell slot you can change 
  your form to that of a beast.
  Choose a single alternate form of size Large or smaller 
  with a Challenge Rating 
  equal to or less than 
  your warlock level 
  divided by 6 (round 
  down, CR ½ at level 
  3).  You can change the 
  form you believe best 
  represents your Beast 
  Within when you gain 
  a warlock level.  
  You can stay in your 
  beast form and remain 
  Shifted for a number 
  of hours equal to the 
  level of the spell slot 
  expended. You then 
  revert to your normal form unless you expend another spell 
  slot. You can revert to your normal form earlier by using a 
  bonus action on your turn. You automatically revert if you 
  fall unconscious, drop to 0 hit points, or die. Your Shift also 
  ends when you revert.
  When you shift into a form you use the following 
  special rules:
  • Your game statistics are replaced by the statistics of the 
  beast, but you retain your alignment, personality, and 
  Intelligence, Wisdom, and Charisma scores. You also 
  retain all of your skill and saving throw proficiencies, in 
  addition to gaining those of the creature. If the creature 
  has the same proficiency as you and the bonus in its stat 
  block is higher than yours, use the creature’s bonus instead 
  of yours. If the creature has any legendary or lair actions, 
  you can’t use them.  
  • When you transform, you assume the beast’s hit points 
  and Hit Dice. When you revert to your normal form, you 
  return to the number of hit points you had before you 
  transformed. However, if you revert as a result of dropping 
  to 0 hit points, any excess damage carries over to your 
  normal form. 
  • You can’t cast spells other than shifting strike, and 
  your ability to speak or take any action that requires 
  hands is limited to the capabilities of your beast form. 
  Transforming doesn’t break your concentration on a spell 
  you’ve already cast, however, or prevent you from taking 
  actions that are part of a spell that you’ve already cast.
  • You retain the benefit of any features from your class, 
  race, or other source and can use them if the new form is 
  physically capable of doing so. You may also retain any of 
  your special senses, such as darkvision if it is greater than 
  that possessed by your new form.
  • You choose whether your equipment falls to the ground in 
  your space, merges into your new form, or is worn by it. 
  Worn equipment functions as normal, but the DM decides 
  whether it is practical for the new form to wear a piece of 
  equipment, based on the creature’s shape and size. Your 
  equipment doesn’t change size or shape to match the new 
  form, and any equipment that the new form can’t wear 
  must either fall to the ground or merge with it. Equipment 
  that merges with the form has no effect until you leave the 
  form.   
  Your game statistics 
  in the new form are 
  modified as follows: 
  • 
  Your 
  movement speed 
  in each mode of 
  movement increases 
  by 5 feet.
  • 
  You may 
  either use the AC 
  from your Shifting 
  Prowess feature or 
  the form's normal 
  AC.
  • 
  You may add 
  your proficiency bonus to the damage rolls of the form, 
  and you can use your proficiency bonus in place of the 
  form’s on attack rolls, saving throws, and checks if your 
  bonus is higher.  The save DC of any special abilities the 
  form possesses is your warlock spell save DC if it is higher.
  • Your beast form gains additional hit points equal to three 
  times your warlock level.
  • Whenever you gain the Ability Score Improvement 
  Warlock feature, your beast's abilities also improve. You 
  can increase one of the form's ability scores of your choice 
  by 2 or increase two ability scores of your choice by 1.
  Beasthide Durability
  Prerequisites: Beast Within Patron, Longtooth Shifter
  • If you start your turn while Shifted, and have no 
  temporary hit points, you gain 1d6 temporary hit points.
  • Once during a Shift, if an attack that brings you to 0 hit 
  points deals less damage than 2 + your Warlock level + 
  your Constitution modifier, you are reduced to 1 hit point 
  instead.  
  Beasthide Prowess
  
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  ArcAne Mysteries of eberron | An ArcAnuM D&D sourcebookr
  Prerequisites: Beast Within Patron, Beasthide Shifter
  • You add double your proficiency bonus on checks you 
  make using Athletics
  • If you hit a creature with an unarmed strike or natural 
  weapon attack you may immediately make an attempt to 
  Grapple or Shove the target.
  Bestial Endurance
  Prerequisites: 5th-level, Beast Within Patron, Beasthide or 
  Longtooth Shifter
  • You gain proficiency with Constitution saving throws.
  • While you hare shifted, you have advantage on 
  Constitution checks and Constitution saving throws.
  Bestial Strength
  Prerequisites: 5th-level, Beast Within Patron, Beasthide or 
  Longtooth Shifter
  • You gain proficiency with Strength saving throws.
  • While you hare shifted, you have advantage on Strength 
  checks and Strength saving throws.
  Charging Beast
  Prerequisites: 5th-level, Beast Within Patron, Beasthide or 
  Longtooth Shifter
  If you move at least 20 feet straight toward a target and then 
  hits it with a natural weapon attack on the same turn, you 
  inflict an additional 2d6 damage.. If the target is a creature, 
  it must succeed on a Strength saving throw versus your spell 
  save DC or be knocked prone.
  Hunting Tactics
  Prerequisites: 9th-level, Beast Within Patron
  While you are shifted, you have advantage on an attack roll 
  against a creature if at least one of your allies is within 5 feet 
  of the creature and the ally isn't incapacitated.
  Longtooth Fangs
  Prerequisites: Beast Within Patron, Longtooth Shifter
  • If you hit a creature with natural weapon attack, it must 
  succeed on a Strength saving throw versus your spell save 
  DC or be knocked prone.
  • If you hit a prone creature with a natural weapon attack, 
  you inflict an additional 1d6 damage.
  Longtooth Intimidation
  Prerequisites: Beast Within Patron, Longtooth Shifter
  • You add double your proficiency bonus on checks 
  you make using Intimidation and have advantage on 
  Intimidation checks while shifted.
  • When you use your Shifting trait you can release a primal 
  roar. Each hostile creature within 60 feet of you must 
  make a Wisdom saving throw versus your spell save DC or 
  become Frightened until the end of your next turn. 
  Master of the Wild Hunt
  Prerequisites: Beast Within Patron, Wildhunt Shifter
  You gain the hunter's mark spell as an additional warlock spell 
  known and you can cast this spell a number of times equal 
  to your Wisdom modifier without expending a spell slot or 
  requiring components or concentration. 
  The damage bonus from your hunter's mark also applies 
  when you hit the target with a spell attack and when you 
  make a check to find a marked creature while you are Shifted 
  you may roll a d6 and add the result to the check.
  Shifter's Speed 
  Prerequisites: Beast Within Patron, Swiftstride Shifter
  • Your walking speed increases by 5 feet.
  • While shifted, you gain a climb speed equal to your 
  walking speed.
  • When you use your Shifting Feature trait to move as a 
  reaction while shifted, you can move an additional 5 feet.
  Shifting Evasion
  Prerequisites: 7th-level, Beast Within Patron, Swiftstride Shifter
  While you are shifted, you can nimbly dodge out of the way 
  of certain area effects. When you are subjected to an effect 
  that allows you to make a Dexterity saving throw to take 
  only half damage, you instead take no damage if you succeed 
  on the saving throw, and only half damage if you fail.
  Shifting Fury
  Prerequisites: 5th-level, Beast Within Patron, Beasthide or 
  Longtooth Shifter
  You may make an unarmed strike or natural weapon attack 
  as a bonus action on each of your turns. 
  Spirit Beast
  Prerequisites: 5th-level, Beast Within Patron, Wildhunt Shifter
  You learn the spiritual weapon spell as an additional warlock 
  spell known.  The weapon takes the form of a  spectral beast 
  when cast by you.
  When you expend a hit die to shift, you can forgo the 
  additional temporary hit points to cast spiritual weapon 
  without expending a spell slot.
  Swftstride Pounce
  Prerequisites: 5th-level, Beast Within Patron, Swiftstride Shifter
  • You can use the Dash and Disengage action as a bonus 
  action.
  • If you move at least 10 feet straight toward a creature 
  and then hit it with an unarmed strike or natural weapon 
  attack (including a shifting strike attack) on the same turn, 
  that target must succeed on a Strength saving throw versus 
  your spell save DC or be knocked prone.  If the target 
  is prone, you can make one unarmed strike or natural 
  weapon attack against it as part of the same action.
  Switftstride Stealth
  Prerequisites: Beast Within Patron, Swiftstride Shifter
  • You gain proficiency in the Stealth skill, if you are already 
  proficient with this skill you add double your proficiency 
  bonus on checks you make using it.
  • You can use the Hide action as a bonus action.
  Wild Cunning
  Prerequisites: 5th-level, Beast Within Patron, Wildhunt Shifter
  A creature within your reach provokes an Opportunity 
  Attack from you if it makes a melee attack against you and 
  has disadvantage on the attack roll or is denied advantage 
  due to your Wildhunt shifting feature. 
  
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  The Quori Spirit
  This warlock patron is available only to those of the 
  kalashtar race that seek a deeper bond to the quori spirit 
  within them. 
  This path is followed by kalashtar advocates of the Shadow 
  Watcher ethos, seeking more active avenues of opposing 
  the Dreaming Dark. The Quori Spirit of such kalashtar are 
  usually similarly minded towards more overt action in the 
  struggle to end the age of il-Lashtavar than that advocated by 
  The Path of Light.
  Expanded Spell List
  1st-level Quori Spirit Patron feature
  The Quori Spirit lets you choose from an expanded list of 
  spells when you learn a warlock spell.  
  The following spells are added to the warlock spell 
  list for you.
  Mindhunter
  1st-level Quori Spirit Patron feature
  You learn techniques that allow your to directly oppose 
  spirits of the Dreaming Dark, even when they are possessing 
  a mortal creature.  You gain the following benefits:
  • You learn the eldritch blast cantrip 
  as an additional warlock cantrip 
  known.
  • When you cast eldritch blast, you 
  may choose to inflict psychic damage 
  instead of force damage.
  • When you make a spell attack roll 
  using an eldritch blast that inflicts 
  psychic damage, if you miss with an 
  attack, but your attack roll equals or 
  exceeds 10 + the target’s Intelligence 
  Saving throw bonus, you hit with 
  the attack.
  • If psychic damage inflicted by you 
  reduces a creature to 0 hit points 
  you may choose to knock a creature 
  unconscious rather than killing it. 
  The creature falls unconscious and 
  is stable.
  • If you inflict psychic damage on 
  a possessed creature, the creature 
  possessing the target suffers the 
  same amount of damage.  If psychic 
  damage inflicted by you reduces a 
  possessed creature to 0 hit points, 
  the creature possessing the target is 
  expelled and the target becomes permanently immune to 
  possession by that creature.
  Psychic Magic
  1st-level Quori Spirit Patron feature
  The psychic nature of your magic causes your magic to 
  function differently from other warlocks:
  • Your warlock spells do not require components to cast. 
  • When you cast the following warlock spells they inflict 
  psychic damage instead of their normal damage type: armor 
  of agathys, arms of hadar, hellish rebuke, and hex.
  If the spell requires a saving throw, the saving throw 
  becomes a Wisdom saving throw.
  Quori Bond
  1st-level Quori Spirit Patron feature
  Your Quori Spirit acts to aid and protect you. You don’t gain 
  the warlock Pact Boon feature at 3rd level.  Instead the Quori 
  Spirit sharing your existence grants you certain benefits as 
  you gain levels in this class.
  1st-level. You are immune to possession from any source.
  6th-level. You, and friendly creatures within 10 feet of 
  you are always under the effects of a protection from evil 
  and good spell.
  10th-level. You may maintain concentration on up to two 
  spells at once.
  Spiritual Protection 
  6th-level Quori Spirit Patron feature
  Whenever you or a friendly creature within 10 feet of you 
  must make a saving throw, the creature gains a bonus to 
  the saving throw equal to your Charisma modifier (with a 
  minimum bonus of +1). You must be 
  conscious to grant this bonus.
  Lore of the Quori 
  10th-level Quori Spirit Patron feature
  You learn the commune spell as an 
  additional warlock spell known.  You 
  may cast the spell as a ritual without 
  requiring components as part of 
  taking a short or long rest. When you 
  cast the spell using this feature you 
  also gain proficiency in one weapon, 
  skill, language, or tool that the spirit 
  (the DM) believes will be useful to 
  your current endeavors. You retain 
  this proficiency until you use this 
  feature again.
  Spiritual Aura
  14th-level Quori Spirit Patron feature
  The range of your Spiritual Protection 
  feature and the protection from evil 
  and good effect from your Quori Bond 
  feature increases to 20 feet.
  At 18th level, the range 
  increases to 30 feet.
  quori spirit expanded speLLs
  Spell Levels
  Spells
  1st
  detect evil and good, heroism
  2nd
  detect thoughts, lesser restoration
  3rd
  clairvoyance, nondetection
  4th
  aura of purity, divination, 
  5th
  greater restoration, legend lore
  
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  Quori Spirit Patron Invocations
  The following are special invocations available only to 
  warlocks with a Quori Spirit patron.
  Aura Sense
  Prerequisite: The Quori Spirit patron, Psychic Magic feature
  You can cast detect evil and good at will, without expending 
  a spell slot or requiring concentration. In addition to the 
  normal benefits of the spell, for the duration you can tell if 
  any creature you can see is possessed or charmed.
  Deadly Mind
  Prerequisite: The Quori Spirit patron, Mindhunter feature, 
  Agonizing Blast invocation, Mind Thrust cantrip
  • When a creature fails a saving throw versus your mind 
  thrust cantrip you also gain advantage on your next spell 
  attack roll with a spell that inflicts psychic damage versus 
  that creature before the end of your next turn.
  • If you score a critical hit with an eldritch blast, you can cast 
  mind thrust as a bonus action.
  • When you cast a warlock spell other than eldritch blast 
  that deals psychic damage, you can add your Charisma 
  modifier to one psychic damage roll of that spell when you 
  hit with or a target fails a saving throw against the spell; 
  this increases to two rolls at 5th level, to three rolls at 11th 
  level, and four rolls at 17th level.  
  • When you would inflict damage with a warlock invocation 
  you may choose to inflict psychic damage instead of the 
  normal damage type.
  Improved Mindlink
  Prerequisite: The Quori Spirit patron, Psychic Magic feature
  You gain the empathic sense cantrip as an additional warlock 
  cantrip known.  The range of your empathic sense cantrip 
  is increased by the range of your Mind Link trait and you 
  can establish a Mind Link with any creature you can sense 
  using your empathic sense cantrip. In addition, you and the 
  target of your Mind Link do not need to see each other to 
  communicate in this manner. 
  Manifest Spirit
  Prerequisite: 5th-level, The Quori Spirit patron, Quori Bond feature
  Your quori spirit manifests. You learn the spiritual weapon 
  spell as an additional warlock spell known and can cast it 
  once without expending a spell slot or requiring components.
  You can cast this spell again using this invocation when 
  you finish a short or long rest.
  Mind over Body
  Prerequisite: The Quori Spirit patron, Quori Bond feature
  When you would make a Constitution check or saving 
  throw, you may instead make a Wisdom check or 
  saving throw.
  Psychic Glamour
  Prerequisite: The Quori Spirit patron, Psychic Magic feature 
  As a bonus action you can grant yourself advantage on ability 
  checks to use the following skills for 10 minutes: Deception, 
  Insight, Intimidation, Performance, Persuasion, Sleight of 
  Hand, and Stealth. 
  You can use this invocation a number of times equal to 
  your Charisma modifier, you regain all expended uses when 
  you finish a long rest.
  Psychic Strike
  Prerequisite: The Quori Spirit patron, Psychic Magic feature 
  You can use Charisma instead of Strength for the attack 
  and damage rolls of your unarmed strikes or melee weapon 
  attacks using a rod or staff focus.  You can roll a d4 in place 
  of the normal damage of your unarmed strike.  As you gain 
  levels in this class you inflict additional psychic  damage 
  when you hit with an unarmed strike, 1d4 psychic damage at 
  5th level, 2d4 at 11th level, and 3d4 at 17th level.
  Quori Insight
  Prerequisite: The Quori Spirit patron, Quori Bond feature
  Each time you finish a long rest you may choose to gain 
  proficiency with two weapons, skills, tools, or languages. You 
  retain these proficiencies until the end of your next long rest.
  Quori Mind
  Prerequisite: The Quori Spirit patron, Quori Bond feature
  Your Dual Mind trait also grants you advantage on all 
  Intelligence and Charisma saving throws.
  Quori Trance
  Prerequisite: The Quori Spirit patron, Quori Bond feature
  You do not need to sleep, instead you meditate deeply, 
  remaining semiconscious, for 4 hours a day. While 
  meditating, you commune with your quori spirit. After 
  resting in this way, you gain the same benefit as from 8 
  hours of sleep.
  
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  Arcane Character 
  Arcane Character 
  Options
  Options
  This chapter contains new feats, class feats, and racial feats, 
  of interest to  an Eberron arcane spellcaster.  There are many 
  other eldritch options in the Arcane Mysteries: The Secrets 
  of the Arcanum sourcebook.
  Arcane Feats
  The following are new feats that can be chosen by characters.  
  This sourcebook assumes that the feats optional rule is being 
  used in the game and several of the mechanical aspects of 
  the expansion revolve around them.  If a Prerequisite for 
  a feat mentions the ability to cast arcane spells it refers to 
  the ability to cast spells from the artificer, bard, sorcerer, 
  warlock, or wizard spell lists.  (This includes Arcane 
  Tricksters and Eldritch Knights which choose their spells 
  from the wizard spell list.)  Divine spells are those from the 
  cleric, druid, paladin, and ranger spell lists.
  Unless otherwise noted you cannot choose the same feat 
  more than once.
  Optional Rule: Bonus Feat
  To allow greater flexibility and customization options and 
  to represent the benefits of study at the Arcanum or one 
  the many institutes of learning available to a character on 
  Khorvaire you can allow players to choose one free feat.  
  This bonus feat may be chosen at character creation or 
  any time a character gains a level. 
  Arcane Infusion
  Prerequisite: Ability to cast Arcane Spells
  You have learned to use your arcane magic to infuse magical 
  items in a manner similar to that of an artificer.
  • You may become attuned to one additional magic item.
  • You know three infusions from the Artificer Infusions 
  section in the Eberron: Rising from the Last War 
  sourcebook (p. 61-63) or the new infusions listed in this 
  book. You must meet any prerequisites for the infusions, 
  and your levels in arcane spellcasting classes count as 
  artificer levels for this purpose.  
  • When you finish a long rest you can infuse an item as 
  described for the Infuse Item Artificer feature, except that 
  you may have only a single infusion active. 
  Bardic Adept
  Prerequisite: Charisma 15 or higher
  • Increase your Charisma Score by 1, to a maximum of 20.
  • You gain proficiency with one musical instrument of your 
  choice.
  • You gain Bardic Inspiration dice as described in the Bardic 
  Inspiration Bard class feature.  If you already have bardic 
  inspiration dice, you increase your number of dice by half 
  your proficiency bonus; otherwise you gain a number of 
  dice equal to half your proficiency bonus, which are d6s.
    You regain expended bardic inspiration dice when you 
  finish a long rest, unless you have the Font of Inspiration 
  feature, in which case you regain expended dice when you 
  finish a short or long rest.
  Focus Adept
  You have learned to cast a small number of cantrips with the 
  aid of a rod, staff, or wand.
  • You can use a rod, staff, or wand arcane focus as a 
  spellcasting focus.
  • You learn a number of cantrips equal to 1+ half your 
  proficiency bonus from the Wizard or Sorcerer spell list.  
  Intelligence is your spellcasting ability for these spells if 
  your chose from the Wizard spell list. Charisma is your 
  spell casting ability if you chose from the Sorcerer spell list. 
  You cannot cast these spells without the use of a focus. .
  • You may use Dexterity for spell attack rolls of any spell cast 
  using a rod, wand, or staff arcane focus. You may treat any 
  spell you cast as requiring the use of a focus.
  • For the purposes of prerequisites you are considered to 
  have the Spellcasting feature and you can attune to any 
  rod, staff, or wand as if you were a wizard or sorcerer.
  Minor Magics
  Prerequisite: Spellcasting class feature 
  You may add your proficiency bonus to the number of 
  cantrips known granted by your Spellcasting class feature.  
  These additional cantrips must be chosen from the spell 
  list indicated by your Spellcasting class feature and use 
  the Spellcasting Ability of that class.  If you have levels in 
  multiple classes that grant the Spellcasting class feature, 
  choose one class, the additional cantrips granted by this feat 
  must all be chosen from the spell list of that class.
  Metamagic Knowledge
  Prerequisite: the ability to cast at least one spell
  Sorcery Points.  You gain Sorcery Points equal to your 
  proficiency bonus.  You may use these sorcery points only 
  to fuel Metamagic options unless you also have the Font of 
  Magic Sorcerer class feature. You regain all spent sorcery 
  points when you finish a long rest.
  Metamagic.  You learn two Metamagic options from the 
  sorcerer class feature, or from the new Metamagic options 
  listed in the Sorcerer section of this supplement.   If a 
  Metamagic ability references your Charisma modifier you 
  may instead use the spellcasting ability modifier for the spell 
  you are currently casting.
  Sorcerous Knowledge.  A sorcerer who gains this feat gains 
  an additional benefit: When you would gain a Metamagic 
  Option from your Metamagic sorcerer class feature at levels 
  3, 10, and 17, you gain an additional Metamagic Option of 
  your choice.
  Arcane Synergy. A sorcerer with the Font of Magic class 
  feature that chooses this feat increases their maximum 
  sorcery points by their proficiency bonus.  A sorcerer with 
  the Spellfire feature may retain additional sorcery points 
  equal to their proficiency bonus when completing a short 
  rest, and gains sorcery points equal to their proficiency 
  bonus when they complete a long rest. 
  
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  Natural Caster
  Prerequisite: Spellcasting class feature
  • Increase your Spellcasting Ability score by 1, to a 
  maximum of 20.  If you have more than one spellcasting 
  ability, choose one.
  • You do not need material components to cast spells with a 
  casting time of 1 Action or less.
  • You learn two spells of 5th level or lower from your 
  Spellcasting feature’s spell list.  A spell you choose must 
  be of a level you can cast, or a cantrip.  These spells don’t 
  count against your number of cantrips or spells known.  
  If you prepare spells, the chosen spells are added to your 
  spellbook and are always prepared and don’t count against 
  the number of spells you may prepare.  You can exchange 
  one of these spells for a new one when you gain a level in 
  the class granting your Spellcasting feature.
  Poison Adept
  Prerequisite: The ability to cast at least one spell that inflicts 
  poison damage. 
  • You gain proficiency in using a Poisoner’s Kit.  If you 
  already have proficiency with the tool you add double your 
  proficiency bonus to checks you make using it.
  • Spells you cast and poisons you brew ignore resistance to 
  poison damage.  
  • When you roll damage for a spell you cast that deals 
  poison damage, you can treat any 1 on a damage die as a 2.
  Psychic Adept
  Prerequisite: The ability to cast at least one spell that inflicts 
  psychic damage. 
  • You gain the ability to touch the minds of other 
  creatures. You can communicate telepathically with any 
  creature within 30 feet of you. You don’t need to share 
  a language with the creature for it to understand your 
  telepathic communications, but the creature must be 
  able to understand at least one language in order for you 
  to receive more than broad impressions. If you already 
  possess telepathy, the range of your telepathy is increased 
  by 30 feet.
  • Spells you cast ignore resistance to psychic damage.  
  • When you roll damage for a spell you cast that deals 
  psychic damage, you can treat any 1 on a damage die as a 2.
  Spell Surge
  Prerequisite: Spellcasting or Pact Magic feature
  • Increase your Spellcasting Ability score by 1, to a 
  maximum of 20
  • On your turn, you can take one additional action or bonus 
  action on top of your regular action and a possible bonus 
  action. This action or bonus action must be used to cast 
  a spell with the appropriate casting time. You may cast 
  a spell of 1st level or higher using this action or bonus 
  action, even if you previously cast a bonus action spell this 
  turn.
    You can use this ability a number of times equal to half 
  your proficiency bonus, you regain all expended uses when 
  you finish a long rest.
  Subtle Enchantment
  Prerequisite: the ability to cast at least one divination, enchantment, 
  or illusion spell
  • You gain proficiency in the Sleight of Hand skill and one 
  Charisma skill of your choice (Deception, Intimidation, 
  Performance or Persuasion). If you are already proficient 
  in a skill you add double your proficiency bonus to checks 
  you make using it.
  • When you cast a divination, enchantment, or illusion spell 
  with a casting time of 1 Action or less, you do not require 
  Verbal or Material components. 
  • Victims of your divination, illusion, or enchantment 
  spells without a noticeable spell effect must succeed on an 
  Intelligence saving throw vs your spell save DC when the 
  spell ends to become aware that you affected it with magic.
  Arcane Synergy. If you possess the Alter Memories class 
  feature you are so adept at clouding minds that victims 
  of your enchantment spells never realize on their own 
  that they have been magically influenced, your attempts 
  to alter a charmed victim’s memories automatically 
  succeed, and you can alter the memories of all creatures 
  charmed by one of your spells or simply make them 
  forget the period of time they spent charmed.
  Telepathic Magic
  Prerequisite: Spellcasting or Pact Magic class feature, any form 
  of telepathy
  • Increase your Intelligence, Wisdom, or Charisma score by 
  1, to a maximum of 20.
  • The range of your telepathy is doubled.
  • When you cast a spell that requires a verbal component, 
  you can fulfill that component without speaking so long as 
  you can use your telepathy.
  • When a spell requires a target be able to hear or 
  understand you, if the target is within range of your 
  telepathy, it is considered to be able to hear and understand 
  you.
  Thaumaturgic Caster
  Prerequisite: Spellcasting or Pact Magic class feature, Ritual 
  Casting feature
  You can add a thaumaturgic ritual to the casting a spell of 1st 
  level or higher to enhance its effect. The affected spell must 
  have a casting time of 1 Action or longer. The spell requires 
  double the normal casting time and requires both Verbal 
  and Somatic components.  For a spell with a casting time of 
  1 Action, it instead requires 2 Actions. For each doubling of 
  the casting time you spend in the casting of the spell you can 
  choose one of the following effects:
  • The spell is cast as if using a spell slot 1 level higher than 
  you expended, or 1 level higher than its base level if cast as 
  a ritual.  If this causes the spell to be cast at a level higher 
  than you could normally cast, you must make an Arcana 
  
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  check with a DC equal to 10 + the spell level.  On a failure, 
  the spell fails, and any spell slots and material components 
  are lost.
  • If you have blood, hair, or another body part of a target, 
  that target suffers disadvantage on saving throws versus 
  the spell.  This option requires a doll or other rough 
  likeness of the target as an additional material component.
  • The spell has double the normal range.
  • The spell affects double the normal area.
  You may choose a listed effect more than once if you spent 
  enough time in the casting of the spell.
  Arcane Class Feats
  This section introduces a collection of special feats that allow 
  you to explore aspects of your class or archetype further. 
  Each feat represents a focus on an aspect of your class, a 
  set of spells, or certain features of your chosen archetype.    
  A Class Feat has a specific class as a prerequisite, only 
  characters that possesses levels in only that class can choose 
  a class feat. 
  A multi-class character cannot choose or benefit from 
  a Class Feat.
  Alchemical Grenadier
  Prerequisite: Artificer class, Experimental Elixir feature 
  You learn to create and use alchemical explosives.
  • Increase your Intelligence score by 1, to a maximum of 20.
  • You learn the alchemical bomb cantrip as an additional 
  artificer cantrip known.
  • You learn the Alchemical Grenadier Tools infusion as 
  an additional infusion known.  The use of this infusion 
  on your alchemist's supplies does not count against your 
  number of infused items.
  • When you expend a spell slot to increase the damage of 
  your alchemical bomb using your Alchemical Grenadier 
  Tools, you are considered to have expended a spell slot one 
  level higher to determine the effect.
  Alchemical Healer
  Prerequisite: Artificer class, Experimental Elixir feature 
  You learn to create and use alchemical explosives.
  • Increase your Intelligence score by 1, to a maximum of 20.
  • You learn the spare the dying cantrip as an additional 
  artificer cantrip known and you can cast this cantrip as a 
  bonus action.
  • You learn the Alchemical Healing Tools infusion as an 
  additional infusion known.  The use of this infusion on 
  your alchemist's supplies does not count against your 
  number of infused items.
  Artificer Spellcraft
  Prerequisite: Artificer Class, Spellcasting feature
  • Increase your Intelligence score by 1, to a maximum of 20.
  • When you prepare the list of spells that are available for 
  you to cast you may prepare a number of additional spells 
  equal to your proficiency bonus.
  Bardic Spellcraft
  Prerequisite: Bard Class, Spellcasting feature
  • Increase your Charisma score by 1, to a maximum of 20.
  • You know a number of additional spells equal to your 
  proficiency bonus.
  Fire Artillerist
  Prerequisite: Artificer Class, Eldritch Cannon feature
  You have an affinity for fire that borders on the insane.
  Flame Projector. When you create an Eldritch Cannon you 
  can choose one of the following additional options:
  • 
  Improved Flamethrower. As a flamethower cannon 
  except that you can choose to have the cannon emit 
  either up to a 20 foot cone or a 5-foot wide by up to 
  40-foot long line. 
  • 
  Fire Ballista. Make a ranged spell attack, originating 
  from the cannon, at one creature or object within 10 
  feet of it. On a hit, the target takes 2d8 fire damage 
  and ignites, suffering an additional 1d4 fire damage 
  at the start of its next turn.  When you gain the 
  Explosive Cannon feature this additional fire damage 
  increases to 1d8.
  
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  • 
  Flame Suppression Protector. As a protector cannon 
  except that friendly creatures within 10 feet of the 
  cannon gain resistance to fire damage and cannot be 
  ignited by fire effects that would normally do so.
  Incendiary Artifice. You learn the fire bolt or strike of living 
  flame cantrip as an additional Artificer cantrip known. You 
  may replace any of the spells contained in your Artillerist 
  Spells table with a spell of the same level from the Wizard 
  spell list that inflicts fire damage.
  Force Artillerist
  Prerequisite: Artificer Class, Arcane Firearm feature, 
  Wandslinger feat
  You have an affinity for items that project pure arcane force.
  Force Projector. When you create an Eldritch Cannon you 
  can choose one of the following additional options:
  • 
  Force Cannon. The cannon projects force in an 
  adjacent 15-foot cone that you designate. Each 
  creature in that area must make a Strength saving 
  throw against your spell save DC, taking 2d8 force 
  damage and being pushed up to 5 feet on a failed save 
  or half as much damage on a successful one. 
  • 
  Improved Force Ballista. As a normal force ballista 
  except that a creature hit by the ranged spell attack 
  suffers an additional +1 damage per damage die rolled 
  is pushed up to 10 feet away from the cannon.
  • 
  Shield Protector. As a protector cannon except that 
  when the protector grants temporary hit points, 
  you can choose either one affected creature or the 
  cannon itself to gain the benefits of a shield spell until 
  the start of your next turn.  A Shield Protector can 
  use this ability only once during its existence, plus 
  one additional time per level of the spell slot above 
  1st used to create it.  In addition, when you gain the 
  explosive cannon feature,  the shield protector gains 
  one additional use of this ability.
  Forceful Artifice. You learn the spellstrike or arcane fist 
  cantrip as an additional Artificer cantrip known. You may 
  replace any of the spells contained in your Artillerist Spells 
  table with a spell of the same level from the Wizard spell list 
  that inflicts force damage.
  Gun Smith
  Prerequisite: Artificer Class, Battle Ready feature
  You are proficient in the crafting and use of firearms.
  • 
  Increase your Dexterity score by 1, to a 
  maximum of 20.
  • 
  Guncraft Adept. You gain proficiency with gunsmith's 
  tools and learn the Repeating Shot infusion as an 
  additional infusion known. You have crafted a magical 
  musket or pistol with a permanent Repeating Shot 
  infusion.  This infused firearm does not count against 
  your number of infused items. 
  • 
  Piercing Shot. When you gain the Arcane Jolt feature,  
  attacking at long range using a firearm doesn't impose 
  disadvantage on your ranged weapon attack rolls and 
  when you attack at short range you ignore bonuses to 
  the target's AC from non-magical armor or shield.
  Ice Artillerist
  Prerequisite: Artificer Class, Eldritch Cannon feature
  You have made of study of cold and ice and its uses in artifice.
  Ice Cannon. When you create an Eldritch Cannon you can 
  choose one of the following additional options:
  • 
  Chill Projector. The cannon projects intense cold in 
  an adjacent 15-foot cone that you designate. Each 
  creature in that area must make a Constitution saving 
  throw against your spell save DC, taking 2d8 cold 
  damage and having their movement speed halved 
  until the start of your next turn on a failed save, or 
  half as much damage on a successful one. 
  • 
  Ice Ballista. Make a ranged spell attack, originating 
  from the cannon, at one creature or object within 
  10 feet of it. On a hit, the target takes 1d8 piercing 
  damage plus 1d8 cold damage and its movement speed 
  is reduced by 10 feet until the start of your next turn.
  • 
  Shielding Frost Protector. The cannon coasts itself 
  and each creature of your choice within 10 feet of it 
  with a layer of spectral frost. Targets gain temporary 
  hit points equal to your Intelligence modifier. If a 
  creature hits an affected target with a melee attack 
  while they have these hit points, the attacker takes 
  cold damage equal to your Intelligence modifier. 
  When you gain the Explosive Cannon feature the 
  temporary hit points and damage from this cannon 
  increase to 1d8 + your Intelligence modifier.
  Icy Artifice. You learn the frostbite or ray of frost cantrip as 
  an additional Artificer cantrip known. You may replace any 
  of the spells contained in your Artillerist Spells table with a 
  spell of the same level from the Wizard spell list that inflicts 
  cold damage or creates ice.
  Improved Defender
  Prerequisite: Artificer Class, Steel Defender feature
  Tinkering with your steel defender has resulted in a 
  construct with additional intelligence and independence.
  • Your Defender's Intelligence increases to 8 and its 
  Charisma to 10. It can use its Force-Empowered Rend 
  or Repair Actions or the Dash, Disengage, Help, Hide, 
  or Search action without you using a bonus action to 
  command it.  If it uses its Rend or Repair actions without 
  your command, these actions do not benefit from the 
  Might of the Master ability.
  • You learn a number of additional Construct Enhancement 
  infusions equal to your proficiency bonus. The infusions  
  must be ones allowed to be used on a Steel Defender.  You 
  may replace one of these infusions with a new one when 
  you gain an Artificer level.  You may have a number of 
  additional Construct Enhancement infusions active on 
  your Steel Defender equal to half your proficiency bonus, 
  these infusions do not count against your maximum 
  number of infused items.
  • Your Defender gains additional hit points equal to your 
  artificer level.
  • Whenever you gain the Ability Score Improvement class 
  feature, your Defender’s abilities also improve. Your 
  
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  Defender can increase one ability score of your choice by 2, 
  or it can increase two ability scores of your choice by 1. 
  • Your Defender shares your alignment and has a personality 
  trait and a flaw that you determine. Your Defender shares 
  your ideal, and its bond is always, “The artificer to whom 
  I am bonded is my friend and master, I would give my life 
  for my master.
  Improved Homunculus
  Prerequisite: Artificer Class, Homunculus Servant infusion
  Tinkering with your homunculus has resulted in a construct 
  with additional intelligence and independence.
  • Your Homunculus' gains the ability to speak and its 
  Charisma score increases to 10 and its Intelligence and 
  Wisdom scores to 12. It can use its Force Strike or the 
  Dash, Disengage, Help, Hide, or Search action without you 
  using a bonus action to command it.  If it uses its Force 
  Strike  action without your command, it does not benefit 
  from the Might of the Master ability.
  • You learn a number of additional Construct Enhancement 
  infusions equal to your proficiency bonus. The infusions  
  must be ones allowed to be used on a Homunculus.  You 
  may replace one of these infusions with a new one when 
  you gain an Artificer level.  You may have a number of 
  additional Construct Enhancement infusions active on 
  your homunculus equal to half your proficiency bonus, 
  these infusions do not count against your maximum 
  number of infused items.
  • Your Homunculus gains additional hit points equal to your 
  artificer level.
  • Whenever you gain the Ability Score Improvement class 
  feature, your Homunculus' abilities also improve. Your 
  Homunculus can increase one ability score of your choice 
  by 2, or it can increase two ability scores of your choice by 
  1. 
  • Your Homunculus shares your alignment and has a 
  personality trait and a flaw that you determine. Your 
  Homunculus shares your ideal, and its bond is always, “The 
  artificer to whom I am bonded is my friend and master, I 
  would give my life for my master.
  Infusion Tinkerer
  Prerequisite: Artificer Class, Infuse Item feature
  • Increase your Intelligence score by 1, to a maximum of 20.
  • You know a number of additional infusions equal to your 
  proficiency bonus and you add half your proficiency bonus 
  to your maximum number of infused items.
  Pactcraft
  Prerequisite: Warlock Class, Pact Magic feature
  • Increase your Charisma score by 1, to a maximum of 20.
  • You know a number of additional spells equal to your 
  proficiency bonus.
  Siege Engineer
  Prerequisite: Artificer Class, Eldritch Cannon feature, Shield Spell
  You are a master of defensive engineering.
  Bastion Protector. You can create a protector cannon in 
  such a way that it cannot be moved.  You and your allies have 
  half cover while within 10 feet of the bastion protector as a 
  result of a shimmering field of magical protection that the 
  cannon emits. When you gain the Fortified Position feature, 
  this increases to three quarters cover. When you gain the 
  Explosive Cannon feature the temporary hit points granted 
  by a Bastion Protector increase by 1d8 and enemies must 
  spend 2 feet of movement for every 1 foot they move while 
  they are within 10 feet of the projector.
  Braced Fire. If you do not move during your turn, the 
  damage bonus from your Arcane Firearm feature increases 
  to 1d8 + your Intelligence modifier so long as you are not 
  within the reach of a hostile creature. In addition, when 
  firing siege equipment you can use your Spell Attack bonus 
  in place of that listed in the weapon's description.
  Protective Burst. When you gain the Explosive Cannon 
  feature, you can cause a Protector to detonate in a burst of 
  positive energy causing each creature of your choice within 
  20 feet of it to gain a number of temporary hit points equal 
  to 3d8 + your Intelligence modifier.
  Fortifications. When you gain the Fortified Position 
  feature, you can cast the wall of stone and move earth spells as 
  rituals that require the expenditure of a Eldritch Cannon as 
  an additional component of their casting.
  Sorcerous Knack
  Prerequisite: Sorcerer class
  • You learn a number of additional sorcerer cantrips or 
  spells known from the sorcerer spell list equal to 2 + your 
  proficiency bonus.  A spell you choose must be of a level 
  you can cast, or a cantrip, and does not count against your 
  number of sorcerer spells or cantrips known.  These spells 
  must all be thematically linked or somehow related to your 
  bloodline.  For example, a draconic bloodline sorcerer 
  with a green dragon ancestor might choose spells that 
  involve poison or corruption or nature and forests.  Work 
  with your DM to develop ideas for your choices. You may 
  exchange one of these spells for a new one when you gain 
  a level in the sorcerer class.
  
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  • You regain a number of expended sorcery points equal to 
  half your proficiency bonus (round down) when you finish 
  a short rest.  These sorcery points are added to the number 
  regained from your Sorcerous Restoration class feature 
  when you reach 20th level.
  Arcane Synergy. With the DM's permission you may 
  choose appropriately themed spells from other spell lists 
  for the additional spells learned from this feat.
  Spell Researcher
  Prerequisite: Wizard Class, Spellcasting feature
  • Increase your Intelligence score by 1, to a maximum of 20.
  • Each time you gain a level in the wizard class you may add 
  two additional free spells to your spellbook.
  • When you prepare the list of spells that are available for 
  you to cast you may prepare a number of additional spells 
  equal to your proficiency bonus.
  Toxic Alchemy
  Prerequisite: Artificer Class, Experimental Elixir feature
  You have further focused your study of alchemical artifice 
  into the exploration of poisons and acids.
  Viscid Compounds. You learn the acid splash and poison 
  spray cantrips.  A creature that makes a successful saving 
  throw against one of these cantrips cast by you still suffers 
  half damage.
  Toxic Elixir. You can cause any elixir created by you to 
  result in a toxic elixir.  This elixir can be expended as an 
  additional material component whenever you make a poison 
  or acid damage roll for an artificer spell cast by you to add 
  2d8+your Intelligence modifier to the damage and cause the 
  damage to become combined acid and poison damage.  A 
  creature is not resistant or immune to this damage unless it is 
  resistant or immune to both damage types.
  If you expend a spell slot to create a toxic elixir, the 
  additional damage increases by 2d8 per level of the spell 
  slot expended. 
  Toxic Artifice. You may replace any of the spells contained 
  in your Alchemist Spells table with a spell of the same level 
  from the Wizard spell list that inflicts acid or poison damage.
  Voltaic Artillerist
  Prerequisite: Artificer Class, Eldritch Cannon feature
  You have made of study of lightning and its uses in artifice.
  Tesla Cannon. You may choose to have your Eldritch 
  Cannon inflict lightning damage instead of its normal 
  damage type.  Cannons you create can hover and may fly up 
  to 20 feet when commanded to move.  In addition you may 
  choose one of the following options when you create an 
  Eldritch Cannon:
  • 
  Lightning Ballista. Make a ranged spell attack, 
  originating from the cannon, at one creature or object 
  within 120 feet of it. On a hit, the target takes 2d8 
  lightning damage. You have advantage on this attack 
  roll if the target is wearing metal armor.
  • 
  Lightningthrower. The cannon projects lightning in 
  an adjacent 30-foot long by 5-foot wide line that you 
  designate. Each creature in that area must make a 
  Dexterity saving throw against your spell save DC, 
  taking 2d8 lightning damage on a failed save or half as 
  much damage on a successful one. Creatures wearing 
  metal armor have disadvantage on this save.
  • 
  Voltaic Protector. As a protector cannon except that 
  when the protector grants temporary hit points, 
  hostile creatures of your choice within 10 feet cannot 
  take reactions until the end of your next turn.
  Voltaic Artifice. You learn the arc lightning or arc blade 
  cantrip as an additional Artificer cantrip known. You may 
  replace any of the spells contained in your Artillerist Spells 
  table with a spell of the same level from the Wizard spell list 
  that inflicts lightning damage.
  War Smith
  Prerequisite: Artificer class, Battle Ready feature 
  You learn quickly enhance weapons and armor.
  • Increase your Intelligence score by 1, to a maximum of 20.
  • You learn the adamantine edge and adamantine fortification 
  cantrips.  When you become capable of casting artificer 
  spells of the appropriate level, you always have the magic 
  weapon and magic armor spells prepared, these spells do not 
  count against the number of spells you may prepare each 
  day.
  • You learn the Improved Smith's Tools infusion as an 
  additional infusion known.  The use of this infusion on 
  your smith's tools does not count against your number of 
  infused items.
  Racial Feats
  The following are feats that may be chosen by a member of 
  the listed race.  In some cases a subrace or racial trait is also 
  listed as a prerequisite.
  Integrated Design
  Prerequisite: Warforged Race
  • Increase one ability score of your choice by 1, to a 
  maximum of 20.
  • You ignore encumbrance, reductions to movement speed, 
  and penalties to Stealth for armor you have integrated into 
  your form.  
  • In addition, you can choose one of the following options 
  when you integrate (or remove) an appropriate armor type 
  using your Integrated Protection trait:
  Arcane Construct. When you integrate light or no armor 
  you can chose this option. Choose one or two wand, 
  rod, orb, or crystal arcane focuses that you can use as a 
  spellcasting focus. You can incorporate the focus into your 
  body as you integrate the armor, during which you must 
  remain in contact with the focus as well as the armor.  The 
  focus is integrated into one of your forearms or hands, when 
  you cast a spell you can extend the focus as part casting 
  the spell. While it is extended, you can use the focus as if 
  you were holding it, and you can't use that hand for other 
  purposes. You can retract the focus into your forearm as a 
  bonus action. 
  
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  Once during a combat, if you start your turn with 
  your focuses retracted and that hand empty, you can gain 
  advantage on your first spell attack roll after extending your 
  focus. While you live, the focuses can’t be removed from 
  your body against your will. 
  Blade. When you integrate light or medium armor you can 
  choose this option.  Chose one or two light weapons you are 
  proficient with. You can incorporate the weapon into your 
  body as you integrate the armor, during which you must 
  remain in contact with the weapon as well as the armor.  
  The weapon is integrated into one of your forearms, when 
  you make an attack you can extend the weapon from your 
  forearm as part of the attack. While it is extended, you can 
  use the weapon as if you were holding it, and you can't use 
  that hand for other purposes. You can retract the weapon 
  into your forearm as a bonus action. If you engage in two-
  weapon fighting using an integrated weapon, you can add 
  your ability modifier to the damage of the second attack. 
  Once during a combat, if you start your turn with your 
  weapons retracted and that hand empty, you can gain 
  advantage on your first attack roll after extending your 
  weapon. While you live, the weapons can’t be removed from 
  your body against your will.
  Envoy. When you integrate light, medium, or no armor 
  you can choose this option. Choose one or two tools you 
  are proficient with. You can incorporate the tool into your 
  body as you integrate the armor, during which you remain 
  in contact with the tool as well as the armor. The tool is 
  integrated into your body, and you double your proficiency 
  bonus for any ability checks you make with it. You must have 
  a free hand to use the tool. While you live, the tools can’t be 
  removed from your body against your will.
  Juggernaut. When you integrate medium or heavy 
  armor you can choose this option. When you make an 
  unarmed strike, you can deal 1d6 + your Strength modifier 
  bludgeoning damage, or 1d8 + your Strength modifier if you 
  strike with two free hands, instead of the normal damage. 
  In addition, you count as one size larger when determining 
  your carrying capacity and the weight you can push, drag, or 
  lift. You also count as one size larger to determine if you can 
  Shove or be Shoved or pushed by a creature or effect.
  Skirmisher. When you integrate light, medium, or no 
  armor you can choose this option. Your walking speed 
  is increased by 10 feet and you can move stealthily at a 
  normal pace.
  Spell Shifter
  Prerequisite: Spellcasting feature, Shifter race, Shifting trait
  You can activate your Shifting trait as you change shape 
  using magic.
  • 
  Increase your Spellcasting Ability score by 1, to 
  a maximum of 20. (If you have more than one 
  Spellcasting Ability, choose one to increase.)
  • 
  You learn the shifting strike cantrip as an additional 
  cantrip known of the class that grants your 
  Spellcasting feature.
  • 
  Spellshifting. When you use a spell of 1st level or 
  higher (such as alter form or polymorph) or a class 
  feature (such as Wild Shape) to change shape or alter 
  your form you can activate your Shifting trait without 
  using a bonus action or expending a use of that trait. 
  The trait lasts for the duration of the spell or feature 
  instead of its normal duration. When you activate 
  your Shifting trait in this manner any remaining 
  temporary hit points gained from the trait disappear 
  when the spell or class feature ends.
  Arcane Racial Class Feats
  This section introduces a collection of special feats that allow 
  you to further explore the intersection and synergies of your 
  class and race. Each feat represents a talent your particular 
  race has on an aspect of your class, a set of spells, or certain 
  features of your chosen archetype.  
  A multi-class character cannot choose or benefit from a 
  Racial Class Feat.
  The Wizard School of Transformation, the Bardic 
  College of Dramatic Arts, and the Mindborn Sorcerous 
  Origin are new archetypes contained in the Arcane 
  Mysteries sourcebook.
  Arcane Maker
  Prerequisite: Human Race, Artificer Class, Mark of Making
  • 
  Increase your Intelligence Score by 1, to a 
  maximum of 20.
  • 
  Magecraft. You can create a temporary magic item 
  out of common materials. When you use your 
  Magical Tinkering feature, instead of one of the 
  listed properties you may choose a cantrip from the 
  wizard spell list. Describe the item connected to it. As 
  long as you possess the item, you know that cantrip. 
  This item counts as one of your Magical Tinkering 
  items. Intelligence is your spellcasting ability for 
  these cantrips.
  • 
  Master Enchanter. You may choose a number of 
  additional Replicable Items from the Replicate Magic 
  Item Infusion list equal to your proficiency bonus as 
  additional infusions known.  The items must be ones 
  allowed by your level.  You may replace one of these 
  infusions with a new one when you gain an Artificer 
  level.  You may have a number of additional infusions 
  active equal to half your proficiency bonus if those 
  infusions are replicated magic items.
  
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  Changeling Studies
  Prerequisite: Changeling Race, Wizard Class, Minor 
  Transformation feature
  You have taken up the study of wizardry, specifically the 
  School of Transformation to study the nature of your race's 
  natural shapeshifting abilities.
  • 
  Increase your Intelligence Score by 1, to a 
  maximum of 20.
  • 
  Shapechanger Adept. You can use your Shapechanger 
  trait as a Bonus Action on your turn. When you 
  change form by any means you can choose one 
  physical ability (Strength, Dexterity, or Constitution) 
  appropriate to the form, while you maintain that form 
  you gain advantage on Saving Throws and Ability 
  Checks using that Ability.
  • 
  Master of Forms. When you gain the ability to cast 
  3rd level wizard spells, you add the alter form spell 
  to your spellbook, if it is not there already. When 
  you cast alter form it does not require concentration 
  and when you can cast it you may choose the 
  Change Appearance option in addition to any other 
  option available. 
  • 
  Reactive Shift. When you gain the Shapechanger 
  feature you gain the ability to use your Shapechanger 
  trait as a Reaction at any time.  In addition, you may 
  do so when a creature you can see within 30 feet of 
  you makes an attack roll against you. If the creature 
  can see you it suffers disadvantage on the attack roll as 
  you shift out of the way
  Dramatic Personae
  Prerequisite: Bard class, Method Actor feature, Changeling race, 
  Shapechanger trait
  You put your changable nature to good use on the stage as a 
  member of the bardic College of Dramatic Arts.
  • 
  Increase your Charisma score by 1, to a 
  maximum of 20.
  • 
  Quick Change. You can cast minor glamour and disguise 
  self on yourself or use your Shapechanger trait as a 
  bonus action.  It takes only an Action and a Bonus 
  Action for you to craft a disguise using your Method 
  Actor feature. Or only a bonus action if you cast 
  disguise self.
  • 
  Unnerving Visage. When a creature that you can see 
  within 30 feet makes an attack roll against you, you 
  can use your reaction to expend a Bardic Inspiration. 
  If the creature can see you, roll the die and subtract 
  the result from the attack roll. Using this ability 
  reveals your shapeshifting nature to any creature 
  within 30 feet that can see you. 
  • 
  Instinctive Role. When you adopt one of your roles 
  using your Method Actor feature, you so completely 
  that you become that role. You may choose two 
  language, skill, tool, or weapon proficiencies 
  appropriate to that role.  You gain those proficiencies 
  for as long as you maintain that role. Alternatively, 
  you may choose a skill or tool proficiency you already 
  possess, your proficiency bonus is doubled for any 
  ability check you make that uses that proficiency. 
  The proficiency you choose must be appropriate 
  to the role.
  Mindbonded
  Prerequisite: Sorcerer class, Kalashtar race, Mind Magic feature
  Generations of your ancestors being bonded to a quori has 
  allowed you to develop enhanced psychic powers.  Only a 
  Sorcerer with the Mindborn origin can choose this feat.
  • 
  Increase your Charisma score by 1, to a 
  maximum of 20.
  • 
  Empathic Link. The range of your telepathy and your 
  empathic sense cantrip is increased by the range of 
  your Mind Link trait and you can establish a Mind 
  Link with any creature you can sense using your 
  empathic sense cantrip. In addition, you and the target 
  of your Mind Link do not need to see each other 
  to communicate in this manner.  You can spend a 
  sorcery point when you establish a Mind Link with a 
  creature, if you do so, the Mind Link is effective at any 
  distance and lasts until you establish a Mind Link with 
  a new creature.
  • 
  Mental Glamour. You can spend 1 sorcery point as a 
  bonus action to gain advantage on Deception, Insight, 
  Intimidation, Performance, Persuasion, Sleight of 
  Hand, and Stealth checks for 10 minutes.
  
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  Arcane Spells
  Arcane Spells
  This chapter contains spell descriptions for the spells added 
  to the artificer spell list, as well as new spells mentioned 
  in the new archetypes and feats described in this tome. 
  These spells were originally included in the Arcane 
  Mysteries sourcebook.
  Spell Descriptions
  Acid Jet
  2nd-level conjuration
  Casting Time: 1 Action
  Range: Self (30-foot line) 
  Components: V, S 
  Duration: Instantaneous
  A line of acidic fluid 30 feet long and 5 feet wide blasts from 
  you in a direction you choose. Each creature in the line must 
  make a Dexterity saving throw. A creature takes 4d4 acid 
  damage immediately and 2d4 acid damage at the end of its 
  next turn on a failed save.  A creature succeeding on the save 
  suffers half the initial acid damage and no damage at the end 
  of its next turn.  A large or smaller creature within the area 
  that fails the save is also pushed 5 feet and knocked prone.
   At Higher Levels. When you cast this spell using a spell 
  slot of 3rd-level or higher, the initial damage increases 
  by 2d4, and the continuing damage by 1d4 for each slot 
  level above 2nd.
  Classes: Artificer, Sorcerer, Wizard
  Adamantine Edge
  transmutation cantrip
  Casting Time: 1 Action
  Range: Touch
  Components: V, M (a metal weapon)
  Duration: Concentration, up to 10 minutes
  When you cast this spell, you transmute the structure of a 
  single metal melee weapon you touch.  For the duration of 
  the spell the weapon is considered magical and adamantine 
  for the purposes of overcoming resistance or immunity to 
  damage and for the purpose of resisting or enduring damage.
  At any point during the duration the wielder can expend 
  the spell when damage is rolled for the weapon, it may roll a 
  d4 and add the number rolled to the damage inflicted.  The 
  die may be rolled before or after the regular damage roll.
  The additional damage inflicted by the weapon when 
  expended increases as you gain levels.  The additional 
  damage die increases to a d6 at 5th-level, a d8 at 11th-level, 
  and a d10 at 17th-level.  
  Arcane Synergy.  If you cast this spell on the same 
  weapon as a magic weapon spell you are maintaining 
  concentration upon, adamantine edge does not require 
  concentration to maintain but ends if the magic 
  weapon spell ends.
  Classes: Artificer, Wizard
  Adamantine Fortification
  transmutation cantrip
  Casting Time: 1 Action
  Range: Touch
  Components: V, M (medium or heavy armor 
  made of metal)
  Duration: Concentration, up to 10 minutes
  When you cast this spell, you transmute the structure of a 
  single suit of metal armor you touch.  For the duration of the 
  spell the item counts as magical for the purpose of resisting 
  or enduring damage.
  At any point during the duration the wearer of the 
  armor can expend the spell when it suffers damage, it may 
  roll a d4 and subtract the number rolled from the damage 
  suffered, ending the spell.  The die may be rolled before or 
  after the damage has been calculated.  If the wearer of the 
  armor suffers a critical hit during the duration, the spell 
  immediately ends, and the critical hit becomes a normal hit.
  The amount by which the spell reduces damage increases 
  as you gain levels.   The damage reduction die increases to a 
  d6 at 5th-level, a d8 at 11th-level, and a d10 at 17th-level.  
  Arcane Synergy.  If you cast this spell on the same 
  armor as a magic armor spell you are maintaining 
  concentration upon, adamantine fortification does not 
  require concentration to maintain but ends if the magic 
  armor spell ends.
  Classes: Artificer, Wizard
  Adhesive
  1st-level conjuration
  Casting Time: 1 Action
  Range: 60 ft
  Components: V, S, M (honey, glue, or other 
  sticky substance)
  Duration: 1 minute
  A patch of sticky glue coats the ground in a 10-foot square 
  centered on a point within range and turns it into difficult 
  terrain for the duration.  
  A creature that enters the area or starts its turn there must 
  make a Strength saving throw or have its speed reduced to 
  0 until the start of its next turn. A creature that falls prone 
  while in the area must make a Strength saving throw or 
  become restrained for the duration.
  A creature restrained or slowed by the adhesive can use its 
  action to make a Strength check against your spell save DC. 
  If it succeeds, it is no longer restrained or slowed.
  The adhesive evaporates when the duration expires.
  At Higher Levels.  When you cast this spell using a spell slot 
  of 2nd-level or higher, you can increase the size of the area 
  by 5 feet per slot level above 1st.
  Classes: Artificer, Wizard
  Aerial Conveyance 
  5th-level transmutation (Ritual)
  Casting Time: 1 minute
  Range: Touch
  Components: V, S, M (25gp worth of powdered silver, 
  which the spell consumes)
  Duration: 24 hours
  You touch an object of up to Huge size (up to 15 foot by 15 
  foot or 225square feet) and imbue it with the ability to fly.  
  This spell is most often cast on a carpet, wagon, boat, or 
  
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  similar object.  That item gains a fly speed of 100 feet or an 
  overland travel speed of 10 miles in an hour or 13 miles per 
  hour at a fast pace for the duration.  The object can carry up 
  to 3600 pounds at this speed, it can carry up to double this 
  weight, but flies at half speed if it carries more than this.
  You must use your Action each turn to direct the 
  movement of the object, otherwise it continues forward at 
  the same speed, direction, and elevation upon which it was 
  last directed.  When the spell ends, the vehicle gradually 
  descends towards the surface, giving the occupants 1 minute 
  to dismount before falling.  The spell ends early if you use an 
  Action to dismiss it or if the vehicle is destroyed.  
  If you cast this spell on an item every day for a year, the 
  spell becomes permanent.  A permanent flying conveyance 
  sometimes develops an identity of its own along with the 
  ability to direct its own flight.
  At Higher Levels.  When you cast this spell using a spell slot 
  of 6th-level or higher, you can increase the maximum size of 
  the object increases by 5 feet and the capacity by 1000 pounds 
  for each slot level above 5th.  
  Arcane Synergy.  If you have the Machine Servants 
  warlock class feature or the Clockwork Animator feat, 
  you can animate a purpose-built conveyance of double 
  the normal size and capacity for double the duration.  
  The cost of such a purpose-built vehicle is double the 
  normal cost of the object.
  Classes: Artificer, Bard, Sorcerer, Warlock (The Machine), Wizard
  
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  Agile Blade
  transmutation cantrip
  Casting Time: 1 Bonus Action
  Range: Touch
  Components: V, M (a melee weapon)
  Duration: 1 minute
  You enchant a melee weapon you touch to become light and 
  responsive in your grasp.  The weapon counts as magical 
  for the purpose of overcoming resistance and immunity to 
  nonmagical attacks and damage.  If the weapon does not 
  possess the Heavy or Two-Handed property it gains the 
  Finesse property for the duration of the spell.  If the weapon 
  possesses the Heavy property you may ignore that property 
  for the duration.  
  The spell ends if you end your turn without the weapon in 
  your grasp.  
  The spell grants additional benefits as you gain levels.  At 
  5th-level if the weapon does not possess the Two-Handed, 
  Heavy, or Versatile property it gains the Light property and 
  you can target two such one-handed weapons as part of the 
  same bonus action, at 11th-level the duration increases to 10 
  minutes, and at 17th-level if the melee weapon possesses the 
  Two-Handed property you can wield it in one hand without 
  disadvantage. 
  Arcane Synergy.  If you cast this spell on a weapon sized 
  for a creature one size larger than you, you may wield 
  that weapon without penalty, so long as you can lift it, 
  but the spell does not otherwise enhance or negate a 
  larger weapon’s properties.
  Classes: Artificer, Druid, Wizard
  Alchemical Bomb
  transmutation cantrip
  Casting Time: 1 Action
  Range: 60 feet
  Components: V, S, M (a spell component pouch and 
  alchemist’s supplies)
  Duration: Instantaneous
  You must have the Minor Alchemy class feature to cast this 
  spell. Using Alchemist’s Supplies and a Spell Component 
  Pouch you can craft a temporary alchemical bomb that 
  explodes upon impact.  As an Action on your turn you can 
  cast the spell to create and attack with the bomb by throwing 
  it at a point up to 60 feet away. Each creature within 5 feet of 
  that point must succeed on a Dexterity saving throw or take 
  1d6 points of damage.  You can choose magical piercing or 
  fire damage when you create the bomb.  
  The bomb becomes more potent as you gain levels.  The 
  damage increases by 1d6 when you reach 5th-level (2d6), 
  11th-level (3d6), and 17th-level (4d6).
  Note: A spellcasting focus cannot be used in place of the 
  material components required by this spell. 
  Classes: Artificer (Alchemist), Wizard (Transmutation, 
  Arcane Alchemy)
  Alter Form {Alter Self}
  2nd-level transmutation
  Casting Time: 1 Action
  Range: Self
  Components: V, S
  Duration: Concentration, up to 1 hour
  This spell functions as described for alter self on page 211-
  212 of the PHB, with the following additional options:
  Arboreal Adaptation.  You adapt your body to excel at 
  climbing and jumping, you gain a climb speed equal to your 
  walking speed and can jump double the normal distance.
  Enhanced Senses. You gain an enhanced sense; choose 
  smell, hearing, or sight; you have advantage on Intelligence 
  (Investigation) and Wisdom (Perception) and (Survival) 
  checks using that sense and can track and recognize 
  creatures using that sense. If you choose sight, you also gain 
  Darkvision to a range of 60 feet (or increase the range of 
  your darkvision by 60 feet.)
  Natural Armor. Your skin toughens. When you aren’t 
  wearing armor, your AC is 14 + your Dexterity modifier.
  Running Adaptation. You adapt your body to enhance your 
  speed, you add 20 feet to your movement speed and can 
  double your jump distance on a running jump.
  At Higher Levels.  When you cast this spell using a 
  spell slot of 3rd-level or higher you gain the following 
  additional options:
  • If cast at 3rd-level or higher:
    Antennae. You gain Blindsight to a range of 30 feet.
    Wings. You sprout wings from your back, gaining a flying 
  speed equal to your walking speed.  You can’t manifest your 
  wings while wearing armor unless the armor is made to 
  accommodate them, and clothing not made to accommodate 
  your wings might be destroyed when you manifest them.
  • If cast at 4th-level or higher: 
    Improved Natural Armor. Your skin toughens. 
  When you aren’t wearing armor, your AC is 15 + your 
  Dexterity modifier.
    Improved Natural Weapons. The bonus to hit and damage 
  with your natural weapons increases to a +2 and they 
  inflict 1d8 damage.
  • If Cast at 5th-level or higher:
    Hybrid. You can choose 2 3rd-level or lower options.
  • If Cast at 6th-level or higher:
    Greater Natural Armor. Your skin toughens. When 
  you aren’t wearing armor, your AC is 16 + your 
  Dexterity modifier.
     Greater Natural Weapons. The bonus to hit and damage 
  with your natural weapons increases to a +3 and they inflict 
  1d10 damage.
  Arcane Synergy.  Tinkering with transformation magic by 
  the Shifters of the School of Transformation has resulted 
  in an alter self spell with additional options.  Any creature 
  who knows the original version of alter self can replace it 
  with alter form.  
  Classes: Druid, Sorcerer, Warlock (Beast Within),Wizard
  Amazing Actuation
  4th-level transmutation
  Casting Time: 1 Bonus Action
  Range: Self
  Components: S
  Duration: 1 hour
  
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  Until the spell ends you gain a walking, climbing, and swim 
  speed equal to double your normal speed and you ignore 
  difficult terrain.  You can hold your breath for 4 times longer 
  and gain the ability to move up, down, and across vertical 
  surfaces and upside down along ceilings, while leaving your 
  hands free.  You also quadruple your normal jump distance 
  and reduce any falling damage you take by 20 hit points.  
  For the duration of this spell you have advantage on 
  Strength and Dexterity checks and saving throws and 
  can take the Dash or Disengage Action as a Bonus Action 
  on your turn.
  At Higher Levels. If you cast this spell using a spell slot of 
  5th-level or higher, the falling damage reduction increases 
  by 5 hit points per slot level above 4th.  If cast using a spell 
  slot of 6th or 7th-level the duration becomes 8 hours, the 
  duration increases to 24 hours if an 8th-level or higher spell 
  slot is used.
  Arcane Synergy.  If you have a haste spell active 
  during the duration of this spell your speed becomes 
  triple normal and you can jump five times your 
  normal distance.
  Classes: Artificer, Bard, Druid, Ranger, Sorcerer, Wizard
  Animate Armament 
  2nd-level transmutation
  Casting Time: 1 Action
  Range: touch
  Components: V, S, M (the Weapon or Shield to 
  be animated)
  Duration: Concentration, up to 1 hour
  You animate a weapon or shield to aid in your defense.  
  Choose one of the following options when you cast the spell:
  Shield. You touch a shield weighing 20 pounds or less in 
  which you have proficiency.  The shield animates, remaining 
  in your space to protect you.  For the spell’s duration, you 
  gain the shield’s bonus to AC as if you were wielding it.
  Weapon.  You touch a weapon weighing 20 pounds or less 
  with which you have proficiency.  The weapon animates, 
  remaining in your space.  During the spell’s duration 
  you may use a Bonus Action on your turn to attack with 
  the weapon.  You use your spellcasting ability, instead of 
  Strength or Dexterity, for the attack and damage rolls with 
  the weapon but otherwise attack as if you were wielding it.  
  You may use your Reaction to strike a foe with an animated 
  melee weapon if they provoke an opportunity attack. 
  The shield or weapon remains animated for the duration, 
  until you end the spell as an Action, or you cast the 
  spell again.  
  At Higher Levels. When you cast this spell using a spell slot 
  of 3rd-level or higher, the duration increases by 1 hour per 
  slot level above 2nd.  When cast using a spell slot of 4th-level 
  or higher the spell no longer requires concentration.
  Arcane Synergy. This spell is one of what has been 
  termed Metal Magic spells, developed by the Orders of 
  Eldritch Knights within the Arcanum.  This spell may be 
  selected as a spell known by an eldritch knight of any 
  order, regardless of the normal restrictions on selecting 
  spells based upon a school of magic.  
  Classes: Artificer, Bard, Sorcerer, Warlock (The Machine), Wizard
  Animate Construct
  3rd-level transmutation
  Casting Time: 1 minute or 1 action
  Range: 10 feet
  Components: V, S, M (the construct to be animated)
  Duration: 24 Hours
  You animate a specially constructed magical construct 
  which you command. The crafting of a construct requires 
  proficiency in the Arcana skill and the appropriate Artisan 
  Tools and follows the rules for crafting a common magic 
  item using the costs and standard times listed below.  
  Once the body is constructed you can cast this spell 
  to animate a single construct for 24 hours, granting it a 
  semblance of life and limited intelligence.  If a construct 
  is reduced to 0 hit points the spell ends and it ceases to 
  function.  If the construct has not been completely destroyed 
  or lost it can be repaired using the appropriate artisan tools 
  or magic such as a mending, repair object, or make whole.  It can 
  then be reanimated by casting this spell on it again. 
  There are four basic types of constructs that can be 
  animated using this spell.  The method of construction 
  and materials vary widely, but the basic types and 
  capabilities are common:
  basiC ConstruCts
  Type 
  Role 
  Cost/Time to 
  Construct
  Scout Construct 
  Tiny Ranged Flying 
  Scout
  50gp/2 days
  Blade Construct 
  Small Combatant
  50gp/2 days
  Brute Construct
  Medium Humanoid 
  Worker/Combatant
  50gp/2 days
  Transport 
  Construct
  Large Transport Vehicle
  100gp/4 days
  On each of your turns, you can use a Bonus Action to 
  mentally command any construct you animated with this 
  spell if the creature is within 500 feet of you (if you control 
  multiple constructs, you can command any or all of them 
  at the same time, issuing the same command to each one). 
  You decide what Action the construct will take and where 
  it will move during its next turn, or you can issue a general 
  command, such as to guard a particular chamber or corridor. 
  If you issue no commands, the construct only defends itself 
  against hostile creatures. Once given an order, the construct 
  continues to follow it until its task is complete.
  The construct remains animated for 24 hours, after which 
  the magic that animated it ceases to function and it becomes 
  inert.  To animate the construct for another 24 hours, you 
  must cast this spell on the construct again, casting the spell to 
  reanimate a construct takes only 1 Action.
  At Higher Levels.  If you cast this spell at 4th-level or higher 
  you can animate or reanimate one additional construct for 
  each slot level above 3rd.   Alternatively, you can extend 
  the duration of a single construct by 24 hours per slot 
  level above 3rd.
  Classes: Artificer, Warlock (The Machine), Wizard
  
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  ArcAne Mysteries of eberron| An ArcAnuM D&D sourcebook
  Arcane Barrier
  3rd-level abjuration
  Casting Time: 1 Reaction or 1 Bonus Action
  Range: 10 feet
  Components: V, S
  Duration: Concentration, up to 1 minute.
  As a Reaction when you or a creature you can see within 
  range would take damage, or as a Bonus Action on your turn, 
  you create an invisible protective barrier as a 10-foot radius 
  hemisphere oriented as you wish either adjacent to you or 
  centered upon you or a 25-foot square plane within 10 feet 
  of you.  Creatures on your side of the barrier have complete 
  cover against attacks originating from the other side.  Attacks 
  crossing the barrier towards you impact and may damage the 
  barrier if the attack roll exceeds the barrier’s AC.  Creatures 
  attempting to cross towards you are also impeded as if they 
  encountered an invisible wall.  The Arcane barrier is AC 13 
  and has 30 hit points when cast.  Certain attacks or spells 
  which trigger when they strike their target trigger when 
  they strike the barrier instead.  If the barrier is destroyed by 
  an area of effect attack any excess damage may affect targets 
  beyond the barrier though the attack’s damage is reduced by 
  the amount of damage necessary to destroy the barrier. 
  The barrier is a physical construct, it has no effect on spells 
  or effects that have no physical manifestation or that inflict 
  only psychic damage. Attacks from your side of the Arcane 
  Barrier against targets on the other side are not impeded and 
  creatures may pass through it from your side to the other at 
  will. The barrier is briefly visible as a plane of bluish light at 
  the point at which it is encountered by a creature, structure, 
  or attack.    
  You are immobile while the barrier is in place.  You may 
  use an Action or Bonus Action on your turn to change how 
  the barrier is oriented, to change the barrier to or from a 
  hemisphere or a plane, or to remove the barrier.  If you 
  remove the barrier you can reestablish the barrier with its 
  current hit points at a new location as an Action or Bonus 
  Action at any point during the duration.
  At Higher Levels.  If you cast this spell using a slot of 4th-
  level or higher, the barrier starts with an additional 10 hit 
  points and its AC increases by 1 per slot level above 3rd.
  Arcane Synergy.  If you have the Projected Ward class 
  feature, you can use your reaction when your arcane 
  barrier is damaged to cause your Arcane Ward to absorb 
  that damage.  If you cast Blade Ward while maintaining 
  this spell, the barrier gains the resistance granted 
  by that spell.
  Classes: Artificer (Artillerist), Wizard
  Arcane Fist
  evocation cantrip
  Casting Time: 1 Action
  Range: Touch
  Components: V, S
  Duration: Instantaneous
  You strike at a creature or object within your reach with a 
  punch of pure force.  Make a melee spell attack against the 
  target.  On a hit, the target takes 1d10 force damage and 
  you may make an immediate Athletics check using your 
  Spellcasting Ability modifier to Shove the target if the target 
  is size Large or smaller.
  This spell’s damage increases by 1d10 when you reach 
  5th-level (2d10), 11th-level (3d10), and 17th-level (4d10).  
  Starting at 11th-level this spell can shove a target of up 
  to size Huge.
  Arcane Synergy.  This spell is purported to have been 
  developed by the arcane martial artists of the School of 
  the Arcane Way.  Others attribute its development to the 
  wizard Bigby.
  Classes: Artificer, Sorcerer, Wizard
  Arcane Smite
  1st-level evocation
  Casting Time: 1 Bonus Action
  Range: Self
  Components: V
  Duration: Concentration, up to 1 minute
  You generate an aura of arcane force around your melee 
  weapon or fist.  The next time you hit with an unarmed 
  strike, a melee spell attack that inflicts force damage, or a 
  melee weapon attack during this spell’s duration, the target 
  suffers the attack’s normal effects and is blasted with an 
  additional 2d8 points of force damage. If the hit was a critical 
  hit, you deal maximum damage on all dice of force damage 
  that would be rolled for the critical hit instead of rolling.  
  The spell ends after the first successful hit. 
  At Higher Levels.  When you cast this spell using a spell slot 
  of 2nd-level or higher, the damage increases by 1d8 for each 
  slot level above 1st.
  Classes: Artificer, Sorcerer, Warlock, Wizard
  Arc Net
  1st-level transmutation
  Casting Time: 1 Bonus Action
  Range: 60 feet
  Components: S, M (a net)
  Duration: Concentration, up to 1 minute
  You enchant a net you touch so that it crackles with 
  lightning.  For the duration of the spell the net becomes 
  magical, gaining resistance to all damage and 5 temporary 
  hit points. While you wield the arc net you are immune to 
  its lightning damage, you are considered proficient in its use 
  and can use your Spellcasting Ability instead of Strength for 
  attack rolls using it, its range becomes 10/30, and the DC to 
  escape from the net equals your spell save DC.  
  If you hit with an attack using the net the target suffers 
  2d4 lightning damage.  A Large or smaller creature hit by 
  a net is restrained until it is freed. A net has no effect on 
  creatures that are formless, or creatures that are Huge or 
  larger. A creature can use its action to make a Strength 
  check versus your Spell Save DC, freeing itself or another 
  creature within its reach on a success.  Success or failure, the 
  creature making the attempt suffers 2d4 lightning damage.  A 
  creature that ends its turn restrained by the net suffers 2d4 
  lightning damage.
  Dealing 10 slashing damage to the net (AC 10) also frees 
  the creature without harming it, ending the effect and 
  destroying the net. (This includes the 5 temporary hit points 
  
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  ArcAne Mysteries of eberron | An ArcAnuM D&D sourcebookr
  from the spell.)  A creature touching the net or hitting the 
  net with a natural weapon or a metal weapon suffers 2d4 
  lightning damage.
  When you use an action, bonus action, or reaction to 
  attack with a net, you can make only one attack regardless of 
  the number of attacks you can normally make.
  A tether of lightning connects you to the net for the 
  duration of the spell.  As a bonus action on your turn you can 
  either retrieve an empty net (returning it to your hand, ready 
  to use) or inflict 2d4 lightning damage on a creature trapped 
  by the net.  The spell ends if you move more than 60 feet 
  from the net.
  At Higher Levels. If you cast this spell using a spell slot 
  of 2nd-level or higher, the damage increases by 1d4 and 
  the arc net’s temporary hit points increase by 5 per slot 
  level above 1st.
  Arcane Synergy. If you are already proficient in the use 
  of a net, you have advantage on attack rolls using the arc 
  net if the target is wearing armor made of metal.  This 
  spell is especially effective when combined with a critical 
  insight or impel weapon cantrip to make the attack.
  Classes: Artificer, Druid, Ranger, Sorcerer, Wizard
  Arctic Chill
  4th-level evocation
  Casting Time: 1 Action
  Range: 120 ft
  Components: V, S
  Duration: Concentration, up to 10 minutes
  You create an area of intense, breathtaking, cold within a 40-
  foot cube centered on a point you choose within range.  The 
  area of the spell becomes icy and is difficult terrain.
  When a creature enters the spell’s area for the first time 
  on a turn or starts its turn there it must make a Constitution 
  saving throw.  On a failed save it suffers 3d10 cold damage 
  and one level of exhaustion as the heat is drained from it.  
  Any levels of exhaustion caused by this spell go away when 
  the cold damage inflicted by the spell is completely healed.
  On a successful save a creature suffers half damage and 
  does not suffer exhaustion.  A creature resistant or immune 
  to cold damage does not suffer exhaustion from this spell.
  At Higher Levels.  If you cast this spell using an 5th-level or 
  higher spell slot the cold damage increases by 1d10 per slot 
  level above 4th.
  Classes: Artificer (Battle Smith), Druid, Sorcerer, 
  Warlock, Wizard
  Arrow Snaring Shield
  2nd-level transmutation
  Casting Time: 1 Bonus Action
  Range: Touch
  Components: S, M (a metal shield)
  Duration: 1 minute
  You enchant a shield you touch so that it attracts ranged 
  weapons.  The shield becomes magical for the duration of the 
  effect.  All ranged weapon attacks against a target within 10 
  feet of the wielder of the shield target the wielder instead of 
  the intended target and have disadvantage on the attack roll.
  At Higher Levels.  When you cast this spell using a spell slot 
  of 3rd-level or higher, the duration increases by 1 minute per 
  slot level above 2nd.  If cast using a 3rd or 4th-level spell slot 
  the shield also grants a +1 bonus to AC.  This increases to a 
  +2 bonus if a 5th or 6th-level spell slot is used, and to a +3 
  bonus at 7th-level or higher.
  Arcane Synergy. This spell is one of what has been 
  termed Metal Magic spells, developed by the Orders of 
  Eldritch Knights within the Arcanum.  This spell may be 
  selected as a spell known by an eldritch knight of any 
  order, regardless of the normal restrictions on selecting 
  spells based upon a school of magic.  
  Classes: Artificer, Paladin, Wizard
  Bands of Force
  4th-level evocation
  Casting Time: 1 Action
  Range: 60 ft
  Components: V, S
  Duration: Concentration, up to 10 minutes
  You summon a sphere composed of tightly wrapped bands of 
  force that floats within your space until used. When you cast 
  the spell or as an Action during the duration if a creature is 
  not restrained by the spell, you can send the sphere hurtling 
  at a Huge or smaller creature within range.  As the sphere 
  moves it expands into bands of entrapping force.
  Make a ranged spell attack. On a hit, the target is 
  restrained until you take a bonus action to release it. Doing 
  so, or missing with the attack, causes the bands to contract 
  and return to you as a sphere once more.
  A creature restrained by the bands can use an action 
  to make a Strength or Dexterity check versus your spell 
  save DC to slip free. On a success, the restrained creature 
  is freed and the bands contract back into a sphere.  If the 
  restrained creature fails its attempt to escape three times, 
  it automatically fails any further attempts for the duration 
  of the spell. The bands are immune to all damage.  A 
  disintegrate spell destroys the bands instantly, freeing 
  the creature.
  As a bonus action on your turn when you are within 60 
  feet of a creature restrained by the bands you can cause 
  the bands to contract, inflicting 4d4 force damage on the 
  restrained creature.  Alternatively, you can cause the bands 
  to move the restrained creature up to 30 feet to a point 
  within range.
  At Higher Levels. When you cast this spell using a spell 
  slot of 5th-level or higher, the force damage when the 
  bands contract increases by 1d4 per slot level above 4th.  In 
  addition, the duration increases to 1 hour at 5th or 6th-level, 
  to 8 hours at 7th or 8th-level, and to 24 hours if cast using a 
  9th-level spell slot. 
  Classes: Artificer, Sorcerer, Wizard
  Blade Dance
  1st-level transmutation
  Casting Time: 1 Action or 1 Action and 1 Bonus Action
  Range: Self
  Components: V, S, M (one or two melee weapons)
  Duration: 1 turn
  
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  ArcAne Mysteries of eberron| An ArcAnuM D&D sourcebook
  When you cast this spell, your weapons gain a life of their 
  own, allowing you to release them to make attacks against 
  creatures outside your reach.  As part of the action used to 
  cast this spell, you take the Attack action. If you are wielding 
  two weapons you instead take the Attack action and a Bonus 
  action to engage in two-weapon fighting as part of casting 
  this spell.  Your melee weapon attacks are considered magical 
  and inflict an additional 1d4 damage on a successful hit until 
  the end of your current turn.  In addition, you may release 
  your weapons to make melee attacks against creatures up to 
  20 feet away. If released, your weapons return to your hands 
  at the end of your turn.  
  You may use your Spellcasting Ability in place of Strength 
  for any melee attack and damage roll made during the turn 
  you cast this spell.
  At Higher Levels.  When you cast this spell using a spell 
  slot of 2nd-level or higher, the additional damage increases 
  by 1d4 and the distance at which you can attack creatures 
  with melee attacks increases by 10 feet for every slot level 
  above 1st.  
  Arcane Synergy. This spell is one of what has been 
  termed Metal Magic spells, developed by the Orders of 
  Eldritch Knights within the Arcanum.  This spell may be 
  selected as a spell known by an eldritch knight of any 
  order, regardless of the normal restrictions on selecting 
  spells based upon a school of magic.  
  Classes: Artificer, Wizard
  Blazing Beam
  5th-level evocation
  Casting Time: 1 Action
  Range: 150 feet
  Components: V, S
  Duration: Instantaneous
  When you cast this spell, you project an intensely focused 
  beam of burning light out to 150 feet.  When you cast the 
  spell, you may either focus the beam on one target or sweep 
  it across an area.  
  If you focus the beam, make a ranged spell attack. On a 
  hit you inflict 20d4 + your spellcasting ability modifier of 
  combined radiant and fire damage.  A target is not resistant 
  or immune to this damage unless it is resistant or immune to 
  both types of damage.  You have advantage on the attack roll 
  against a Large size or larger target.
  Each creature in a 1-foot wide line that extends from 
  you, through the target of the ranged spell attack, out to 
  the maximum range of the spell must also make a Dexterity 
  saving throw.   On a failure, a creature is grazed by the 
  beam and suffers 10d4 points of combined radiant and fire 
  damage.  A creature suffers no damage on a successful save.  
  A creature can suffer damage from this spell only once per 
  casting, the target of the ranged spell attack only needs to 
  make this save if it was missed by the ranged spell attack roll.  
  A Large size or larger target has disadvantage on this saving 
  throw, unattended objects in the line automatically suffer 
  this damage.
  If you sweep the beam, all creatures in a 150-foot cone 
  must make a Dexterity saving throw.  On a failure, a 
  creature is slashed by the beam and suffers 15d4 points of 
  combined radiant and fire damage.  A creature suffers no 
  damage on a successful save.  A Large size or larger target has 
  disadvantage on this saving throw.
  The spell also ignites flammable objects touched by the 
  beam that aren’t being worn or carried.
  At Higher Levels.  If you cast this spell using a spell slot of 
  6th-level or higher, the damage to the original target on a 
  successful ranged spell attack increases by 4d4, the damage 
  to a target in the line that fails its Dexterity save increases 
  by 2d4, and the damage to a target in the area of a sweeping 
  cone that fails its Dexterity save increases by 3d4.
  Classes: Artificer (Artillerist), Sorcerer, Wizard
  Blindsight
  3rd-level divination
  Casting Time: 1 Action
  Range: Self
  Components: V, S
  Duration: 1 hour
  You enhance your perceptions with magic, granting you 
  blindsight out to a range of 30 feet.  You retain this sense 
  even when blinded or deafened.
  At Higher Levels.  When you cast this spell using a spell slot 
  of 4th-level or higher, you increase the duration by 1 hour 
  for every slot level above 3rd.  
  Arcane Synergy.  If you possess The Third Eye wizard 
  class feature you can use that feature to enhance this 
  spell rather than granting its normal benefits.  When you 
  do so, your blindsight range increases to 60 feet and the 
  spell’s duration lasts until you are incapacitated, or you 
  finish a long rest.
  Classes: Artificer, Bard, Druid, Ranger, Sorcerer, Wizard
  Boomshot
  5th-level evocation
  Casting Time: 1 Bonus Action
  Range: 300 ft
  Components: S, M (an arcane focus)
  Duration: Concentration, up to 1 minute
  You form a tiny, intense bubble of rumbling energy at the 
  tip of a focus.  As an Action during the duration, you can 
  hurl the bubble at a target within range.  Make a ranged 
  spell attack, on a hit the bubble detonates inflicting 10d10 + 
  your Spellcasting Ability modifier thunder damage.  If the 
  target is a creature it must make a Constitution saving throw 
  or be stunned until the end of your next turn on a hit.   On 
  a critical hit, a creature receives no saving throw to resist 
  being stunned.
  A hit on a creature or object made of inorganic material 
  such as stone, crystal, or metal using this spell is a critical hit..
  If at the end of your turn, you have not yet attacked using 
  the bubble, the damage increases by 1d10.  The bubble 
  dissipates harmlessly with a whining pop if not used by the 
  end of the duration.
  The noise from the bubble’s detonation can be clearly 
  heard within 600 feet.
  At Higher Levels. When you cast this spell using a spell slot 
  of 6th-level or higher, the thunder damage increases by 2d10 
  per slot level above 5th. 
  
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  Classes: Artificer (Artillerist), Sorcerer, Wizard
  Burning Blade
  evocation cantrip
  Casting Time: 1 Action
  Range: Special
  Components: V, M (A weapon)
  Duration: Instantaneous
  You briefly enchant your weapon with the ability to set its 
  target ablaze.  As part of the Action used to cast this spell, 
  you must make a melee, thrown, or ranged weapon attack 
  against one target within the weapon’s range otherwise the 
  spell fails.  
    On a hit, the target suffers the attack’s normal effects and 
  the target must make a Dexterity saving throw.  On a failed 
  save the target is set aflame and suffers 1d6 fire damage at 
  the end of its next turn, ending the spell.  A creature can 
  prevent this damage by using its Action to make a DC 10 
  Dexterity check to extinguish the flame. A burning target 
  sheds bright light in a 20-foot radius and dim light for an 
  additional 20 feet.  
  The fire damage increases as you reach higher levels.  At 
  5th-level, you inflict 1d6 fire damage on a successful hit and 
  the fire damage on a failed Dexterity save at the end of the 
  target’s next turn increases to 2d6.  Both the fire damage 
  on a hit and the fire damage suffered by a burning target 
  are increased by 1d6 at 11th-level (2d6/3d6) and 17th-
  level (3d6/4d6).
  Classes: Artificer, Cleric (Nature), Druid, Sorcerer
  Burst of Brilliance
  3rd-level evocation
  Casting Time: 1 Action
  Range: 120 feet
  Components: V, S
  Duration: Instantaneous
  You cause a brilliant burst of radiant energy at a point of 
  your choice within range.  Creatures within a 20-foot radius 
  of the point you choose must make a Constitution save or 
  take 3d10 radiant damage and become blinded until the end 
  of your next turn.  On a successful save the victim takes half 
  damage and is not blinded.  
  At Higher Levels.  When you cast this spell using a spell slot 
  of 4th-level or higher, the damage increases by 1d10 for each 
  slot level above 3rd.
  Classes: Artificer (Artillerist), Cleric (Light), Sorcerer, 
  Warlock, Wizard
  
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  Clutching Ice
  2nd-level conjuration
  Casting Time: 1 Action
  Range: 60 ft
  Components: V, S, M (a drop of water or piece of ice)
  Duration: 1 minute
  You coat an area at a point within range with a thick coat of 
  frigid ice.  The ice coats all surfaces, creatures, and objects in 
  a 20-foot cube when the spell is cast, turning those surfaces 
  into difficult terrain. 
  Each creature in the area when the spell is cast must make 
  a Strength saving throw or become restrained by the ice.  A 
  creature restrained by the ice can use its action to make a 
  Strength check against your spell save DC. If it succeeds, it is 
  no longer restrained.  A creature that ends its turn restrained 
  by the ice suffers 2d4 cold damage.
  A creature not restrained by the ice that enters the area or 
  ends its turn there must succeed on a Dexterity saving throw 
  or fall prone.  
  An object within the area when the spell is cast is frozen 
  solid and cannot be moved or used.  A creature can attempt 
  to break a frozen object free by using its action to make a 
  Strength check against your spell save DC.  On a success the 
  object can be used and moved normally.
  If an area of magical flame of a level greater than that used 
  to cast this spell overlaps the area affected by this spell, the 
  ice is melted in that area, freeing any creatures and objects 
  and ending the effect in that area.
  At Higher Levels.  When you cast this spell using a spell slot 
  of 4th-level or higher, the cold damage increases by 1d4 for 
  each slot level above 2nd.
  Classes: Artificer, Druid, Sorcerer, Wizard
  Corrosive Luminescence 
  1st-level conjuration
  Casting Time: 1 Action
  Range: 60 ft 
  Components: V, S 
  Duration: Concentration, up to 1 minute
  You conjure a cloud of corrosive luminescent dust in a 15-
  foot cube within range.  Any creature and object in the area 
  when the spell is cast is coated in a layer of the glowing dust.  
  Each creature or object coated in the dust sheds dim light 
  in a 5-foot radius and can’t benefit from being invisible.  In 
  addition, each coated creature or object not made of stone, 
  metal, or glass suffers 1d4 acid damage at the end of each of 
  your turns for the duration.
  A creature that immerses itself in water can wash off the 
  acidic dust, ending the effect on that creature. A create water 
  or similar spell that creates heavy rain can also wash away the 
  dust on objects and creatures within the area of the rain after 
  1 round.  A creature use an Action to scrub itself free of the 
  dust, ending the effect on itself at the start of its next turn.
  At Higher Levels.  When you cast this spell using a spell slot 
  of 2nd-level or higher, the acid damage increases by 1d4 per 
  slot level above 1st.
  Classes: Artificer, Druid, Sorcerer, Wizard
  Creeping Ooze
  5th-level conjuration
  Casting Time: 1 Bonus Action
  Range: 60 feet
  Components: S, M (remains of a jellyfish)
  Duration: 1 minute
  You conjure a translucent ooze at a point of your choice 
  within range.  While the ooze remains motionless, it is 
  indistinguishable from a puddle and is invisible underwater.  
  A creature must succeed on a Wisdom (Perception) check 
  with a DC equal to your spell save DC to notice the ooze 
  and fails this check unless it can see invisible creatures 
  if underwater.
  When you cast a spell, and as a bonus action during the 
  duration, you can cause the ooze to move up to 30 feet (the 
  ooze can climb and swim at this same speed) and lash out at 
  a creature within 5 feet of it.  Make a melee spell attack.  You 
  have advantage on this attack roll if the target did not notice 
  the ooze.  On a hit, the target takes 1d10 + your spellcasting 
  ability modifier bludgeoning damage plus 1d12 acid damage 
  and is restrained if it is size Large or smaller.  
  For as long as it remains restrained the target is unable 
  to breathe or speak.  In addition, the restrained target takes 
  2d12 acid damage if it is still restrained at the end of its turn.  
  Each turn the target remains restrained by the ooze, the acid 
  damage it suffers at the end of its turn increases by 1d12, to 
  3d12 at the end of the second turn, 4d12 on the third, etc.  
  You can use a bonus action on your turn to cause the ooze to 
  release a restrained creature.
  A creature restrained by the ooze can use its action to 
  make a Dexterity check against your spell save DC. On 
  a success, it frees itself.  When the spell expires the ooze 
  dissolves into inert slime.
  The ooze can be attacked. It has 50 hit points, an AC of 
  10 + your Spellcasting Ability modifier, and is immune to 
  non-magical damage, and is resistant to magical damage 
  other than cold or fire damage, and dissolves if destroyed.  
  If the ooze is attacked while it has a creature restrained, the 
  ooze takes only half the damage dealt to it, and the restrained 
  creature takes the other half.
  If you do not use a bonus action on your turn to command 
  the ooze, if it does not have a creature restrained at the end 
  of your turn, it moves 30 feet towards the nearest creature 
  and makes an attack.
  At Higher Levels. When you cast this spell using a spell 
  slot of 6th-level or higher, the duration increases by 1 
  minute and the ooze’s hit points increase by 10 for each slot 
  level above 5th.
  Classes: Artificer (Alchemist), Druid, Sorcerer, Warlock, Wizard
  Crushing Blow
  transmutation cantrip
  Casting Time: 1 Action
  Range: Special
  Components: V, M (A melee weapon)
  Duration: Instantaneous
  A melee weapon wielded by you acquires additional mass and 
  density as you make your strike.  As part of the Action used 
  to cast this spell, you must make a melee weapon attack that 
  inflicts bludgeoning, piercing, or slashing damage against 
  one target within your reach otherwise the spell fails.  For 
  the duration of this single attack, the melee weapon gains 
  
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  the Heavy property and is considered magical. On a hit, 
  the target suffers the attack’s normal effects plus additional 
  damage if you attack with advantage or hit a slow or 
  unmoving target.  
  If you hit with the weapon attack granted by this spell 
  and you have advantage on the attack roll, the target has 
  a Dexterity bonus to its AC of 0 or less, or the target’s 
  movement speed is currently 0, you inflict an additional 1d12 
  damage with the weapon attack.  
  Objects and structures always suffer this additional 
  damage, as do creatures wearing heavy armor or with a 
  Dexterity score of 10 or less, along with creatures suffering 
  from the Grappled, Paralyzed, Petrified, Restrained, Stunned, 
  or Unconscious conditions.
  The additional mass imparted by the spell increases the 
  damage of the weapon as you gain levels.  The melee weapon 
  attack inflicts an additional 1d12 damage to any target when 
  you reach 5th-level (1d12 or 2d12 if slow or unmoving or 
  with advantage), the additional damage when you have 
  advantage or against a slow or unmoving target increases 
  to 2d12 at 11th-level (1d12 or 3d12 if slow or unmoving or 
  with advantage), and the additional damage on a hit to any 
  target increases to 2d12 at 17th-level (2d12 or 4d12 if slow or 
  unmoving or with advantage).   
  Classes: Artificer, Druid, Sorcerer
  Deadly Web
  4th-level conjuration
  Casting Time: 1 Action
  Range: 90 feet
  Components: V, S, M (a bit of spider web and a fang or 
  stinger of a poisonous creature)
  Duration: Concentration, up to 10 minutes
  You conjure a thick mass of sticky caustic or poisonous 
  webbing at a point of your choice within range. The webs 
  fill a 30-foot cube from that point for the duration. The 
  webs are difficult terrain and lightly obscure their area. If 
  the webs aren’t anchored between two solid masses (such as 
  walls or trees) or layered across a floor, wall, or ceiling, the 
  conjured web collapses on itself, and the spell ends at the 
  start of your next turn. Webs layered over a flat surface have 
  a depth of 5 feet.
  Each creature that starts its turn in the webs or that enters 
  them during its turn must make a Dexterity saving throw. 
  On a failed save, the creature is restrained as long as it 
  remains in the webs or until it breaks free.  A creature that 
  starts its turn restrained or becomes restrained during a turn 
  takes 6d4 points of poison or acid damage (chosen when 
  the webs are created).  A creature that starts its turn in the 
  area or that enters the area on a turn, but does not become 
  restrained, suffers 3d4 poison or acid damage from contact 
  with the web.
  A creature restrained by the webs can use its Action to 
  make a Strength check against your spell save DC. If it 
  succeeds, it is no longer restrained. 
  The webs are flammable. Any 5-foot cube of webs exposed 
  to fire burns away in 1 round, dealing 2d4 fire, 2d4 acid, and 
  2d4 poison damage to any creature that starts its turn in the 
  fire from the flames and caustic fumes.
  At Higher Levels.  When you cast this spell using a spell 
  slot of 5th-level or higher, the damage increases by 2d4 to 
  creatures restrained by the web and by 1d4 to unrestrained 
  creatures in the area, and the size of the cube increases by 10 
  feet for each slot level above 4th.
  Classes: Artificer, Sorcerer, Wizard
  Debilitating Shock
  1st-level evocation
  Casting Time: 1 Action 
  Range: Touch
  Components: V, S
  Duration: 1 round
  You must know the shocking grasp cantrip to cast 
  this spell.  
  As part of the action used to cast this spell you must cast 
  shocking grasp at a target within your reach.  On a hit you 
  inflict an additional 4d4 lightning damage and a Large sized 
  or smaller target must make a Constitution saving throw or 
  be Incapacitated until the start of your next turn.  On a miss, 
  the target is still shocked and suffers 2d4 lightning damage.
  At Higher Levels.  When you cast this spell using a spell slot 
  of 2nd-level or higher, the damage on a hit increases by 2d4, 
  and the damage on a miss increases by 1d4 for every slot level 
  above 1st.  If cast using a spell slot of 5th-level or higher this 
  spell can Incapacitate a creature of size Huge or smaller.
  Classes: Artificer, Sorcerer, Wizard
  Decelerating Smite
  2nd-level transmutation
  Casting Time: 1 Bonus Action
  Range: Self
  Components: V
  Duration: Concentration, up to 1 minute.
  The next time you hit a creature with an unarmed strike, 
  melee spell attack, or a melee weapon attack during this 
  spell’s duration, the attack deals an additional 2d8 force 
  damage and the target becomes slowed for the duration.
  An affected target’s speed is halved, it takes a −2 penalty to 
  AC and Dexterity saving throws, and it can’t use reactions. 
  On its turn, it can use either an action or a bonus action, 
  not both. Regardless of the creature’s abilities or magic 
  items, it can’t make more than one melee or ranged attack 
  during its turn.
  If the creature attempts to cast a spell with a casting time of 
  1 action, roll a d20. On an 11 or higher, the spell doesn’t take 
  effect until the creature’s next turn, and the creature must 
  use its action on that turn to complete the spell. If it can’t, the 
  spell is wasted.
  A creature affected by this spell makes a Wisdom saving 
  throw at the end of each of its turns. On a successful save, the 
  effect ends for it.
  At Higher Levels.  When you cast this spell using a spell 
  slot of 3rd-level or higher, it inflicts an additional 1d8 force 
  damage for each slot level above 2nd.  
  Classes: Artificer (Battle Smith), Sorcerer, Wizard
  Delay Spell
  1st-level evocation (Ritual)
  
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  Casting Time: 10 minutes
  Range: 100 feet
  Components: V, S, M (a sundial, clock, calendar, or other 
  method of tracking time)
  Duration: 10 days
  While you cast Delay Spell you cast another spell or series of 
  spells that you wish to have cast at dates and times during the 
  duration that you specify as you cast them at the location in 
  which you cast the spell.  Those spells then take effect at the 
  time you chose in the future.  All variables for the delayed 
  spells are chosen when you cast them, so they can only be 
  spells that target a particular point, object, or creature that 
  is present both at the time of casting and at the time set in 
  the future.  
  At any point during the duration the caster can add 
  additional spells and set the time and date during the 
  duration that they will be cast.
  At Higher Levels.  When you cast this spell using a spell slot 
  of 2nd-level or higher, the duration increases by 10 days for 
  each slot level you use above 1st-level.
  Arcane Synergy. Most often this spell is used to continue 
  the daily casting of a spell that becomes permanent if 
  cast daily over a year and the caster would be away for 
  some time.  It is also used by Necromancers wishing 
  to maintain control over their undead minions while 
  they are away.
  Classes: Artificer, Wizard
  Disguise Other
  2nd-level illusion
  Casting Time: 1 Action
  Range: 30 feet
  Components: V, S
  Duration: 1 hour
  Choose yourself or another creature within range.  You 
  make that creature, including clothing, armor, weapons, and 
  other belongings, appear different.  This effect functions as 
  described in the disguise self spell (PHB p.233).
  If you cast this spell on an unwilling creature it may make 
  an Intelligence saving throw to resist.  If it fails the saving 
  throw, it may not realize its appearance has been changed as 
  it cannot see the illusion directly.  Once it discovers the spell 
  (by seeing a reflection, being informed of the change, etc.) it 
  may make an Intelligence saving throw as an Action on each 
  of its turns.  If successful, the spell ends.
  At Higher Levels.  If you cast this spell using a spell slot of 
  3rd-level or higher, you can affect an additional creature for 
  each slot level above 2nd.
  Classes: Artificer, Bard, Sorcerer, Wizard
  Dispelling Strike
  4th-level abjuration
  Casting Time: 1 Bonus Action
  Range: Self
  Components: V
  Duration: Concentration, up to 1 minute.
  The next time you hit a creature with an unarmed strike or 
  weapon attack (ranged or melee) during this spell’s duration, 
  your attack glows with magical energy and deals an extra 
  4d10 force damage to the target.  Additionally, any spell of 
  3rd-level or lower on the target ends.  For each spell of 4th-
  level or above on the target make an ability check using your 
  spellcasting ability.  The DC equals 10 + the spell’s level.  On 
  a successful check, the spell ends.
  At Higher Levels.  When you cast this spell using a spell 
  slot of 5th-level or higher, a spell is dispelled automatically 
  if its level is less than the level of the spell slot you used and 
  it inflicts an additional 1d10 force damage for each slot level 
  used higher than 4th.
  Classes: Artificer (Battle Smith), Bard, Cleric, Druid, Paladin, 
  Sorcerer, Warlock, Wizard
  Efficacious Effervescence 
  1st-level transmutation (ritual)
  Casting Time: 1 Action
  Range: touch
  Components: V, S, M (a stimulant ingested by the target)
  Duration: 1 hour
  You infuse a target you touch with vitality.  For the duration 
  of the spell the target suffers none of the detrimental effects 
  of exhaustion.  At the end of the duration the target must 
  make a Constitution saving throw with a DC equal to three 
  times the target’s current level of exhaustion.  If the save fails, 
  the target’s level of exhaustion increases by one step.
  This spell in no way removes exhaustion, it simply 
  suspends the effects for the duration.
  You can cast this spell as a ritual, infusing the magic 
  into food or drink.  Anyone who consumes the resultant 
  sustenance gains the effects for 4 hours.  The mixture 
  remains potent for 24 hours.
  At Higher Levels. When you cast this spell using a spell 
  slot of 2nd-level or higher, the duration increases to 4 hours 
  at 2nd-level, 8 hours at 3rd-level, and 24 hours at 4th-
  level or higher.
  Classes: Artificer, Wizard
  Eldritch Augmentation
  1st-level transmutation
  Casting Time: 1 Bonus Action
  Range: Touch
  Components: V, S, M (a weapon)
  Duration: 1 hour
  You augment a weapon you touch with eldritch energy.  
  The weapon becomes magical for the duration and gains 
  a pool of eldritch energy represented by four d4s that you 
  can expend to enhance your attacks using the weapon in the 
  following ways: 
  • When you make an attack roll using the weapon, you can 
  expend a single d4 from the pool.  Roll the die and add 
  the number rolled to the weapon attack roll. You can wait 
  until after you roll the d20 before deciding to use a die 
  from the pool but must decide before the DM says whether 
  the attack hits or misses.
  • When you roll damage for the weapon you can expend any 
  number of dice from the pool.  Roll the dice and add the 
  total to the damage roll.  
  While the weapon has eldritch energy remaining it sheds 
  bright light in a 5-foot radius and dim light for an additional 
  5 feet. Only you can use the reservoir of eldritch energy 
  
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  contained in the weapon. Any dice remaining in the pool are 
  lost when the spell ends.  
  The spell ends if the weapon is more than 5 feet away 
  from you for 1 minute or more. It also ends if you cast this 
  spell again, if you dismiss the spell (no action required), 
  or if you die.
  At Higher Levels.  If you cast this spell using an 2nd-level or 
  higher spell slot, add 2d4 to the pool per slot level above 1st.  
  In addition, if you cast this spell using a 2nd-level or higher 
  spell slot, you can affect two light weapons instead of a single 
  weapon.  The pool of eldritch energy is shared between the 
  two light weapons.
  Classes: Artificer, Warlock, Wizard
  Empathic Sense
  divination cantrip
  Casting Time: 1 Action
  Range: Self (30-foot radius)
  Components: S
  Duration: 10 minutes
  You get a sense of the feelings and emotions of creatures 
  around you.  A creature with an Intelligence score of 1 or 
  less is not affected nor are constructs or creatures immune to 
  having their thoughts read.  The spell can penetrate barriers, 
  but 2 feet of rock, 2 inches of any metal other than lead, or a 
  thin sheet of lead blocks you.
  When you cast the spell and as an Action during the 
  duration you can search for the presence of thinking and 
  feeling creatures within range.  You learn the approximate 
  direction and numbers of such creatures and sense the 
  presence of any strong emotion within the area.  This use 
  of the spell might alert you to the presence of creatures with 
  hostile intent within the area, but not the target of that 
  hostility, or the identity of the creatures.
  As a Bonus Action during the duration you can focus your 
  senses on one creature you can see or sense within range.  
  You learn the target’s location and prevailing emotion (love, 
  anger, fear, etc.).  You have advantage on Wisdom (Insight) 
  checks when dealing that creature for the duration of the 
  spell or until you choose to focus your empathic sense on a 
  new creature.  
  Finally, events of great import related to powerful 
  emotions can leave a lasting psychic impression on an 
  area or item.  As an Action, you can use the spell to sense 
  such impressions in your area or related to an item you 
  handle.  You sense the emotions or feelings such events 
  evoked.  Such impressions usually fade in a matter of days; 
  however, especially strong impressions can last for months 
  or even years.
  The sensitivity of your empathic sense is enhanced as you 
  gain levels.  Starting at 5th-level the range of your sense 
  increases to 60 feet, this increases to 90 feet at 11th-level, and 
  to 120 feet at 17th-level.
  Classes: Bard, Wizard, Sorcerer
  Endure Elements
  2nd-level Abjuration (Ritual)
  Casting Time: 1 Action
  Range: Touch
  Components: V, S
  Duration: 24 hours
  You protect your target from environments of extreme heat 
  or cold.  The target is immune to environmental conditions 
  of extreme heat and cold or altitude, it does not have to make 
  saving throws to avoid exhaustion from such conditions.  
  If the target is subject to a damaging attack of heat or cold, 
  it gains resistance versus that one attack and the spell ends.
  If cast as a ritual, you can protect a single creature as 
  normal or a single tent or other structure no larger than a 
  25-foot cube.  If cast on a structure the environment within 
  remains comfortable for any creature within the structure.  
  At Higher Levels.  If cast using a spell slot of 3rd-level or 
  higher you can protect one additional target for each level 
  slot above 2nd.
  Classes: Artificer, Cleric, Druid, Ranger, Sorcerer, Wizard
  Energize Focus
  1st-level transmutation
  Casting Time: 1 Bonus Action
  Range: Touch
  Components: V, S, M (an arcane spellcasting focus)
  Duration: 1 hour
  You energize an arcane spellcasting focus you touch 
  with magical energy.  The focus becomes magical for the 
  duration and gains a pool of arcane energy represented by 
  four d4s that you can expend to enhance your spells in the 
  following ways: 
  • When you make a spell attack roll, a spellcasting ability 
  check, or a Constitution saving throw to maintain 
  concentration on a spell, you can expend a single d4 from 
  the pool.  Roll the die and add the number rolled to the 
  spell attack roll, spellcasting ability check, or Constitution 
  saving throw. You can wait until after you roll the d20 
  before deciding to use a die from the focus but must decide 
  before the DM says whether the roll succeeds or fails.
  • When you cast a spell that requires a saving throw you 
  can expend any number of dice from the pool.  Roll the 
  dice, and record the numbers rolled.  Each time a creature 
  makes a saving throw to resist that spell, use one result, 
  starting with the highest, and subtract that number from 
  the creature’s saving throw total. Each result can be used 
  only once.
  • When you roll damage for a spell you can expend any 
  number of dice from the pool.  Roll the dice and add the 
  total to the damage roll. 
  While the focus has arcane energy remaining it sheds 
  bright light in a 5-foot radius and dim light for an additional 
  5 feet. Only you can use the reservoir of power contained 
  in the focus and you must be wielding the focus to access 
  the pool. Any dice remaining in the pool are lost when the 
  spell ends.  
  The spell ends if the focus is more than 5 feet away 
  from you for 1 minute or more. It also ends if you cast this 
  spell again, if you dismiss the spell (no action required), 
  or if you die.
  At Higher Levels.  If you cast this spell using an 2nd-level or 
  higher spell slot, add 2d4 to the pool per slot level above 1st. 
  In addition, if you cast this spell using a 2nd-level or higher 
  spell slot, you can affect two spellcasting focuses instead of a 
  
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  single focus.  The pool of eldritch energy is shared between 
  the two focuses.
  Classes: Artificer, Sorcerer, Warlock, Wizard
  Explosive Arrow
  1st-level conjuration
  Casting Time: 1 Action
  Range: Self
  Components: S
  Duration: Instantaneous
  You conjure an aura of barely contained energy around your 
  arrow (or another ranged weapon).  As part of the action 
  used to cast this spell you must make a ranged weapon 
  attack, or the spell fails.  If you hit with the attack, the target 
  suffers the normal damage from the ranged weapon plus 1d8 
  fire damage.   
  Hit or miss, the arrow erupts in a fiery explosion; the 
  target of the attack and each creature within 5 feet of it 
  must make a Dexterity saving throw.  A creature takes 2d8 
  fire damage on a failed save, or half as much damage on a 
  successful one.  
  At Higher Levels.  If you cast this spell using a spell slot 
  of 2nd-level or higher, the damage caused by the explosion 
  increases by 1d8 for each slot level above 1st; and the radius 
  of the explosion increases by 5 feet for every two slot 
  levels above 1st.
  Classes: Artificer, Ranger, Wizard
  Field of Sickness
  3rd-level necromancy
  Casting Time: 1 Action
  Range: 90 feet
  Components: V, S
  Duration: Instantaneous
  A field of sickening greenish energy rises in a 20-foot 
  radius by 10-foot tall cylinder within range.  Creatures 
  within the field must make a Constitution save or take 
  3d10 poison damage and become poisoned for one 
  minute.  On a successful save the victim takes half damage 
  and is not poisoned.  A poisoned creature must make a 
  Constitution save at the end of each of their turns to end the 
  poisoned effect.
  At Higher Levels.  When you cast this spell using a spell slot 
  of 4th-level or higher, the damage increases by 1d10 for each 
  slot level above 3rd.
  Arcane Synergy. If the ray of sickness  spell is on your 
  class's spell list, this spell is also added to your spell list.
  Classes: Artificer (Artillerist), Wizard, Sorcerer
  Fire Blast
  evocation cantrip
  Casting Time: 1 Action
  Range: 90 feet
  Components: V, S, M (a tiny ball of bat guano and sulfur)
  Duration: Instantaneous
  You launch a blast of fire at a point within range.  Each 
  creature within 5 feet of that point must succeed on a 
  Dexterity saving throw or take 1d6 fire damage. The spell 
  can ignite unattended objects within the area.
  The fire damage caused by the spell increases by 1d6 
  when you reach 5th-level (2d6), 11th-level (3d6), and 17th-
  level (4d6).  
  Classes: Artificer, Sorcerer, Wizard
  Flame Lance
  1st-level evocation
  Casting Time: 1 Action
  Range: 30 feet
  Components: V, S
  Duration: Instantaneous
  You must know the fire bolt or strike of living flame cantrip 
  to cast this spell.  
  You form a lance of searing flame to strike your foes.  As part 
  of the Action used to cast this spell you must cast fire bolt or 
  strike of living flame at a target within range of both this spell 
  and the cantrip.  Your reach with a strike of living flame cast 
  as part of a flame lance increases by 5 feet.  
  On a hit, the target suffers the normal effects from the 
  cantrip plus an additional 2d10 fire damage. On a miss, 
  the target is still seared by the intense heat, suffering 1d10 
  fire damage.
  At Higher Levels. When you cast this spell using a spell 
  slot of 2nd-level or higher, the damage on a hit increases 
  by 1d10 points of damage for each slot level above 1st.  
  The fire damage on a miss increases by 1d10 per 2 slot 
  levels above 1st.
  Classes: Artificer, Sorcerer, Wizard
  
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  Flexible Force
  4th-level conjuration
  Casting Time: 1 Action
  Range: 90 feet
  Components: V, S
  Duration: Concentration, up to 1 minute 
  You create a disk of flexible force in your space that can be 
  used to block attacks and can be hurled at targets within 
  range.  When you cast the spell and as an Action on each of 
  your turns you can hurl the disk at a target within range. 
  You have a degree of control over the trajectory of the 
  disk, able make corrections, curve the course, and possibly 
  even ricochet the disk to a secondary target on a successful 
  hit.  Make a ranged spell attack, you have advantage on the 
  roll and ignore half cover and three-quarters cover with the 
  attack against the primary target.  On a hit you inflict 4d10 + 
  your spellcasting ability modifier force damage to the target 
  and you can choose a different target within 30 feet of the 
  target you hit.  Make a normal ranged spell attack versus 
  the extra target.  You can continue to choose targets, and 
  make additional ranged spell attack rolls, until you miss an 
  attack roll.   
  Alternatively, when you cast the spell and as an Action on 
  your turn you may make a melee spell attack against a target 
  within your reach using the disk.  On a hit you inflict 4d10 + 
  your spellcasting ability modifier force damage.  When used 
  in melee you cannot use the disc to attack additional targets 
  after a successful hit.
  After you hurl the disk, you can use a Bonus Action 
  to reform it in your space.  While the disk is in your 
  space, it provides a +2 bonus to your AC as if you were 
  wielding a shield.
  At Higher Levels.  If cast using a spell slot of 5th-level or 
  higher, the disk inflicts an additional 1d10 damage for every 
  slot level above 4th.
  Classes: Artificer, Sorcerer, Wizard
  Floating Ooze
  1st-level conjuration
  Casting Time: 1 Bonus Action
  Range: 120 feet
  Components: S, M (remains of a jellyfish)
  Duration: 1 minute
  You conjure 3-foot diameter mass of acidic ooze in an 
  unoccupied space of your choice within range.  The floating 
  mass of ooze remains for the duration.  Any creature that 
  enters the ooze’s space on a turn or ends its turn there must 
  make a Dexterity saving throw. The creature takes 2d4 
  acid damage on a failed save, or half as much damage on a 
  successful one.
  When you cast the spell, and as a bonus action on your 
  turn, you may float the mass up to 20 feet in any direction.  If 
  you move the ooze into a creature’s space, that creature must 
  make the saving throw against the sphere’s damage, and the 
  sphere stops moving in that creature’s space this turn.
  If you do not use your bonus action to command the ooze, 
  it moves up to 20 feet towards the nearest creature at the 
  end of your turn, stopping in the space of the first creature 
  it encounters.
  The ooze can be attacked. It has 10 hit points, is AC 
  10, and is immune to Acid, Cold, Lightning, and Slashing 
  damage and non-magical damage of other sorts, is resistant 
  to magical damage, and dissolves if destroyed.
  At Higher Levels.  When you cast this spell using a spell slot 
  of 2nd-level or higher, the acid damage increases by 1d4 and 
  the ooze had 10 additional hit points per slot level above 1st.
  Classes: Artificer (Alchemist), Druid, Sorcerer, Wizard
  Forceful Blow
  evocation cantrip
  Casting Time: 1 Action
  Range: Special
  Components: V, M (a weapon)
  Duration: Instantaneous
  You let forth a battle cry and lend a melee attack additional 
  force.  As part of the Action used to cast this spell, you must 
  make a melee attack with a weapon against one creature 
  within your reach, otherwise the spell fails.  On a hit, the 
  target suffers the attack’s normal effects and must make a 
  Strength saving throw if it is size Medium or smaller or size 
  Large or smaller if the attack is made using a Two-Handed 
  melee weapon or a Versatile melee weapon wielded in two 
  hands.  If you hit a prone target of any size with this attack, it 
  must make a Strength saving throw with Disadvantage.
  On a failed Strength save the target suffers 1d8 force 
  damage and is knocked prone.
  The force of the melee weapon attack increases as you 
  gain levels.  At 5th-level, the melee attack deals an extra 1d8 
  force damage to the target, and the force damage suffered 
  by a target failing the Strength saving throw increases to 
  2d8.  Both damage rolls increase by 1d8 at 11th-level and 
  17th-level. 
  • Starting at 11th-level this spell can knock creatures of up 
  to size Large prone or size Huge if the attack is made using 
  a Two-Handed melee weapon or a Versatile melee weapon 
  wielded in two hands.
  Classes: Artificer (Battle Smith), Sorcerer, Warlock, Wizard
  Forcewave
  2nd-level evocation
  Casting Time: 1 Action
  Range: Self (10-foot radius or 20-foot cone)
  Components: V, S
  Duration: Instantaneous
  A wave of pure force emanates from you.  Choose either 
  a 10-foot radius around yourself or a 20-foot cone.  Each 
  creature, other than yourself, in the area must make a 
  Strength saving throw or suffer 2d10 points of force damage 
  and be pushed 10 feet and knocked prone.  On a successful 
  save, the creature takes half as much damage and is not 
  pushed or knocked prone. 
  In addition, unsecured objects that are completely within 
  the area of effect are automatically pushed 10 feet by the 
  spell’s effect.
  At Higher Levels.  When you cast this spell using a spell slot 
  of 3rd-level or higher, the damage increases by 1d10 for each 
  slot level above 2nd.  If cast using a spell slot of 5th-level 
  or higher the area increases to either a 15-foot radius or a 
  30-foot cone.
  
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  Classes: Artificer (Artillerist), Wizard, Sorcerer
  Giant's Blade
  2nd-level transmutation
  Casting Time: 1 Bonus Action
  Range: Self
  Components: V, S, M (a melee weapon with the two 
  handed or versatile property)
  Duration: Concentration, up to 1 minute
  You cause a weapon you are wielding to grow in size.  The 
  weapon must have the two-handed or versatile property to 
  be affected by this spell.  For the duration of this spell the 
  weapon is considered magical and you double the weapon's 
  bludgeoning, piercing, or slashing damage dice to determine 
  damage on a hit (e.g. A longsword would inflict 2d8 damage, 
  or 2d10 wielded two handed, while a maul would inflict 
  4d6 damage on a hit). Only the weapon's base damage dice 
  are affected.
  The magic of this spell allows you to wield the enlarged 
  weapon without difficulty. The spell ends if the weapon 
  leaves your gasp.
  At Higher Levels.  When you cast this spell using a spell slot 
  of 3rd-level or higher, the duration increases by 1 minute 
  per slot level above 2nd. When cast using a spell slot of 3rd 
  or 4th-level the weapon also gains a +1 bonus to hit and 
  damage, this increases to +2 using a 5th or 6th-level slot, or 
  +3 using a 7th-level or higher slot.
  Arcane Synergy. This spell is one of what has been 
  termed Metal Magic spells, developed by the Orders of 
  Eldritch Knights within the Arcanum.  This spell may be 
  selected as a spell known by an eldritch knight of any 
  order, regardless of the normal restrictions on selecting 
  spells based upon a school of magic. 
  Classes: Artificer (Battle Smith), Wizard
  Hoarfrost
  1st-level evocation
  Casting Time: 1 Bonus Action
  Range: 60 feet
  Components: V, S
  Duration: Concentration, up to 1 minute
  You must know the frostbite, grip of bitter frost, or ray of 
  frost cantrip to cast this spell.   
  The next time you hit a creature with a ray of frost or grip 
  of bitter frost spell, or a target fails its saving throw to resist 
  a frostbite spell cast by you, layers of intense chilling frost 
  form on the target. The target suffers an additional 1d8 cold 
  damage and is slowed for the duration.  
  A slowed target’s speed is halved, it takes a −2 penalty to 
  AC and Dexterity saving throws, and it can’t use reactions. 
  On its turn, it can use either an action or a bonus action, 
  not both. Regardless of the creature’s abilities or magic 
  items, it can’t make more than one melee or ranged attack 
  during its turn.
  If the creature attempts to cast a spell with a casting time of 
  1 action, roll a d20. On an 11 or higher, the spell doesn’t take 
  effect until the creature’s next turn, and the creature must 
  use its action on that turn to complete the spell. If it can’t, the 
  spell is wasted.
  A creature affected by this spell makes a Constitution 
  saving throw at the end of each of its turns. On a successful 
  save, the effect ends for it.
  A creature immune to cold damage is immune to the 
  slowing effect of this spell.  A creature resistant to cold 
  damage has advantage on its Constitution saving throw to 
  remove the Slowed condition.
  At Higher Levels.  When you cast this spell using a spell slot 
  of 2nd-level or higher, the additional cold damage inflicted 
  by the spell increases by 1d8 for every slot level above 1st.  
  Classes: Artificer (Artillerist), Druid, Sorcerer, Warlock, Wizard
  Impel Weapon 
  transmutation cantrip
  Casting Time: 1 Action
  Range: Special (20/60 feet)
  Components: V, M (a weapon)
  Duration: Instantaneous
  You telekinetically propel a thrown weapon or ranged 
  projectile.  If the weapon is not normally a ranged weapon it 
  gains the thrown property with a range of 20/60; a thrown 
  or ranged weapon’s range increases by 20-feet additional 
  short range and 60-feet additional long range.  
  As part of the Action used to cast this spell, you must make 
  a thrown or ranged weapon attack against one target within 
  the weapon’s range otherwise the spell fails.  On a hit, the 
  target suffers the attack’s normal effects.  If the attack is made 
  at Short Range, the target suffers an additional 1d6 points of 
  the weapon’s damage type. 
  The force of the impelled weapon increases as you gain 
  levels causing additional damage of the weapon’s type.  The 
  range of the weapon increases by 10/30 and the damage of 
  the weapon increases by 1d6 regardless of range when you 
  reach 5th-level (+30/90 range and +2d6 damage at short 
  range or +1d6 damage at long range), 11th-level (+40/120 
  range and +3d6 or +2d6 damage), and 17th-level (+50/150 
  range and +4d6 or +3d6 damage).
  If you know the push/pull cantrip you can use your 
  Spellcasting Ability in place of Strength or Dexterity on 
  thrown or ranged weapon attacks using impel weapon 
  and you can cause a thrown weapon to return your hand 
  after the attack is completed.
  Classes: Artificer, Bard, Druid, Sorcerer, Warlock, Wizard
  Implement Animation
  1st-level transmutation (ritual)
  Casting Time: 1 Action
  Range: 60 feet
  Components: V, S, M (the tools to be animated)
  Duration: 8 hours
  You animate a small sized or smaller implement or set of 
  tools to perform a task.  It can perform unskilled tasks 
  suited to the tool; such as cleaning for a broom, digging for 
  a shovel, chopping wood for and axe, fetching water for a 
  bucket, etc., without supervision.  
  If you animate a set of artisan tools with which you have 
  proficiency, they can assist you in crafting, providing the 
  production of an additional craftsman.  You can direct 
  Thieves’ Tools animated using this spell to remotely open 
  
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  locks or disarm traps using your skill bonus; alternatively, 
  they can grant you advantage on such rolls if they are 
  working alongside you.  Objects animated by this spell 
  cannot attack, but otherwise have the statistics of animated 
  objects listed under the Animate Objects spell (PHB p. 213).
  Once on each of your turns as a bonus action, you can 
  mentally command animated implements within range to 
  move up to 30 feet and perform a function suited to their 
  purpose.  Once you give the command, the tool performs the 
  task to the best of its ability until it completes the task, then 
  waits for your next command.  
  Alternately, this spell may be cast on a small sized or 
  smaller machine to provide power enough to run the 
  machine for the duration.   This spell only provides 
  mechanical motion, not heat, electricity, etc.  If cast in this 
  manner the machine must be used or directed as normal, 
  this spell does not otherwise animate the machine.  Used 
  on a crossbow this can remove the Loading property for 
  the duration.  
  At Higher Levels. When you cast this spell using a spell 
  slot of 2nd-level or higher, you may animate an additional 
  set of tools or increase the duration by 8 hours for every slot 
  level above 1st. 
  • Alternately, if cast upon a machine you may power a 
  medium sized machine at 2nd-level, a large machine at 3rd, 
  a huge machine at 4th, a gargantuan machine (25’ by 25’) at 
  5th, and increases the size of the machine you may power 
  by 25 foot by 25 foot for every slot level above 5th.  
  • Instead of increasing the size of the machine you may 
  increase the duration by 8 hours for every slot level above 
  1st.
  Arcane Synergy.  While the objects cannot attack you 
  can cast this spell on a bag of caltrops commanding them 
  to occupy a 5-foot square within 30 feet or to move to a 
  new square.  Because the caltrops are constantly moving, 
  creatures cannot avoid a Dexterity saving throw by 
  moving at half speed through the space.
  Classes: Artificer, Bard, Sorcerer, Warlock (The Machine), Wizard
  Iron Bulwark
  3rd-level abjuration
  Casting Time: 1 Bonus Action
  Range: Self
  Components: V, S, M (medium or heavy armor 
  made of metal)
  Duration: 1 minute
  When you cast this spell, you become an immovable bulwark 
  of iron and flesh.  You gain the following advantages for 
  the duration:
  • You cannot be pushed or knocked prone against your will.
  • You have resistance to all damage except psychic damage.
  • You have advantage on Strength and Constitution checks 
  and saving throws.
  • Creatures provoke an opportunity attack from you when 
  they move 5 feet or more while within your reach, and if 
  you hit a creature with an opportunity attack, the target’s 
  speed is reduced to 0 until the end of the current turn.
  This spell ends early if you willingly move from the point 
  where you cast it.
  At Higher Levels.  When you cast this spell using a spell slot 
  of 4th-level or higher, the duration increases by 1 minute for 
  every slot level above 3rd.  
  Arcane Synergy. This spell is one of what has been 
  termed Metal Magic spells, developed by the Orders of 
  Eldritch Knights within the Arcanum.  This spell may be 
  selected as a spell known by an eldritch knight of any 
  order, regardless of the normal restrictions on selecting 
  spells based upon a school of magic. 
  Classes: Artificer (Battle Smith), Paladin, Wizard
  Iron Shell
  1st-level abjuration
  Casting Time: Special
  Range: Self
  Components: V, S, M (medium or heavy armor 
  made of metal)
  Duration: Special
  You cast this spell as you don a suit of medium or heavy 
  armor made of metal.  You gain temporary hit points equal 
  to the AC granted by the armor minus 10.  You lose these 
  temporary hit points when you finish a long rest, or you 
  remove the armor.  While you have temporary hit points 
  from this spell, the armor you wear is considered magical for 
  the purposes of resisting or enduring damage.
  At Higher Levels.  When you cast this spell using a spell slot 
  of 2nd-level or higher, the temporary hit points increase by 5 
  for every slot level above 1st.  
  Arcane Synergy. This spell is one of what has been 
  termed Metal Magic spells, developed by the Orders of 
  Eldritch Knights within the Arcanum.  This spell may be 
  selected as a spell known by an eldritch knight of any 
  order, regardless of the normal restrictions on selecting 
  spells based upon a school of magic.  
  Classes: Artificer, Paladin, Wizard
  Iron Wing
  4th-level transmutation
  Casting Time: 1 Bonus Action
  Range: Self 
  Components: V, S, M (you must be wearing medium or 
  heavy metal armor)
  Duration: 1 hour
  You cause your armor to sprout wings of metal formed of 
  the same substance as your armor. You otherwise decide 
  the appearance of the metal wings. The wings grant you 
  a fly speed of 40 feet and your armor becomes magical for 
  the duration.
  When not using the wings to fly, you can use the metal 
  wings to shelter yourself from attacks, granting you half 
  cover. A target with half cover has a +2 bonus to AC and 
  Dexterity saving throws.
  You can make a melee attack as a bonus action using the 
  wings on your turn. Make a melee weapon attack. On a 
  hit, you inflict 1d8 + your Strength modifier bludgeoning 
  or slashing damage (your choice). This attack is considered 
  magical for the purposes of overcoming resistance or 
  immunity to damage. 
  
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  At Higher Levels.  When you cast this spell using a spell slot 
  of 5th-level or higher, the duration increases by 1 hour per 
  slot level above 4th. 
  Arcane Synergy. This spell is one of what has been 
  termed Metal Magic spells, developed by the Orders of 
  Eldritch Knights within the Arcanum.  This spell may be 
  selected as a spell known by an eldritch knight of any 
  order, regardless of the normal restrictions on selecting 
  spells based upon a school of magic.  
  Classes: Artificer (Battle Smith), Paladin, Wizard
  Lightning Lattice
  5th-level evocation
  Casting Time: 1 Action
  Range: 120 feet
  Components: V, S
  Duration: Concentration, up to 10 minutes
  You create a thick overlapping lattice of lightning at a point 
  of your choice within range. The lightning lattice fills up to 
  a 20-foot cube from that point for the duration. If the lattice 
  isn’t anchored between two solid masses (such as walls or 
  trees) the spell fails.
  Each creature that starts its turn in the webs or that 
  enters them during a turn suffers 4d4 lightning damage and 
  must make a Constitution saving throw. On a failed save, 
  the creature is incapacitated until the start of its next turn. 
  For every 5 feet a creature moves through the lattice, it 
  suffers an additional 4d4 lightning damage and must make 
  a Constitution saving throw.  A creature that fails two 
  Constitution saving throws during a turn it is stunned until 
  the start of its next turn.
  A small or smaller creature can use its Action to attempt 
  to move through the area without touching a lightning 
  strand by making a Dexterity (Acrobatics) check with a DC 
  equal to your spell save DC.  A small creature makes this 
  check with disadvantage, while a tiny creature makes this 
  check normally.  A creature that moves at half speed gains 
  advantage on these checks.  Each successful check allows it 
  to move 5 feet without touching a strand.  On a failed check, 
  it touches a strand and suffers 4d4 lighting damage and must 
  make a Constitution saving throw as described above.  
  At Higher Levels.  When you cast this spell using a spell slot 
  of 6th-level or higher, the damage increases by 1d4 and the 
  area by 5 feet per slot level above 5th.
  Classes: Artificer, Sorcerer, Wizard
  Lightning Rod
  1st-level transmutation
  Casting Time: 1 Reaction
  Range: Self
  Components: S, M (a rod, staff, or wand focus)
  Duration: 1 minute
  You must be able to use a rod, staff, or wand as an arcane 
  spellcasting focus to cast this spell.  You can cast this spell as a 
  reaction when you or a creature within 30 feet of you suffers 
  lightning damage.  You gain resistance to lightning damage 
  for the duration of the spell so long as you are holding the 
  focus.   When you cast the spell or as a reaction during the 
  duration when you or a creature within 30 feet of you suffers 
  lightning damage you can cause your focus to absorb some of 
  the damage. If used when another creature suffers lightning 
  damage, you suffer the damage instead.  The spell will absorb 
  up to 10 points of lightning damage during its duration 
  negating that damage against you, you suffer any lightning 
  damage that exceeds this amount. 
  When you roll damage for a spell that inflicts lightning 
  damage before this spell ends, you can add some or all of the 
  lightning damage absorbed by the focus to the damage roll.
  The spell ends when the duration expires, or you end your 
  turn without the focus in your hand. Your focus crackles 
  with lighting shedding bright light in a 5-foot radius, and 
  dim light for an additional 5 feet for as long as it contains any 
  lightning damage absorbed by this spell.
  At Higher Levels.  If you cast this spell using a spell slot of 
  2nd-level or higher, the amount of lightning damage the 
  spell can absorb increases by 5 per slot level above 1st.
  Classes: Artificer, Sorcerer, Warlock, Wizard
  Lightning Sentinel
  4th-level conjuration
  Casting Time: 1 Action
  Range: Touch
  Components: V, S, M (a rod, wand, or staff focus)
  Duration: 8 hours
  You conjure a charge of lightning energy within a rod, wand, 
  or staff spellcasting focus that causes it to balance on its tip 
  for the duration.  You may designate any number of creatures 
  when you cast the spell, imbuing them with a sympathetic 
  charge to that within the focus.
  When a small or larger creature other than those you 
  designate approaches to within 30 feet of the staff, the focus 
  ignites with lightning, shedding bright light in a 30-foot 
  radius and dim light for an additional 30 feet.
  When a small or larger creature other than those you 
  designate moves to a space within 10 feet of the focus for 
  the first time on a turn or starts its turn there, the staff 
  discharges a bolt of lightning at the creature.  The target 
  must succeed on a Dexterity saving throw. The creature 
  takes 20 lightning damage on a failed save, or half as much 
  damage on a successful one. The spell ends and the staff 
  topples to the ground when it has dealt a total of 60 damage.
  The spell also ends if the focus is moved from the place 
  where it was placed when the spell was cast, but only you can 
  move the focus during the duration.
  
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  At Higher Levels.  When you cast this spell using a spell slot 
  of 5th-level or higher, the total damage the spell can inflict 
  increases by 20 per slot level above 4th.
  Classes: Artificer, Sorcerer, Warlock, Wizard
  Lightning Slash
  1st-level evocation
  Casting Time: 1 Action
  Range: Self 
  Components: V, S
  Duration: Instantaneous
  You sweep the area around you with a cascading line of 
  crackling lighting.  You may affect a 10-foot radius by 
  5-foot-tall arc oriented as you wish around your space, but 
  the area affected by the arc must be contiguous (you cannot 
  leave a gap between the starting and ending point of the arc).  
  Each creature within the area must make a Dexterity saving 
  throw.  On a failed save the creature suffers 2d8 lightning 
  damage and cannot take reactions until the start of its next 
  turn.  On a successful save, the target suffers half damage and 
  may take reactions normally.
  At Higher Levels.  When you cast this spell using a spell slot 
  of 2nd-level or higher, the damage increases by 1d8 per slot 
  level above 1st. In addition, you may extend the radius of the 
  effect by 5 feet for every 2 slot levels above 1st.
  Classes: Artificer (Artillerist), Sorcerer, Wizard
  Magic Armor
  3rd-level abjuration
  Casting Time: 1 Bonus Action
  Range: Touch
  Components: V, S, 
  Duration: Concentration, Up to 1 hour
  You touch set of nonmagical armor or a shield.  Until the 
  spell ends, that armor or shield is magical and grants a +1 
  bonus to AC.
  At Higher Levels.  When you cast this spell using a spell slot 
  of 5th or 6th-level, the bonus increases to +2.  When you use 
  a spell slot of 7th-level or higher, the bonus increases to +3.
  Arcane Synergy. This spell is one of what has been 
  termed Metal Magic spells, developed by the Orders of 
  Eldritch Knights within the Arcanum.  This spell may be 
  selected as a spell known by an eldritch knight of any 
  order, regardless of the normal restrictions on selecting 
  spells based upon a school of magic.  
  Classes: Artificer, Cleric (War, Forge), Paladin, Wizard
  Magic Text {Magic Mouth}
  2nd-level illusion (ritual)
  Casting Time: 1 Minute 
  Range: 30 feet
  Components: S, M (a small bit of phosphorescence and jade 
  dust worth at least 10 gp, which the spell consumes)
  Duration: Until Dispelled  
  This spell is simply a variant of the magic mouth spell which 
  produces written illusory text instead of an audible voice.  
  Choose an object within range, you inscribe a message, 
  written in your hand, which must be 25 words or less, that 
  will appear when triggered.  The text produced by this spell 
  can be luminescent, producing dim light in a 10-foot radius, 
  and either appears on the object or as glowing text floating 
  in midair.  The text can occupy an area up to 10 feet square.  
  This spell otherwise functions as described for the magic 
  mouth spell.
  At Higher Levels.  When you cast this spell using a spell 
  slot of 3rd-level or higher, you can double the length of the 
  message for every slot level above 2nd.
  Arcane Synergy. If you know or have the magic mouth 
  spell prepared, you also know this spell and can cast 
  either the auditory or text version when you cast 
  either spell.  You can also cast the illusory script spell in 
  conjunction with this spell, causing the text generated by 
  this spell to be illegible to creatures you do not designate 
  or to display a completely different message to such 
  creatures.  When cast in this way, illusory script lasts for 
  the duration of the magic text spell.
  Classes: Artificer, Bard, Wizard
  Make Whole
  6th-level transmutation
  Casting Time: 1 Action
  Range: 60 feet
  Components: V, S, M (a tool related to the item to 
  be repaired)
  Duration: Instantaneous
  Choose an object, structure, or construct you can see within 
  range.  The target regains 70 hit points, has missing or 
  destroyed pieces restored, and any AC reduction or damage 
  penalty due to rust or corrosive effects is removed.  If you 
  have proficiency in a related artisan tool, such as smith’s 
  tools for metal objects, mason’s tools for stone objects, 
  etc. you restore additional hit points equal to double your 
  proficiency bonus.
  If you cast this spell upon a construct, any negative 
  conditions or effects on the target are removed.  If cast on 
  a destroyed magical item or construct within 10 days of the 
  event that caused its destruction the enchantment is restored 
  as well.  A machine restored to full hit points using this spell 
  is also restored to full function.
   At Higher Levels.  When you cast this spell using a spell 
  slot of 7th-level or higher, the number of hit points restored 
  increases by 20 for each slot level above 6th.  This length 
  of time since destruction in which the enchantment of 
  a destroyed construct or magical item can be restored is 
  increased to 1 year if cast at 7th-level, 100 years if cast at 8th-
  level, and has no limit if cast using a 9th-level spell slot.
  Arcane Synergy: This spell can affect a warforged 
  character as if it were a construct.
  Classes: Bard, Cleric, Druid, Sorcerer, Wizard
  Mephitic Blood
  4th-level necromancy 
  Casting Time: 1 Action
  Range: Self
  Components: V, S, M (A vial of poison or acid)
  Duration: 10 minutes
  You blood becomes harmful to those who would dare strike 
  you.  For the duration, you gain resistance to acid and poison 
  damage and are immune to the poisoned condition.    
  
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  Choose Acid or Poison when you cast this spell, whenever 
  a creature within 5 feet of you hits you with a melee attack 
  your blood splatters the creature, inflicting 2d8 acid or 
  poison damage, as appropriate to the damage type you chose. 
  A creature suffering poison damage from this spell must 
  also make a Constitution saving throw, on a failure it 
  becomes Poisoned until the end of its next turn.
  At Higher Levels.  When you cast this spell using a spell slot 
  of 5th-level or higher the damage inflicted on creatures who 
  strike you increases by 1d8 per 2 slot levels above 4th.
  Classes: Artificer (Alchemist), Warlock, Wizard
  Metallic Ward
  1st-level abjuration
  Casting Time: 1 Reaction
  Range: Self
  Components: S, M (medium or heavy armor made of metal 
  or a metal shield)
  Duration: Instantaneous
  You can cast this spell as a Reaction when you suffer 
  damage to absorb the brunt of an attack using the mass of 
  your magically enhanced armor and shield.  You reduce the 
  damage you suffer from the attack by an amount equal to 5 + 
  the total armor bonus from your armor and shield and if the 
  attack would have pushed you or knocked you prone, you are 
  not pushed or knocked prone.  
  For example: If you are wearing a breast plate and wielding 
  a shield, the damage would be reduced by 11 points: 5 + 4 
  (the AC bonus for a breast plate) +2 (AC bonus for a shield).
  At Higher Levels.  When you cast this spell using a spell 
  slot of 2nd-level or higher, the amount of damage reduction 
  increases by 5 for every slot level above 1st.
  Arcane Synergy. This spell is one of what has been 
  termed Metal Magic spells, developed by the Orders of 
  Eldritch Knights within the Arcanum.  This spell may be 
  selected as a spell known by an eldritch knight of any 
  order, regardless of the normal restrictions on selecting 
  spells based upon a school of magic.  
  A variation on this spell, known as force ward, that uses 
  magical force instead of weight of metal does exist, if you 
  have an active Shielding Imbuement or Arcane Shield 
  or are under the effects of a Mage Armor or Imbuement 
  of Warding, you can use the magical force contained in 
  those spells as an alternative material component.  
  Classes: Artificer (Battle Smith), Paladin, Wizard
  Metal Slam
  1st-level transmutation
  Casting Time: 1 Bonus Action
  Range: Self
  Components: V, S, M (medium or heavy armor made of 
  metal or a metal shield)
  Duration: Instantaneous
  As part of the bonus action used to cast this spell you lash out 
  with an unarmed strike using your armored form or slam a 
  target using your shield.  Make an unarmed strike or melee 
  weapon attack.  If you hit with an unarmed strike, you inflict 
  an additional 2d4 damage.  If you hit with a melee weapon 
  attack using a shield slam, you inflict 3d4 + your Strength 
  modifier bludgeoning damage and you may immediately 
  make an attempt to Shove the target.  
  At Higher Levels.  When you cast this spell using a spell slot 
  of 2nd-level or higher, the damage increases by 2d4 for every 
  slot level above 1st.  
  Arcane Synergy. This spell is one of what has been 
  termed Metal Magic spells, developed by the Orders of 
  Eldritch Knights within the Arcanum.  This spell may be 
  selected as a spell known by an eldritch knight of any 
  order, regardless of the normal restrictions on selecting 
  spells based upon a school of magic.  
  If you have the Shield Master feat, you make the Shove 
  attempt after a shield slam with advantage.
  A variation on this spell, known as force slam, that uses 
  magical force instead of weight of metal does exist, if 
  you have an active Shielding Imbuement or Arcane Shield 
  or are under the effects of a Mage Armor or Imbuement of 
  Warding, you can use the magical force contained in those 
  spells as an alternative material component.
  Classes: Artificer (Battle Smith), Paladin, Wizard
  Miasma of Ether
  4th-level conjuration
  Casting Time: 1 Action
  Range: 120 feet
  Components: V, S, M (strong alcohol)
  Duration: Concentration, up to 1 minute
  You create a 10-foot-radius sphere of sweet-smelling 
  colorless gas centered on a point within range. The cloud 
  of gas spreads around corners, but its area is not obscured; 
  indeed, the gas is difficult to detect visually.  The gas lingers 
  in the air for the duration.
  When a creature enters the spell’s area for the first time 
  on a turn or starts its turn there, that creature must make a 
  Constitution saving throw or become poisoned for 1 hour.  
  The poisoned creature is unconscious.  The creature wakes 
  up if it takes damage or if another creature takes an Action to 
  shake it awake.  
  Creatures that don’t need to breathe or are immune to 
  poison automatically succeed on this saving throw.
  A moderate wind (at least 10 miles per hour) disperses the 
  gas after 4 rounds. A strong wind (at least 20 miles per hour) 
  disperses it after 1 round.
  At Higher Levels.  When you cast this spell using a spell slot 
  of 5th-level or higher, the radius of the gas increases by 10 
  feet for each slot level above 4th.
  Arcane Synergy.  You can expend a dose of Essence of 
  Ether when you cast the spell, if you do so creatures 
  failing the Constitution saving throw are poisoned 
  for 8 hours.
  Classes: Artificer (Alchemist), Druid, Sorcerer, Wizard
  Minor Animation
  transmutation cantrip
  Casting Time: 1 Action
  Range: 40 feet
  Components: V, S, M (A Dagger or similar tiny object)
  Duration: Concentration, up to one minute
  
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  You animate a single dagger, dart, bolt or similar tiny object 
  weighing 1 pound or less.  The object springs into the air and 
  floats there awaiting your command.  
  When you cast the spell and as an Action on your turn you 
  can direct the object to move up to 20 feet to a point within 
  range and cause the object to attack a target within 5 feet.  
  Make a melee spell attack, if successful, the target takes 1d4 
  + your spellcasting ability modifier points of bludgeoning, 
  piercing, or slashing damage as appropriate to the item.  
  You can use your Reaction to attack a creature you can see 
  that provokes an opportunity attack from an animated object 
  as if you occupied the object’s space.  
  If attacked directly the objects have 20 HP, AC = 14 + 
  Spellcasting Ability Modifier, Str 4, Dex = Spellcasting 
  Ability, Con 10. When the animated object drops to 0 
  hit points, it reverts to its original object form, and any 
  remaining damage carries over to its original object form.
  You may animate additional objects when you reach 
  higher levels.   Two objects when you reach 5th-level, three 
  objects at 11th-level, and four objects at 17th-level.  You can 
  direct all the objects to move and attack with an Action but 
  may only attack with a single object as a Reaction.  Make a 
  separate melee spell attack roll for each object.  
  Arcane Synergy.  If you possess the Clockwork Animator 
  feat or the Master Animator invocation specially 
  prepared weapons animated by this spell have double 
  the normal range and movement.  Among practitioners 
  of those disciplines this spell is known as the Deadly 
  Remote Object Navigational Enchantment (D.R.O.N.E. 
  for short).  The most common DRONE design is a 
  spherical construct with rotary blades that provide both 
  locomotion and slashing weaponry.  Among bards this 
  spell is known as the flying daggers spell.
  In addition, if you know the minor animation cantrip, if you 
  cast the animate object spell you can animate a number of 
  additional objects equal to the number you can animate 
  using this cantrip.
  Classes: Artificer, Bard, Sorcerer, Warlock (The Machine), Wizard
  Molten Strike
  3rd-level transmutation
  Casting Time: 1 Bonus Action
  Range: Self
  Components: V, M (a weapon)
  Duration: Concentration, up to 1 minute
  The next time you hit a creature with a weapon attack during 
  this spell’s duration, you inflict 3d8 fire damage in addition 
  to the normal effects of the attack.  If the target is a creature 
  wearing heavy or medium metal armor, the metal of the 
  armor begins to glow red-hot.  A creature in contact with the 
  heated metal armor continues to suffer this fire damage at 
  the start of each of your turns for the duration of the spell.  A 
  creature wearing such armor suffering fire damage from this 
  spell has disadvantage on attack rolls and ability checks until 
  the start of your next turn. 
  If you strike a large or smaller non-magical metal object 
  not being worn or carried by a creature, the object starts to 
  glow and melt, suffering 3d8 fire damage at the beginning of 
  each of your turns.  Any creature object touching the heated 
  metal during this time suffers the same damage.
  At Higher Levels.  When you cast this spell using a spell slot 
  of 4th-level or higher, fire damage increases by 1d8 per slot 
  level above 3rd.
  Classes: Artificer, Bard, Druid, Ranger
  Mordant Blade
  conjuration cantrip
  Casting Time: 1 Action
  Range: Special
  Components: V, M (a weapon)
  Duration: Instantaneous
  You permeate a melee weapon with a clear, caustic liquid.  
  As part of the Action used to cast this spell, you must make 
  a melee weapon attack against one creature within your 
  reach otherwise the spell fails.  On a hit, the target suffers 
  the attack’s normal effects and must make a Dexterity saving 
  throw.  On a failure, it suffers 1d8 points of acid damage at 
  the end of its next turn.  If successful, it suffers no additional 
  acid damage at the end of its turn.  A creature can prevent 
  this damage by using its Action to make a DC 10 Dexterity 
  check to remove the acid.
  The acid damage increases as you reach higher levels.  At 
  5th-level, the melee attack deals an extra 1d8 acid damage to 
  the target, and the damage the target takes at the end of its 
  next turn on a failed save increases to 2d8.  Both damage rolls 
  increase by 1d8 at 11th-level and 17th-level.
  Classes: Artificer, Druid, Sorcerer, Warlock, Wizard
  Mystic Foci
  transmutation cantrip
  Casting Time: 1 Action
  Range: Touch
  Components: S, M (an arcane spellcasting focus)
  Duration: Concentration, up to 1 minute
  You pace a charge of mystic energy within one arcane 
  spellcasting focus you touch.  Once before the spell ends, a 
  creature holding the focus can expend this charge when it 
  uses the focus to cast a spell, enhancing the spell in one of the 
  following ways:
  Roll a d4 and add the number rolled to one spell attack roll 
  or spellcasting ability check made for the spell.
  Roll a d4 and subtract the number rolled from one saving 
  throw or ability check made to resist the spell.
  Roll a d4 and add the number rolled to one damage roll 
  of the spell.
  The augmentation provided by this spell increases as you 
  gain levels, the die increases to a d6 at 5th-level and a d8 at 
  17th-level.  The duration of the spell increases to 10 minutes 
  when you reach 11th-level.  
  Classes: Artificer, Sorcerer, Warlock, Wizard
  Mystic Talisman
  abjuration cantrip
  Casting Time: 1 Action
  Range: Touch
  Components: V, S, M (a crystal, token, amulet, or 
  item of jewelry)
  Duration: Concentration, up to 1 minute
  
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  You touch the item used in casting the spell.  That item 
  wards its bearer against magic.  Once before the spell ends, 
  the bearer of the item can roll a d4 and add the number rolled 
  to one saving throw or check vs a spell or magical effect or 
  subtract 1d4 from one spell attack roll targeting it.  It can roll 
  the die after rolling the saving throw or after the attack roll is 
  rolled.  The spell then ends.
  The magical protection provided by this spell increases 
  as you gain levels, the die increases to a d6 at 5th-level and 
  a d8 at 17th-level.  The duration of the spell increases to 10 
  minutes when you reach 11th-level.  
  Classes: Artificer, Bard, Wizard
  Needle Barrage
  1st-level conjuration
  Casting Time: 1 Action
  Range: Self (25 ft line)
  Components: S, M (A needle, thorn, or similar object)
  Duration: 1 round
  You conjure a barrage of slender bone, crystal, metal, or 
  wooden needles propelling them forward to strike at targets 
  within a 25-foot long by 5-foot wide line extending from 
  you.  Make a ranged spell attack against each target within 
  the line.  On a hit you inflict 1 + your Spellcasting Ability 
  modifier piercing damage, plus additional piercing damage 
  equal to the amount by which you attack roll exceeded the 
  target’s AC.  On a critical hit, you inflict 2 + double your 
  Spellcasting Ability modifier piercing damage, plus this 
  additional piercing damage.  Being within 5 feet of a hostile 
  creature doesn’t impose disadvantage on this ranged spell 
  attack roll.
  Each creature other than a Construct or Undead that 
  suffers piercing damage from this spell must make a 
  Constitution saving throw.  On a failed save the creature 
  suffers disadvantage on attack rolls and ability checks due to 
  the myriad needles piercing its body.  The needles conjured 
  by the spell disappear at the start of your next turn.
  At Higher Levels.  When you cast this spell using a spell slot 
  of 2nd-level or higher, multiply the amount by which your 
  attack roll exceeded the target’s AC by the level of the spell 
  slot used to cast the spell to determine the additional piercing 
  damage inflicted by the spell.
  Classes: Artificer, Druid, Ranger, Sorcerer, Warlock, Wizard
  Paragon
  5th-level transmutation
  Casting Time: 1 Action
  Range: Touch
  Components: V, S, M (fur or a feather from six 
  different beasts)
  Duration: Concentration, up to 1 hour
  You touch a creature and bestow upon it an enhancement 
  that makes of it a paragon of all virtues.
  • The target has advantage on all ability checks and saving 
  throws.
  • The target’s carrying capacity doubles.
  • It doesn’t take damage from falling 30 feet or less if it isn’t 
  incapacitated.
  • It gains 5d6 temporary hit points, which are lost when the 
  spell ends.  
  • When it makes an attack, it may roll 1d4 and add the result 
  to either the attack or damage roll. 
  At Higher Levels.  When you cast this spell using a spell slot 
  of 6th-level or higher, you can target one additional creature 
  for each slot level above 5th.
  Classes: Artificer, Bard, Cleric, Druid, Sorcerer
  Piercing Vision
  4th-level divination
  Casting Time: 1 Action
  Range: Self
  Components: V, S
  Duration: 1 minute
  When you cast this spell, you can see into and through solid 
  matter for the duration. This vision has a radius of 30 feet. 
  To you, solid objects within that radius appear translucent 
  and you can see normally in darkness, both magical and 
  nonmagical within this range.  The vision can penetrate 1 
  foot of stone, 1 inch of common metal, or up to 3 feet of 
  wood or dirt. Thicker substances block the vision, as does a 
  thin sheet of lead.  
  At Higher Levels.  If you cast this spell using a spell slot of 
  5th or higher, the range of the vision increases by 10 feet per 
  slot level above 4th and the depth of material other than lead 
  that the vision can penetrate increases by 1 foot/1 inch/3 feet 
  per slot level above 4th.  In addition, the duration increases 
  to 10 minutes if a 5th or 6th-level spell slot is used, 1 hour 
  at 7th or 8th-level, and to 8 hours if a 9th-level spell slot 
  is expended.
  Classes: Artificer, Bard, Sorcerer, Wizard
  Potent Venom
  1st-level conjuration
  Casting Time: 1 Action
  Range: Special
  Components: V, S
  Duration: Instantaneous
  You must know the infestation or poison spray cantrip to 
  cast this spell. 
  As part of the Action used to cast this spell you must cast 
  the infestation or poison spray cantrip at a target.  If the 
  target fails its Constitution save against the cantrip, it suffers 
  the normal effects from the cantrip plus an additional 2d12 
  poison damage and is also poisoned until the end of your 
  next turn. On successful save, it suffers 1d12 poison damage, 
  but is not poisoned.
  At Higher Levels. When you cast this spell using a spell slot 
  of 2nd-level or higher, the damage on a failed save increases 
  by 1d12 points of damage for each slot level above 1st. The 
  poison damage on a successful save increases by 1d12 per 2 
  slot levels above 1st. 
  Classes: Artificer (Alchemist), Druid, Sorcerer, Warlock, Wizard
  Quell Magic
  abjuration cantrip
  Casting Time: 1 minute
  Range: 30 feet
  Components: V, S
  Duration: Instantaneous 
  
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  Choose a single spell or magical effect that you have 
  identified with an Arcana check or can see using Detect 
  Magic.  You slowly attempt to dismantle the spell.  A cantrip 
  is automatically dispelled.  For a spell of 1st-level or higher, 
  make an ability check using your spellcasting ability. The 
  DC equals 10 + the spell’s level. On a successful check, 
  the spell ends.
  Your ability to dispel magic of 1st-level or higher increases 
  as you gain levels.  Starting at 5th-level you gain a +1 bonus 
  to your spellcasting ability check using this spell or a dispel 
  magic spell, this increases to a +2 bonus at 11th-level, and to 
  +3 at 17th-level.
  Arcane Synergy.  If you have the Improved Abjuration 
  wizard class feature, you can add your proficiency bonus 
  to the spellcasting ability check to dispel a spell of 1st-
  level or higher.
  Classes: Artificer, Cleric, Druid, Sorcerer, Wizard
  Reflective Shield
  2nd-level abjuration
  Casting Time: 1 Reaction
  Range: Self
  Components: S, M (a metal shield)
  Duration: Instantaneous
  You can cast this spell as a reaction when you are hit by an 
  attack, are targeted by a magic missile spell, or have to make 
  a Dexterity saving throw versus an attack that targets you 
  as opposed to an area, or a Dexterity saving throw versus a 
  line effect no more than 5 feet wide.  You gain a +5 bonus 
  to your AC or Dexterity save versus the triggering attack 
  or effect, take no damage from a magic missile spell, and 
  suffer no damage if you succeed on a Dexterity saving throw 
  versus an effect.
  If this causes a magical effect to miss you or inflict no 
  damage, you may immediately choose a new target for 
  the effect. You use your spell attack bonus or save DC as 
  appropriate for the redirected effect, or automatically inflict 
  damage from redirected magic missiles. If you succeed on 
  a Dexterity saving throw to avoid a line effect, you may 
  redirect the remaining length of the line in a direction of 
  your choice extending from you.
  At Higher Levels.  When you cast this spell using a spell 
  slot of 3rd-level or higher, you actually amplify a redirected 
  magical effect, inflicting an additional 1d8 damage for every 
  slot level above 2nd.  
  Arcane Synergy. If you have the Shield Master feat, you 
  can add your shield’s AC bonus to any Dexterity saving 
  throw affected by this spell, and if you fail a Dexterity 
  saving throw affected by this spell, you suffer only 
  half damage.
  Arcane Synergy. This spell is one of what has been 
  termed Metal Magic spells, developed by the Orders of 
  Eldritch Knights within the Arcanum.  This spell may be 
  selected as a spell known by an eldritch knight of any 
  order, regardless of the normal restrictions on selecting 
  spells based upon a school of magic.  
  A variation on this spell, known as reflective force, that 
  uses magical force instead of metal does exist, if you 
  have an active shielding imbuement or Arcane Shield you 
  can use the magical force contained in those spells as an 
  alternative material component.  
  Classes: Artificer, Paladin, Wizard
  Repair Object
  1st-level transmutation
  Casting Time: 1 Action
  Range: 30 feet
  Components: V, S, M (a tool related to the item to 
  be repaired)
  Duration: Instantaneous
  Choose an object, structure, or construct you can see within 
  range.  The target regains a number of hit points equal 
  to 1d8 + your spellcasting ability modifier.  If you have 
  proficiency in a related artisan tool, such as smith’s tools for a 
  metal object, mason’s tools for a stone object, etc. you restore 
  additional hit points equal to your proficiency bonus.  
  If cast upon armor or weapon that has had its AC or 
  damage reduced by a rust or corrosive effect, this spell 
  restores one level of AC or removes one level of damage 
  penalty.  If cast upon a non-functional machine or construct 
  for which you have an associated tool proficiency this 
  spell can render it functional again if it is restored to 
  full hit points.
   At Higher Levels.  When you cast this spell using a spell 
  slot of 2nd-level or higher, the number of hit points restored 
  increases by 1d8 for each slot level above 1st.  The level of 
  AC reduction or damage penalty removal this spell provides 
  is increased by one for each slot level above 1st.
  Arcane Synergy: This spell can affect a warforged 
  character as if it were a construct.
  Classes: Artificer, Bard, Cleric, Druid, Sorcerer, Wizard
  
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  Reviving Shock
  1st-level evocation
  Casting Time: 1 Action 
  Range: Touch
  Components: V, S
  Duration: Instantaneous
  You touch a living creature that has 0 hit points, or that died 
  since the start of your previous turn due to failing death 
  saving throws or accumulating levels of exhaustion. The 
  creature is returned to life and becomes stable at 0 hit points.
  At Higher Levels.  When you cast this spell using a spell 
  slot of 2nd-level or higher, the number of rounds that can 
  have elapsed since the creature died increases by 1 per slot 
  level above 1st.
  Arcane Synergy. If you know the shocking grasp cantrip, up 
  to 2 rounds can have elapsed since the creature died.
  Classes: Artificer, Druid, Sorcerer, Wizard
  Rime Blade
  conjuration cantrip
  Casting Time: 1 Action
  Range: Special
  Components: V, M (a weapon)
  Duration: Instantaneous
  You conjure an aura of intense cold around your 
  melee weapon.  
  As part of the Action used to cast this spell, you must make 
  a melee weapon attack against one creature within your 
  reach otherwise the spell fails.  On a hit, the target suffers the 
  attack’s normal effects and the aura of cold is transferred to 
  the creature.  If the target does not move at least 5 feet from 
  its current location before the end of its next turn, it suffers 
  1d8 cold damage.
  The aura of cold increases as you gain levels causing 
  additional cold damage.  At 5th-level, the melee attack deals 
  an extra 1d8 cold damage to the target, and the damage the 
  target takes for not moving increases to 2d8.  Both damage 
  rolls increase by 1d8 at 11th-level and 17th-level.
  Classes: Artificer, Cleric (Nature, Tempest), Druid, Sorcerer, 
  Warlock, Wizard
  Serpent Strike
  conjuration cantrip
  Casting Time: 1 Action
  Range: Special
  Components: V
  Duration: Instantaneous
  You imbue a piercing or slashing attack with poison.  As 
  part of the Action used to cast this spell, you must make a 
  weapon attack (ranged or melee) or unarmed strike that 
  deals piercing or slashing damage against one creature within 
  the weapon’s range otherwise the spell fails.  On a hit, the 
  target suffers the attack’s normal effects and must make a 
  Constitution save.  It takes 3d4 poison damage on a failed 
  save, or half as much poison damage on a successful one.
  The poison becomes more virulent as your level increases.  
  The poison damage increases by 3d4 when you reach 5th-
  level (6d4), 11th-level (9d4), and 17th-level (12d4).  
  Classes: Artificer, Cleric (Trickery), Druid, Sorcerer, 
  Warlock, Wizard
  Shifting Strike
  transmutation cantrip
  Casting Time: 1 Action or 1 Reaction
  Range: Self
  Components: M (A portion of a natural weapon from a 
  beast such as Claws, Teeth, or Spines)
  Duration: Instantaneous
  Your form briefly changes, and you grow fangs, claws, or 
  another natural weapon of your choice.  As part of the 
  Action used to cast this spell you may make a melee attack 
  using a natural weapon to attack a creature within your 
  reach.  The natural weapon formed by this spell inflicts 1d6 
  points of bludgeoning, piercing, or slashing damage.  You 
  may use Strength, Dexterity, or your Spellcasting Ability for 
  the attack and damage roll of the natural weapon attack using 
  this spell.  You may not cast this spell if you are wearing 
  medium or heavy armor made of metal.  
  In addition, when you cast this spell, until the start of 
  your next turn you may cast it again as a Reaction to attack 
  a creature that provokes an opportunity attack while 
  within your reach.
  The damage dice of a natural weapon attack using this 
  spell increases by 1d6 at 5th-level (2d6), 11th-level (3d6), and 
  17th-level (4d6).
  Arcane Synergy. This spell may be cast while 
  polymorphed or in beast form if that form possesses a 
  natural weapon attack.
  Classes: Druid, Sorcerer, Warlock (Beast Within), Wizard
  Shocking Bolts
  2nd-level evocation
  Casting Time: 1 Action
  Range: 120 feet
  Components: V, S
  Duration: Instantaneous
  You create three bolts of lightning and hurl them at targets 
  within range.  You can hurl them at one target or several.   
  Make a ranged spell attack for each bolt.  On a hit, the target 
  takes 2d6 lightning damage.
  At Higher Levels.  When you cast this spell using a spell slot 
  of 3rd-level or higher, you create one additional bolt for each 
  slot level above 2nd.
  Classes: Artificer, Wizard, Sorcerer
  Shocking Cascade
  evocation cantrip
  Casting Time: 1 Action
  Range: Self (15-foot line)
  Components: V, S
  Duration: Instantaneous
  A cascade of lightning in a 15-foot-long by 5-foot-wide line 
  blasts out from you in a direction you choose.  Each creature 
  in the line must make a Dexterity saving throw.  A creature 
  takes 1d6 lightning damage on a failed save, or no damage on 
  a successful one.  
  
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  This spell’s damage increases by 1d6 when you reach 5th-
  level (2d6), 11th-level (3d6), and 17th-level (4d6).
  Classes: Artificer, Wizard, Sorcerer
  Siege Bolt
  2nd-level transmutation
  Casting Time: 1 Action
  Range: Self (60-foot line)
  Components: S
  Duration: Instantaneous
  You cast this spell as you load your crossbow (or other 
  ranged weapon) enchanting the bolt so that it fires with the 
  force of a ballista.  As part of the Action used to cast this 
  spell, you make a ranged weapon attack against each creature 
  in a 60-foot line, starting with the closest creature, until 
  you hit an obstacle or creature.  On a hit, a creature suffers 
  normal damage from the weapon plus 3d10 piercing damage. 
  Damage from the weapon is considering magical and the 
  bolt treated as if fired from a siege engine for effects that 
  would impede a normal missile weapon attack.  If you drop a 
  creature to 0 hit points or destroy an object with this attack, 
  you may make an attack on the next creature in the line.  All 
  attacks within the line are considered to be at short rage.
  This spell deals double damage to objects and structures.  
  Targets are not resistant or immune to the damage of this 
  spell unless they are resistant or immune to both piercing 
  and bludgeoning damage.
  At Higher Levels.  If you cast this spell using a spell slot of 
  3rd-level or higher, the piercing damage increases by 1d10 
  points per slot level above 2nd.  If cast using a spell slot of 
  5th-level or higher the line increases to 90 feet, if cast using a 
  spell slot of 8th-level or higher the line becomes 120 feet.
  Classes: Artificer, Ranger, Wizard
  Spellstrike
  evocation cantrip
  Casting Time: 1 Action
  Range: 120 feet
  Components: V, S, M (an arcane spellcasting focus)
  Duration: 1 round
  You strike with a ray of eldritch force that forms a magical 
  resonance within a target, causing it to take additional 
  damage from your evocation spells.  The target must make 
  a Dexterity saving throw.  On a failed save, the target takes 
  1d8 force damage and the next time it suffers damage from 
  an evocation spell cast by you before the end of your next 
  turn, it suffers additional damage from the spell equal to 1d4 
  points of damage plus 1d4 per level of the spell slot used to 
  cast the spell.
  This spell’s initial force damage on a failed Dexterity saving 
  throw increases by 1d8 when you reach 5th-level (2d8), 
  11th-level (3d8), and 17th-level (4d8).
  Classes: Sorcerer, Wizard
  Steel Skin
  4th-level abjuration
  Casting Time: 1 Action
  Range: Self
  Components: V, S, M (medium or heavy armor 
  made of metal)
  Duration: 1 Hour
  You must be wearing medium or heavy armor made of metal 
  to cast this spell.  Until the spell ends, you have resistance 
  to bludgeoning, piercing, and slashing damage from 
  weapons that aren’t adamantine.  The spell ends early if you 
  remove the armor.
  At Higher Levels.  When you cast this spell using a spell slot 
  of 5th-level or higher, the duration increases by 1 hour for 
  every slot level above 4th.  
  Arcane Synergy. This spell is one of what has been 
  termed Metal Magic spells, developed by the Orders of 
  Eldritch Knights within the Arcanum.  This spell may be 
  selected as a spell known by an eldritch knight of any 
  order, regardless of the normal restrictions on selecting 
  spells based upon a school of magic.
  Classes: Artificer, Paladin, Wizard
  Steel Surge
  3rd-level transmutation
  Casting Time: 1 Bonus Action
  Range: Self
  Components: V, S, M (medium or heavy armor made of 
  metal or a metal shield)
  Duration: Instantaneous
  You propel yourself forward in a line 5 feet wide and up 60 
  feet in length.  A creature within the line must make either a 
  Strength or Dexterity saving throw (its choice).  
  On a failed Dexterity save a creature suffers 2d12 
  bludgeoning damage and is pushed 5 feet to one side of the 
  line and is knocked prone, and you and the line continue past 
  the creature. On a successful save, the creature suffers half 
  damage and is pushed 5 feet to one side but is not knocked 
  prone, and you and the line continue past the creature
  On a failed Strength save a creature suffers 2d12 
  bludgeoning damage and is pushed 5 feet to one side of the 
  line and is knocked prone, and you and the line continue 
  past the creature. On a successful Strength save, the creature 
  suffers 2d12 bludgeoning damage but is not knocked 
  prone or pushed, and you and the line stop adjacent to that 
  creature’s space.
  A large or smaller object suffers 2d12 bludgeoning damage 
  and is pushed to one side.  A larger object or structure suffers 
  the same damage but halts your progress unless the damage 
  destroys it.
  If you are wearing medium or heavy armor made of metal, 
  you may add your Constitution modifier to the bludgeoning 
  damage.  If you are wielding a metal shield, you may add your 
  Strength modifier to the bludgeoning damage.
  At Higher Levels.  When you cast this spell using a spell slot 
  of 4th-level or higher, the bludgeoning damage increases by 
  1d12 for every slot level above 3rd.  
  Arcane Synergy. This spell is one of what has been 
  termed Metal Magic spells, developed by the Orders of 
  Eldritch Knights within the Arcanum.  This spell may be 
  selected as a spell known by an eldritch knight of any 
  order, regardless of the normal restrictions on selecting 
  spells based upon a school of magic.  A variation on this 
  spell, known as Force Surge, that uses magical force 
  instead of weight of metal does exist, if you have an 
  active Shielding Imbuement or Arcane Shield or are under 
  
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  the effects of a Mage Armor or Imbuement of Warding, 
  you can use the magical force contained in those spells 
  as an alternative material component.  
  Classes: Artificer (Battle Smith), Paladin, Wizard
  Storm Hammer
  evocation cantrip
  Casting Time: 1 Action
  Range: 120 feet
  Components: V, M (a weapon)
  Duration: 1 round
  You charge a weapon you wield with lightning.  As part of 
  the Action used to cast this spell, you must make a melee or 
  thrown weapon attack against one creature within the spell’s 
  range otherwise the spell fails.  If you throw a weapon to 
  make the attack, the weapon returns to your hand after the 
  attack is completed.  On a hit, the target suffers the attack’s 
  normal effects and your weapon is wreathed with crackling 
  lightning.  If the target hits you with an attack or you hit the 
  target with an attack using the weapon before the start of 
  your next turn, the target immediately takes 1d6 lightning 
  damage as a bolt of lightning leaps from the weapon to strike 
  it.  The spell then ends.
  This spell’s damage increases when you reach higher levels.  
  At 5th-level, the initial attack deals an extra 1d6 lightning 
  damage on a hit and the lightning damage the target takes 
  for hitting you or being hit by you increases to 2d6.  Both 
  damage rolls increase by 1d6 at 11th-level and 17th-level.
  Classes: Artificer, Cleric (Nature, Tempest), Druid, 
  Sorcerer, Wizard
  Storm Quiver
  5th-level transmutation
  Casting Time: 1 Action
  Range: Self
  Components: V, S
  Duration: Concentration, up to 1 hour
  You touch a quiver containing arrows or bolts. When you 
  fire a ranged weapon using a piece of ammunition drawn 
  from the quiver, it transforms into a bolt of lightning, 
  forming a line 5 feet wide that extends out from you to a 
  target within range of your weapon. Each creature in the line 
  excluding you and the target must make a Dexterity saving 
  throw, taking 4d6 lightning damage on a failed save, and half 
  as much damage on a successful one. The lightning bolt turns 
  back into an arrow or bolt when it reaches the target. Make a 
  ranged weapon attack against the target. On a hit, the target 
  takes damage from the attack plus 4d6 lightning damage.
  The spell’s magic ends on the piece of ammunition when 
  it hits or misses, and the spell ends when five pieces of 
  ammunition have been drawn from the quiver.
  At Higher Levels. When you cast this spell using a spell slot 
  of 6th level or higher, the number of pieces of ammunition 
  you can affect with this spell increases by one for each slot 
  level above 5th.
  Classes: Artificer, Druid, Ranger, Sorcerer, Wizard
  Strike of Living Flame
  evocation cantrip
  Casting Time: 1 Action
  Range: Touch
  Components: V, S
  Duration: Instantaneous
  Your hand glows with eldritch fire as you reach to touch a 
  creature or object.  Make a melee spell attack, on a hit the 
  target bursts into flame suffering 1d10 fire damage and takes 
  an additional 1d4 fire damage at the start of its next turn.
  The spell’s initial damage increases by 1d10 when you reach 
  5th-level (2d10), 11th-level (3d10), and 17th-level (4d10).  
  The additional damage the burning target suffers at the start 
  of its next turn increases to 1d6 at 5th-level, to 1d8 at 11th-
  level, and to 1d10 at 17th-level.
  Arcane Synergy.  The halfling wizard Hannah ‘Hot-Foot’ 
  Hawthorne has coined a different name for this spell: 
  Flaming Fists of Fury has gained some notorious use among 
  younger practitioners of the Arcane Way. If you cast 
  this spell while under the effects of a hot fire shield or 
  an investiture of flame spell, you also inflict that spell’s 
  passive damage on a successful melee spell attack.  
  Classes: Artificer, Sorcerer, Warlock, Wizard
  Stunning Spell
  evocation cantrip
  Casting Time: 1 Action
  Range: 90 feet
  Components: V, S, M (an arcane spellcasting focus)
  Duration: Instantaneous
  You strike at a target within range with a stunning blast 
  of focused thunder. Make a ranged spell attack against the 
  target.  On a hit, the target takes 1d8 thunder damage. If you 
  score a critical hit on the attack roll the target must make a 
  
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  Constitution saving throw or be Stunned until the end of 
  your next turn.  
  This damage is non-lethal, a creature reduced to 0 hit 
  points is unconscious, but automatically stabilizes and 
  does not require death saves.  The extreme focus of the 
  thunderous energy of this spell means that it is usually no 
  louder than the verbal component used to invoke it.
  This spell’s damage increases by 1d8 when you reach 5th-
  level (2d8), 11th-level (3d8), and 17th-level (4d8). 
  Arcane Synergy.  Stunning Spell is the somewhat generic 
  name for this cantrip, it is also known as stun spell, thunder 
  stun, staggering spell, stunner, or stupefying charm.
  Classes: Artificer (Artillerist), Sorcerer, Wizard
  Sulfurous Cloud
  5th-level conjuration
  Casting Time: 1 Action
  Range: 60 ft
  Components: V, S, M (a handful of sulfur)
  Duration: Concentration, up to 1 minute
  You create a 20-foot-radius sphere of burning, sulfurous gas 
  centered on a point within range. The cloud spreads around 
  corners, and its area is heavily obscured. The cloud lingers in 
  the air for the duration.
  Each creature that is completely within the cloud at the 
  start of its turn suffers 2d4 poison damage and must make a 
  Constitution saving throw against poison. On a failed save, 
  the creature spends its action that turn retching and reeling. 
  Creatures that don’t need to breathe or are immune to 
  poison automatically succeed on this saving throw.
  A creature that enters the spell’s area for the first time on a 
  turn or ends its turn there suffers 2d4 fire damage and must 
  make a Constitution saving throw or become blinded until 
  the end of their next turn.
  A moderate wind (at least 10 miles per hour) disperses the 
  cloud after 4 rounds. A strong wind (at least 20 miles per 
  hour) disperses it after 1 round.
  At Higher Levels. If you cast this spell using a spell slot 
  of 6th-level or higher, the poison and fire damage each 
  increases by 1d4 per slot level above 5th.
  Classes: Artificer (Alchemist), Sorcerer, Warlock, Wizard
  Summon Slime
  3rd-level conjuration
  Casting Time: 1 Action
  Range: 90 ft 
  Components: V, S, M (a tiny sample of green slime)
  Duration: 1 hour
  You conjure a patch of acidic green slime that covers a 10-
  foot square within range.  
  A creature that comes into contact with the slime takes 
  1d10 acid damage. The creature takes the damage again at 
  the start of each of its turns until the slime is scraped off or 
  destroyed. Scraping the slime off requires an Action. Against 
  wood or metal, green slime deals 2d10 acid damage each 
  round, and any nonmagical wood or metal weapon or tool 
  used to scrape off the slime is effectively destroyed.  
  Sunlight, any effect that cures disease, and any effect that 
  deals cold, fire, or radiant damage destroys a 5-foot-square 
  patch of green slime.  The slime evaporates when the 
  duration expires.
  At Higher Levels.  When you cast this spell using a spell slot 
  of 4th-level or higher, you may summon an additional 10-
  foot square patch of slime per slot level above 3rd.
  Classes: Artificer (Alchemist), Druid, Sorcerer, Wizard
  Tempest Spear
  1st-level evocation
  Casting Time: 1 Bonus Action
  Range: Self
  Components: V, M (a melee weapon)
  Duration: Concentration, up to 1 minute.
  For the duration of the spell a melee weapon you wield gains 
  the thrown property with a range of 20/60, if it already has 
  the thrown property its range increases by 20 feet short 
  range and 60 feet for long range.  If you throw the weapon it 
  returns to your hand after the attack is made.
  Each time you hit a creature with a melee or thrown 
  weapon attack during this spell’s duration, you deal an 
  additional 1d4 points of lightning or thunder damage 
  (your choice).
  At Higher Levels.  When you cast this spell using a spell 
  slot of 2nd-level or higher, the range of a thrown weapon 
  attack increases by 10/30 for each slot level used higher than 
  1st.  If cast using a 4th-level or higher spell slot the additional 
  damage on a hit increases to 1d6, or to 1d8 if a 7th-level or 
  higher spell slot is used.
  Classes: Artificer, Druid, Ranger, Sorcerer, Wizard
  Thunder Stone
  1st-level transmutation
  Casting Time: 1 Action
  Range: Self
  Components: V, S
  Duration: 10 minutes
  You touch one to four sling bullets or stones and imbue them 
  with magic.  When a target is hit by one of these stones, the 
  target and each creature within 5 feet of it must succeed on 
  a Constitution saving throw or take 2d4 thunder damage 
  and be deafened for 1 minute.  On a successful save a target 
  suffers half damage and is not deafened.
  A deafened target must make a Constitution saving throw 
  at the end of each of its turns, ending the deafened condition 
  on a success.
  The spell’s magic ends on the piece of ammunition when 
  it hits or misses. The thunderous crack of one of these stones 
  striking its target is audible out to 150 feet.
  At Higher Levels. When you cast this spell using a spell slot 
  of 4th level or higher, the number of pieces of ammunition 
  you can affect with this spell increases by two for each slot 
  level above 1st.
  Classes: Artificer, Druid, Ranger, Sorcerer, Wizard
  Venomous Strike
  2nd-level Conjuration
  Casting Time: 1 Bonus Action
  Range: Self
  Components: V
  Duration: Concentration, up to 1 minute.
  
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  The next time you hit a creature with a weapon attack 
  (ranged or melee) during this spell’s duration, your weapon 
  drips with venom, and the attack deals an extra 2d12 
  poison damage to the target.  Additionally, the creature 
  must succeed on a Constitution saving throw or become 
  poisoned for the duration.  A poisoned creature must make a 
  Constitution saving throw at the end of each of its turns.  If 
  successful, the spell ends. On a failure, it suffers 1d12 poison 
  damage and remains poisoned.
  At Higher Levels.  When you cast this spell using a spell slot 
  of 3rd-level or higher, it inflicts an additional 1d12 initial 
  poison damage for each spell slot level used higher than 2nd, 
  and an additional 1d12 continuing poison damage for every 2 
  slot levels above 2nd.
  Arcane Synergy.  When you cast Venomous Strike you 
  can also choose to have the spell trigger the next time 
  you hit a creature with a melee or ranged spell attack 
  that inflicts poison damage, or a target fails a constitution 
  saving throw versus your poison spray spell.
  Classes: Artificer (Alchemist), Druid, Ranger, Sorcerer, 
  Warlock, Wizard
  Viscous Splash
  1st-level conjuration
  Casting Time: 1 Bonus Action
  Range: Self
  Components: V
  Duration: Concentration, up to 1 minute.
  You must know the acid splash cantrip to cast this spell.
    The next time a creature fails a saving throw versus an 
  acid splash cantrip during this spell’s duration, you inflict an 
  additional 1d6 acid damage and an expanding viscous blob 
  of acidic goo restrains the target. If you target two creatures 
  with an acid splash, both can be affected by viscous splash if 
  both fail the saving throw to avoid the cantrip. 
  A creature restrained by this spell or one that can touch 
  a restrained creature can use its Action to make a Strength 
  check against your spell save DC.  On a success, the target is 
  freed.  If another creature fails a Strength check to free the 
  trapped creature, it must make a Dexterity saving throw.  On 
  a failure, it is also restrained by the spell, mired in the goo 
  with the original target. A target that ends its turn restrained 
  by this spell suffers 1d6 acid damage.
  At Higher Levels.  When you cast this spell using a spell slot 
  of 3rd-level or higher, the initial acid damage increases by 
  1d6 per slot level above 1st.  
  Classes: Artificer, Sorcerer, Wizard
  Wall of Thunder
  4th-level Evocation
  Casting Time: 1 Action
  Range: 120 ft
  Components: V, S
  Duration: Concentration, up to 1 minute.
  You create a wall of rumbling thunder at a point you choose 
  within range.  It can be free floating, or it can rest on a 
  solid surface.  You can make the wall up to 60 feet long, 20 
  feet high, and 5 feet thick, or a ringed wall up to 20 feet in 
  diameter, 20 feet high, and 5 feet thick. The wall is lightly 
  obscured and lasts for the duration, the wall’s space is 
  difficult terrain.
  Each creature within the wall’s area when it appears, 
  entering the area, or starting its turn there must make a 
  Strength saving throw. On a failed save, a creature takes 
  3d10 thunder damage and is pushed 10 feet away from the 
  wall and knocked prone. On a successful save the creature 
  suffers half damage and is not pushed or knocked prone.  
  You choose a direction when you create the wall, a creature 
  pushed by the wall is pushed that direction. Flying creatures 
  have disadvantage on their Strength save when they 
  enter the wall.
   The roiling thunder within the wall keeps fog, smoke, 
  and other gases at bay. Arrows, bolts, and other ordinary 
  projectiles launched at targets behind the wall are deflected 
  or destroyed and automatically miss. (Boulders hurled 
  by giants or siege engines, and similar projectiles, suffer 
  disadvantage on the attack roll.) Creatures in gaseous 
  form can’t pass through it.  Normal flame within the wall 
  is extinguished.  Purely magical attacks pass through the 
  wall unaffected.
  At Higher Levels.  When you cast this spell using a spell slot 
  of 5th-level or higher, the damage increases by 1d10 for each 
  slot level above 4th.
  Classes: Artificer (Artillerist), Druid, Sorcerer, Wizard
  Warp Metal
  2nd-level transmutation
  Casting Time: 1 Action
  Range: 60 ft
  Components: V, S, M (a loadstone)
  Duration: Concentration, up to 1 minute
  Choose a manufactured metal object, such as a metal weapon 
  or a suit of medium or heavy metal armor, or a construct 
  made of metal that you can see within range. You warp the 
  metal of the object.
  • A metal weapon has disadvantage on attack rolls for the 
  duration.  
  • A creature wearing medium or heavy armor made of metal 
  suffers 2d8 bludgeoning damage when you cast the spell 
  and at the start of each of your turns and has disadvantage 
  on any ability check, saving throw, or attack roll that 
  involves Strength or Dexterity, and can’t cast spells that 
  require somatic components.
  • A metal construct suffers 2d8 bludgeoning damage when 
  you cast the spell and at the start of each of your turns and 
  has disadvantage on any ability check, saving throw, or 
  attack roll that involves Strength or Dexterity, and can’t 
  cast spells that require somatic components.
  • If you cast this spell on a metal tool or a metal machine it 
  ceases to function for the duration.
  The affected object returns to normal when the spell ends.
  At Higher Levels. When you cast this spell using a spell slot 
  of 3rd-level or higher, the damage increases by 1d8 for each 
  slot level above 2nd.
  Arcane Synergy. This spell is one of what has been 
  termed Metal Magic spells, developed by the Orders of 
  Eldritch Knights within the Arcanum.  This spell may be 
  selected as a spell known by an eldritch knight of any 
  
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  order, regardless of the normal restrictions on selecting 
  spells based upon a school of magic.  
  Classes: Artificer, Druid, Wizard
  Wind Cloak
  2nd-level transmutation
  Casting Time: 1 Bonus Action
  Range: Self 
  Components: V, M (a cloak or similar garment)
  Duration: 10 minutes
  You enchant a cloak, long coat, robe, or similar garment with 
  elemental air.  While you wear the garment your rate of 
  descent while falling slows to 60 feet per round until the spell 
  ends, and you can choose to move horizontally up to half 
  this distance in any direction as you fall.  If you land before 
  the spell ends, you take no falling damage and can land on 
  your feet.  
  When you cast the spell, and as a bonus action on your 
  turn you can begin concentration on the spell causing winds 
  to bear you aloft, granting you a fly speed of 20 feet for as 
  long as you maintain concentration.
  At Higher Levels.  When you cast this spell using a spell slot 
  of 3rd-level or higher, the duration increases to 1 hour at 3rd 
  or 4th-level, 8 hours at 5th or 6th-level, and 24 hours at 7th 
  or 8th-level, and 10 days if a 9th-level spell slot is used. 
  Arcane Synergy. One notable practitioner is famous 
  for casting this spell instead upon an umbrella to avoid 
  having her skirts disarrayed. 
  Classes: Artificer, Druid, Sorcerer, Wizard
  Wood Shape
  2nd-level transmutation
  Casting Time: 1 Action
  Range: Touch
  Components: V, S
  Duration: Instantaneous
  You touch a wooden object of Medium size or smaller or 
  a section of wood no more than 5 feet in any dimension 
  and form it into any shape that suits your purpose.  So, for 
  example, you could shape a tree branch into a bow, club, idol, 
  or box, or make a small passage through a wooden wall, so 
  long as the wall is less than 5 feet thick. You could also shape 
  a wood door or its frame to seal the door shut. The object 
  you create can have up to two hinges and a latch, but finer 
  mechanical detail isn’t possible.  If you have an appropriate 
  artisan skill, a detailed sculpture or structure can be created 
  using this spell.
  This spell can be cast upon a living tree without harm, so 
  long as the final form is sustainable.
  At Higher Levels.  When you cast this spell using a spell slot 
  of 3rd-level or higher, the size of the wooden object that can 
  be shaped increases by 5 feet for each slot level above 2nd, to 
  Large (10 feet) at 3rd, Huge (15 feet) at 4th, and gargantuan 
  (20 feet +) at 5th-level or higher.  When cast using a spell 
  slot of 4th-level or higher you can cause one wooden object 
  of medium size or smaller to become as hard as steel.
  Classes: Artificer, Bard, Cleric (Nature) Druid, Wizard
  
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  Appendix I: Constructs
  Appendix I: Constructs
  The new constructs that can be created using the animate 
  construct spell are included in this section.  Additional 
  constructs and rules for their creation can be found in the 
  Arcane Mysteries sourcebook.
  Constructs
  Constructs can be created through the use of the Animate 
  Construct spell or using the magic item crafting rules.  A list 
  of constructs, and their purchase price costs appear at the 
  end of this chapter. As described in the previous chapter, the 
  creation cost is usually half the listed price unless a feat or 
  class feature changes this.
  Certain types of corporeal undead can also be constructed 
  using the magic item crafting rules.  Such creatures are 
  similar to constructs, but animated through necromantic 
  magic. Many such undead are unaligned instead of the 
  normal alignment for a creature of that type.
  Constructs and undead created using the crafting rules can 
  be commanded by their creator up to 500 feet away.
  Animated Constructs
  The following are examples of constructs that can be 
  animated through the use of the Animate Construct spells.
  Scout Construct
  A scout construct is a tiny construct built around a 
  ranged weapon, often an autoloading crossbow or similar 
  mechanical marvel.  Built with various mechanisms enabling 
  flight it possesses spindly folding mechanical legs for ground 
  locomotion.  It is built for scouting and skirmishing duties.  
  Some versions of this construct resemble a mechanical bird, 
  this version makes one attack with its beak (piercing) or one 
  with its talons (slashing) using the statistics below, instead of 
  a ranged weapon.
  Blade Construct
  A blade construct is a fast and flexible construct designed 
  for combat and bodyguard uses.  The usual configuration 
  resembles a small humanoid of slightly feline appearance 
  with light piercing or slashing blades that can extend from 
  each limb.  These blades also allow the construct a modest 
  ability at climbing.  Some versions of this construct resemble 
  a mechanical cat, this version makes one attack with its 
  bite (piercing) and one with its claws (slashing) using the 
  statistics below.
  Scout Construct
  Tiny Construct, unaligned
  —
  Armor Class 16 (Natural)
  Hit Points 10 (4d4)
  Speed 10 ft., fly 50 ft.
  —
  —
  Damage Immunities poison, psychic
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, paralyzed, petrified, poisoned
  Saving Throws DEX +5
  Skills Perception +4
  Senses Darkvision 120 ft., Blindsight 60 ft.; Passive 
  Perception 14
  Languages Understands one language known by its creator 
  but can’t speak
  Challenge ¼ (50 xp)
  —
  Antimagic Susceptibility.  The construct is incapacitated while 
  in the area of an anti-magic field. If targeted by dispel magic, 
  it must succeed on a Constitution saving throw against the 
  caster's spell save DC or fall unconscious for 1 minute.
  aCtions
  Beak or Talons.  Melee Weapon Attack:  +5 to hit, reach 5ft., 
  one target. Hit 5 (1d4 + 3) piercing or slashing damage.
  Autoloading Crossbow.  Ranged Weapon Attack:  +5 
  to hit, range 80/320 ft., one target. Hit 6 (1d6 + 3) 
  piercing damage..
  STR
  DEX
  CON
  INT
  WIS
  CHA
  4 (-3)
  16 (+3)
  10 (+0)
  8 (-1)
  14 (+2)
  5 (-3)
  Blade Construct
  Small Construct, unaligned
  —
  Armor Class 15 (Natural)
  Hit Points 15 (3d6 + 3)
  Speed 40 ft., Climb 30 ft.
  —
  —
  Damage Immunities poison, psychic
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, paralyzed, petrified, poisoned
  Saving Throws DEX +4
  Skills Athletics +3, Perception +2
  Senses Darkvision 60 ft., Passive Perception 12
  Languages Understands one language known by its creator 
  but can’t speak
  Challenge ¼ (50 xp)
  —
  Antimagic Susceptibility.  The construct is incapacitated while 
  in the area of an anti-magic field. If targeted by dispel magic, 
  it must succeed on a Constitution saving throw against the 
  caster's spell save DC or fall unconscious for 1 minute.
  aCtions
  Multiattack.  The blade construct makes two Blade attacks, 
  one with each forearm blade.
  Blade.  Melee Weapon Attack:  +4 to hit, reach 5ft., one target. 
  Hit 5 (1d6 + 2) slashing or piercing damage.
  .
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  15 (+2)
  13 (+1)
  6 (-2)
  10 (+0)
  5 (-3)
  
  67
  ArcAne Mysteries of eberron| An ArcAnuM D&D sourcebook
  Brute Construct
  The brute construct is not designed for combat, but to act as 
  a mobile pack mule and laborer.  The brute can carry up to 
  510 pounds of equipment and loot in its internal storage and 
  can push, drag, or lift 1,020 pounds. The construct’s heavy 
  frame makes it an excellent combatant when equipped for 
  it, the most common weapons being ones that can double 
  as tools such as an axe, pick, or maul.  Weapons for a Brute 
  construct are not included in the construction cost.
  Transport Construct
  A quadrupedal or wheeled construct designed for 
  transportation.  The mental capabilities of this construct 
  are even more limited than usual, it can perform Actions 
  that a well-trained mount could perform.  In the usual 
  configurations this construct can tirelessly carry one or two 
  medium passengers comfortably along with a substantial 
  amount of luggage.  The construct can carry up to 1,080 
  pounds of passengers and equipment and can push, drag, or 
  lift 2,160 pounds.  If used to pull a wagon or similar vehicle 
  a single Transport Construct can pull up to 5,400 pounds.  
  This construct usually resembles a mechanical horse or 
  oxen.  Wheeled versions also exist: a wheeled transport 
  adds 10 feet to its speed but takes 3 feet of movement for 
  every foot of difficult terrain it moves through and cannot 
  effectively climb.
  Brute Construct
  Medium Construct, unaligned
  —
  Armor Class 14 (or 16 with War Pick and Shield)
  Hit Points 21 (3d8 + 6)
  Speed 30 ft..
  —
  —
  Damage Immunities poison, psychic
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, paralyzed, petrified, poisoned
  Saving Throws CON +4
  Skills Athletics +5
  Senses Darkvision 60 ft., Passive Perception 9
  Languages Understands one language known by its creator 
  but can’t speak
  Challenge ¼ (50 xp)
  —
  Antimagic Susceptibility.  The construct is incapacitated while 
  in the area of an anti-magic field. If targeted by dispel magic, 
  it must succeed on a Constitution saving throw against the 
  caster's spell save DC or fall unconscious for 1 minute.
  Powerful Frame.  The construct counts as one size larger 
  when determining its carrying capacity and the weight it can 
  push, drag, or lift.
  Sturdy Build.  If damage reduces the brute construct to 0 
  hit points, it must make a Constitution saving throw with 
  a DC of 5 + the damage taken, unless the damage is force 
  or lightning or from a critical hit. On a success, the brute 
  construct drops to 1 hit point instead.
  aCtions
  Slam.  Melee Weapon Attack:  +5 to hit, reach 5ft., one target. 
  Hit 6 (1d6 + 3) bludgeoning damage.
  Maul.  Melee Weapon Attack:  +5 to hit, reach 5ft., one target. 
  Hit 10 (2d6 + 3) bludgeoning damage.
  War Pick and Shield.  Melee Weapon Attack:  +5 to hit, reach 
  5ft., one target. Hit 7 (1d8 + 3) piercing damage
  ..
  Transport Construct
  Large Construct, unaligned
  —
  Armor Class 14
  Hit Points 24 (3d10 + 6)
  Speed 50 ft.
  —
  —
  Damage Immunities poison, psychic
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, paralyzed, petrified, poisoned
  Saving Throws STR +6
  Skills Athletics +6
  Senses Darkvision 60 ft., Passive Perception 9
  Languages None
  Challenge 1/2 (100 xp)
  —
  Antimagic Susceptibility.  The construct is incapacitated while 
  in the area of an anti-magic field. If targeted by dispel magic, 
  it must succeed on a Constitution saving throw against the 
  caster's spell save DC or fall unconscious for 1 minute.
  Powerful Frame.  The construct is counts as one size larger 
  when determining its carrying capacity and the weight it can 
  push, drag, or lift.
  aCtions
  Slam.  Melee Weapon Attack:  +6 to hit, reach 5ft., one target. 
  Hit 9 (2d6 + 4) bludgeoning damage.
  ..
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3)
  10 (+0)
  15 (+2)
  6 (-2)
  8 (-1)
  5 (-3)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  10 (+0)
  14 (+2)
  3 (-4)
  8 (-1)
  5 (-3)
  
  by Daniel Vitti & Arcanum Press LLC
  by Daniel Vitti & Arcanum Press LLC
  Explore the Arcane Magic of Eberron
  Arcane Mysteries of Eberron is part of the Arcanum D&D series of 
  sourcebooks for Dungeons & Dragons 5th edition. 
  An invaluable resource for arcane spellcasters from Eberron and 
  beyond; this tome contains 3 new Artificer Specializations (Clockwork 
  Tinker, Eldritch Artificer, and Guncrafter) , 13 new Sorcerous Origins 
  exploring the magic of Dragonmarks, and 2 new Warlock patrons 
  unique to Shifters (The Beast Within) and Kalashtar (The Quori Spirit).
  Also Included are new Artificer Infusions, Feats, and an expanded 
  spell list of 101 additional spells for the artificer from the Arcane 
  Mysteries: The Secrets of the Arcanum sourcebook.
  The arcane secrets of Eberron await your discovery within these pages.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Suppliment/Arcane Mysteries of Eberron.pdf