TEXT: 1
  
  2
  Muttering a quick charm against rot, a 
  grubby old man gingerly opens an ancient 
  tome, pages oozing with dark magic.  
  Humming a scrap of ancient spellcraft as 
  she ascends the ancient ziggurat, a gnome 
  with grey streaks in her hair winches herself 
  away from a crocodile pit.
  Switching out his eye for one with a 
  superior lens focus, a polished warforged 
  tests the air with a thumb, eye-ing the 
  treasure trove with bemusement. Cursed, 
  he determines. Every single piece.
  Antiquarians are trained specialists in the 
  historical, and curious workers of charms 
  and cantrips. Varied in their talents, knacks 
  and specialisms, an antiquarian can always 
  be relied upon to have a trick up their 
  sleeve. 
  LORESEEKERS AND DABBLERS
  Always ask the expert – that’s the creed 
  of the antiquarian. Sages, scholars and 
  casual hucksters, the antiquarian is 
  defined not by their depth of knowledge 
  but by their obsession. Collectors of clocks, 
  baggers of baubles and testers of patience, 
  the antiquarian can be found across all 
  corners of the globe fiddling with something 
  expensive and muttering about the 
  provenance. 
  In their line of work, the antiquarian gains 
  a keen sense for danger, traps and the 
  stench of curses, using their borderline 
  precognition to whisk away something 
  valuable into their capacious sleeves, bags 
  and secret compartments. Antiquarians are 
  formidable loremasters and enviable utility 
  specialists who combine a deep sense of 
  professional paranoia with a dizzying array 
  of secret weird magics unearthed from their 
  discoveries. 
  CREATING AN ANTIQUARIAN
  As you create an antiquarian, consider 
  your obsession. Are you an expert, or a 
  charlatan? Do you carefully sort through 
  heaps of junk searching for the perfect 
  piece, or do you jealously hoard trinkets 
  for your own? Do you consider yourself 
  a collector or a curator? Is it simply 
  greed that motivates your acquisitions 
  and observations, or something more 
  meaningful?
  What was the trigger that led you into the 
  dangerous world of adventuring? Had you 
  perhaps grown bored of simple pleasures, 
  or are you running from a deal gone sour? 
  Perhaps a cursed possession drove you from 
  the comforts of your old life and into the 
  claws of destiny, or you seek the answer to a 
  question no-one living remembers?
  Designer: Oliver Clegg
  Interior Illustrators: Rexard, Graphics, 
  fonts and various assets licensed through 
  creative commons, Adobe Stock Services, 
  Unity, Artstation, Creative Market and others, 
  individual licenses available on request. 
  
  3
  CLASS FEATURES
  As an antiquarian, you have the following 
  class features.
  Hit Points
  Hit Dice: 1d6 per antiquarian level
  Hit Points at 1st Level: 6 + your 
  Constitution modifier
  Hit Points at Higher Levels: 1d6 (or 4) + 
  your Constitution modifier per antiquarian 
  level after 1st
  PROFICIENCIES
  Armor: Light armor
  Weapons: Simple weapons, hand 
  crossbows
  Tools: One set of your choice
  Saving Throws: Wisdom, Intelligence
  Skills: Choose four from Arcana, History, 
  Investigation, Nature, Perception, Religion, 
  Sleight of Hand
  Equipment
  You start with the following equipment, in 
  addition to the equipment granted by your 
  background:
  •	 a hand crossbow and case of 20 
  bolts or (b) a club
  •	 a component pouch or (b) an arcane 
  focus
  •	 a burglar’s pack, (b) a dungeoneer’s 
  pack, or (c) an explorer’s pack
  •	 Leather armor, a dagger and a tool 
  set of your choice.
  Lvl
  Prof.
  Bonus
  Features
  Cantrips 
  Known
  Effective 
  Spell Level
  Esoterica 
  Known
  1
  +2
  OId Magic
  2
  1st
  2
  2
  +2
  Expertise, Nimble
  2
  1st
  2
  3
  +2
  Acquisitive Archetype Ability
  2
  2nd
  3
  4
  +2
  Ability Score Improvement
  2
  2nd
  3
  5
  +3
  -
  3
  3rd
  4
  6
  +3
  Expertise
  3
  3rd
  4
  7
  +3
  Acquisitive Archetype Ability
  3
  4th
  5
  8
  +3
  Ability Score Improvement
  3
  4th
  5
  9
  +4
  -
  4
  5th
  6
  10
  +4
  Wards and Wyrds
  4
  5th
  6
  11
  +4
  -
  4
  6th
  7
  12
  +4
  Ability Score Improvement
  4
  6th
  7
  13
  +5
  -
  5
  7th
  8
  14
  +5
  Acquisitive Archetype Ability
  5
  7th
  8
  15
  +5
  Reading the Room
  5
  8th
  9
  16
  +5
  Ability Score Improvement
  5
  8th
  9
  17
  +6
  -
  6
  9th
  10
  18
  +6
  Acquisitive Archetype Ability
  6
  9th
  10
  19
  +6
  Ability Score Improvement
  6
  9th
  11
  20
  +6
  Worker of Wonders
  7
  9th
  11
  
  4
  OLD MAGIC
  As an antiquarian, you frequently come 
  into contact with odds and ends of magic 
  from all manner of sources. These spells 
  and formulas are old magic, powerful 
  magic, but magic that you don’t entirely 
  understand (whether or not you admit it). 
  Your grasp of the arcane, whilst broad, 
  is less powerful than those who have 
  dedicated their lives to its practice.  
  Spellcasting Ability
  Intelligence is your spellcasting ability for 
  your antiquarian spells, since the power 
  of your magic relies on your ability to 
  decipher and remember strange magics. 
  You use your Intelligence whenever a 
  spell refers to your spellcasting ability. In 
  addition, you use your Intelligence modifier 
  when setting the saving throw DC for 
  an antiquarian spell you cast and when 
  making an attack roll with one.
  Spell save DC  = 8 + your proficiency 
  bonus + your Intelligence modifier
  Spell attack modifier = your proficiency 
  bonus + your Intelligence modifier
  Spellcasting Focus
  You can use an arcane focus (see the 
  Adventuring Gear section) as a spellcasting 
  focus for your antiquarian spells.
  Cantrips
  At 1st level, you know two cantrips of your 
  choice from the following list:
  Blade ward, guidance, light, mage hand, 
  mending, produce flame, resistance, spare 
  the dying, chill touch, dancing lights, 
  true strike, gust*, control flames*, control 
  water*, mold earth*, infestation, magic 
  stone*, message, shillelagh, druidcraft, 
  prestidigitation
  You learn additional cantrips from this list 
  at higher levels, as shown in the Cantrips 
  Known column of the Antiquarian table. 
  When you select a cantrip from this list, 
  you must allocate it to an item on your 
  character’s person, the artefact from 
  which your character learned this secret. 
  This object functions as an additional 
  component for the spell – without it on 
  your person, the spell cannot be cast.  
  Effective Level. As you gain levels in 
  this class, your cantrips (and spell like 
  effects generated by esoterica) are treated 
  as spells for the purposes of spells and 
  abilities that interact with them, such as 
  dispel magic.  These cantrips and spells are 
  treated as being cast at the level indicated 
  in the Effective Spell Level column of the 
  Antiquarian table. 
  Esoterica
  At 1st level, you gain two Esoterica of your 
  choice. Your Esoterica options are detailed 
  at the end of the class description. When 
  you gain certain antiquarian levels, you 
  gain additional Esoterica of your choice, 
  as shown in the Esoterica known column 
  of the Antiquarian table. These Esoterica 
  advance and adapt the magic you know, 
  making it more powerful, flexible and 
  useful. 
  When you select an esoterica from this 
  list, you must allocate it to an item on your 
  character’s person, the artefact from which 
  your character learned this secret. This 
  object functions as a component for the 
  esoterica – without it in hand, the esoterica 
  cannot be called on. You may withdraw an 
  esoterica from your packs as part of the 
  Cast a Spell action. 
  If an Esoterica has prerequisites, you must 
  meet them to learn it. You can learn the 
  esoterica at the same time that you meet 
  its prerequisites. A level prerequisite refers 
  to your level in this class. 
  *These spells can be found in the official Elemental Evil Player’s Com-
  panion (5e) by Wizards of the Coast available on DMsguild
  
  5
  TIMELESS TECHNIQUES
  At 1st level, your long experience as a 
  dabbler in the historical arts has given you 
  an eye for the unusual.
  • You can touch a nonmagical art object 
  and ascertain its value in gold pieces 
  where applicable 
  • You can use an action to scrutinize an 
  item within 10 feet of you, and discern if 
  it is a magical item. 
  EXPERTISE
  At 2nd level, choose two of your skill 
  proficiencies, or one of your skill 
  proficiencies and your proficiency with a 
  tool set. Your proficiency bonus is doubled 
  for any ability check you make that uses 
  either of the chosen proficiencies.
  At 6th level, you can choose two more of 
  your proficiencies (in skills or tools) to gain 
  this benefit.
  NIMBLE
  Starting at 2nd level, you can take a bonus 
  action on each of your turns in combat. 
  This action can be used only to take the 
  Use an Object, Dodge or Disengage actions.
  ACQUISITIVE ARCHETYPE
  At 3rd level, you choose an archetype 
  that you emulate in the exercise of your 
  antiquarian abilities: Disenchanter, 
  Curator and Infernal Trader. Your 
  archetype choice grants you features at 3rd 
  level and then again at 7th, 14th, and 18th 
  level.
  EXPERTISE
  At 6th level, choose two more of your skill 
  proficiencies, or one more of your skill 
  proficiencies and your proficiency with any 
  tool set. Your proficiency bonus is doubled 
  for any ability check you make that uses 
  either of the chosen proficiencies.
  WARDS AND WYRDS
  At 10th level, you are shrouded in mystic 
  protections and lesser wards that protect 
  you from supernatural influence. Choose 
  a damage type: you have resistance to that 
  damage type as long as you are conscious. 
  At the end of a long rest, you can change 
  the damage type to a new one. 
  READING THE ROOM
  At 15th level, your long experience 
  dealing with charlatans, merchants 
  and archaeologists has left you with an 
  instinctive sense as to when you are being 
  misled. You are always aware whenever you 
  hear a direct, intentional lie. This feature 
  does not detect falsehood by omission, or 
  half-truths. 
  WORKER OF WONDERS
  At 20th level, your ability to wield esoterica 
  is unrivalled. You can concentrate on up to 
  three cantrips at any one time. 
  
  6
  DISENCHANTER
  Your specialism is curses. Old curses, 
  new curses, bad curses, good curses, 
  you’ve seen them all. These days, you’re 
  more surprised when a musty old item 
  comes along which doesn’t have some 
  dire enchantment attached to it. Still, a 
  little polish, and most bad magic comes 
  right off. The rest is just a peril of the 
  occupation. 
  Breaker of Curses
  At 3rd level, you learn the remove curse 
  spell, which you can cast a number of 
  times each day equal to your intelligence 
  modifier. This version of the spell has a 
  range of 30 feet and targets an item or 
  creature you can see within range. If a 
  curse proves impossible to remove, you 
  learn the conditions by which it can be 
  broken. 
  Shatterspell Incantation
  At 7th level, you become acutely 
  aware when your mind is being 
  influenced. You are always aware 
  when you are under the effects of a 
  mind-influencing ability such as the 
  Charmed condition or the dominate 
  person spell, and you can use a 
  bonus action to break any such 
  effect. You must finish a short rest 
  before using this ability again. 
  Transfusion
  At 14th level, when a curse proves beyond 
  your power to remove, you can shift it 
  from one valid target to another. You must 
  be able to touch both targets to use this 
  ability. If the target you are trying to shift 
  the curse to is unwilling, they can attempt 
  a Charisma saving throw against your 
  spellcasting DC to resist this ability. You 
  must finish a short rest before using this 
  feature again. 
  Limited Spell Immunity
  At 18th level, your ability to abjure dark 
  magic settles over you like a shroud. You 
  are immune to the effects of curses, and 
  cannot be affected by spells from the 
  enchantment or transmutation schools of 
  magic unless you wish to be.  
  Acquisitive Archetypes
  Antiquarians all share a love for tweaking and discovering lost magics, but many steer 
  these talents in different directions, becoming specialists in their own right. Your choice 
  of archetype is a reflection of that specialism, not necessarily a direct indication of 
  your profession but granting you abilities you might find useful in the pursuit of your 
  vocation.
  Disenchanter
  
  7
  Curator
  CURATOR
  No-one really appreciates art like you do. 
  You understand the pieces you acquire, 
  and carefully store away where people can’t 
  hurt them anymore. Your focus is retrieval 
  and preservation at any cost – after all, if 
  you don’t look after these treasures for the 
  future, then who will?
  Curiosity Cabinet
  At 3rd level, you learn the leomund’s secret 
  chest spell, which you can cast at-will. 
  When you cast this spell, it summons a 
  spectral (but otherwise fully tangible and 
  opaque) chest from the ethereal plane 
  rather than using a physical chest. The 
  chest can contain up to 12 cubic feet of 
  material, living or nonliving. If a living 
  creature is trapped inside the chest, once 
  every 30 days, the bound creature can 
  make a DC 30 Strength (Athletics) check. 
  On a success, the creature breaks free and 
  destroys the chest. The creature appears 
  in the closest empty space available near 
  to you and all other items kept inside 
  the chest at the time of breaking are lost 
  forever.
  Otherworldly Emporium
  At 7th level, you gain access to an 
  extradimensional space in which to store 
  your spoils. You can open a portal to this 
  space through a 1 minute minor ritual, the 
  details of which are up to you. When this 
  ritual is complete, you create a shadowy 
  door on a flat solid surface that you can 
  see within range. The door is large enough 
  to allow Medium creatures to pass through 
  unhindered. When opened, the door 
  leads to a demiplane room 30 feet in each 
  dimension, made of wood or stone and 
  filled with shelves that suit your needs. 
  Creatures gain no benefit from resting in 
  the Otherworldly Emporium, and the door 
  remains open until you leave, at which 
  point all creatures inside are ejected to the 
  nearest location possible outside. 
  Conjuring
  At 14th level, you gain the ability to 
  summon objects from your collection at 
  your convenience. As an action, you can 
  touch an object weighing 10 pounds or less 
  whose longest dimension is 6 feet or less. 
  The spell leaves an invisible mark on its 
  surface and inscribes the name of the item 
  on your skin in runes. 
  At any time thereafter, you can use your 
  bonus action to speak the item’s name. 
  The item instantly appears in your hand 
  regardless of physical or planar distances. 
  If another creature is holding or carrying 
  the item, this ability doesn’t transport the 
  item to you, but instead you learn who 
  the creature possessing the object is and 
  roughly where that creature is located at 
  that moment.
  Manyfold Manifold
  At 18th level, your affinity with objects 
  and curios reaches new heights. You can 
  attune to up to four magic items at any one 
  time. 
  
  8
  INFERNAL TRADER
  You make deals with devils. No, not the 
  kind you’d think. Avernus needs more than 
  just souls, you know. You acquire things 
  that the devils need, and they provide 
  you with things in return – tit for tat, and 
  all that. This makes you quite the useful 
  fellow to have around, but as you’re fond of 
  reminding your companions – everything 
  has a price.
  Baatorian Bazaar
  At 3rd level, you learn infernal if you don’t 
  know it already, and you gain the ability to 
  tap into the marketplaces of Minauros to 
  trade items. You can conduct a 10 minute 
  ritual to open up a connection to the nine 
  hells, and make your trade. In this manner, 
  you can trade any item listed in the Player’s 
  Handbook for an item of the same or lesser 
  value. You can also trade the gold price of 
  an item listed in the Handbook for the item 
  itself, or vice versa. The DM may decide 
  that the devils value your item differently 
  to the prices listed at their discretion, but 
  you may always withdraw the item before 
  finalising the transaction if the trade 
  offered does not suit you. You must finish a 
  long rest before using this ability again. 
  Friends and Relations
  At 7th level, you can perform a 1 minute 
  ritual to summon a devil from the Nine 
  Hells. You choose the devil’s type, which 
  must be one of challenge rating equal to 
  half your level or lower. The devil appears 
  in an unoccupied space that you can see 
  within range. The devil disappears when 
  it drops to 0 hit points, or when 24 hours 
  pass.
  The devil is friendly toward you, but not 
  necessarily your companions. In combat, 
  roll initiative for the devil, which has 
  its own turns. It is under the Dungeon 
  Master’s control and acts according to its 
  nature on each of its turns, which might 
  result in its attacking your allies if it 
  doesn’t like them, or trying to tempt you 
  to undertake an evil act in exchange for 
  limited service. The DM has the creature’s 
  statistics. If you use this ability whilst you 
  have a devil extant, it fails. 
  Avernian Ward
  At 14th level, you can resistance to fire and 
  cold damage. You can travel comfortably in 
  extreme heat or extreme cold.
  There and Back Again
  At 18th level you learn the plane shift 
  spell. You can cast this spell targeting any 
  location in the nine hells without requiring 
  a material component. You must finish a 
  short rest before using this ability again. 
  INFERNAL Trader
  
  9
  PROFESSOR
  You are an academic. At least, that’s what 
  you tell yourself when you’re barricading a 
  door against goblins, or running away from 
  a rolling boulder trap clutching the gilded 
  crux of your next thesis. Your talents lie in 
  quick analysis, and a deep, burning need 
  to answer the world’s questions. 
  Trivial Pursuits
  At 3rd level, your specialist knowledge 
  becomes almost supernatural in its acuity. 
  When you make an ability check for an 
  Intelligence based skill (Investigation, 
  Nature, Religion, Arcana) covered under 
  your Expertise feature, you can triple the 
  proficiency bonus added to the roll instead 
  of doubling it. 
  I’ve Seen This Before Somewhere
  At 3rd level, you learn the comprehend 
  languages spell, and can cast it at-will. 
  Acute Analysis
  Starting at 7th 
  level, if you spend 
  at least 1 minute observing an object 
  outside of combat, you can learn certain 
  information about it.
  The DM tells you two of the following 
  characteristics of your choice: 
  • The material the object is made from 
  and which culture the design hails from  
  where relevant
  • Its current AC, hit points and damage 
  threshold (for walls, buildings and 
  similar constructs the statistics given 
  are for a 5 foot cube).
  • Any resistances, immunities and 
  vulnerabilities it possesses, including 
  whether it is invulnerable to being 
  destroyed by conventional means
  Scholar Needs No Sleep
  Starting at 14th level, you no longer need 
  to sleep, though you must still rest to 
  regain your abilities. You can read, study 
  and write during a rest and still gain its 
  benefits, including scribing spells, crafting 
  items and attuning to magical objects. 
  A Useful Fact
  Starting at 18th level, you can apply your 
  academic knowledge in situations where 
  they wouldn’t usually apply. Choose three 
  skills from the following list: Acrobatics, 
  Athletics, Medicine, Sleight of Hand, 
  Stealth, Survival. When making an ability 
  check based in any of your chosen skills, 
  you always add double your proficiency 
  bonus to the check as if it fell underneath 
  the purview of your Expertise feature. 
  PROFESSOR
  
  10
  numismatist
  NUMISMATIST
  Gold. The world runs on gold. It’s funny 
  the power a simple disc of metal can have 
  in the right hands - and the right hands 
  are yours. 
  Invested Coin
  At 3rd level, you can spend 1 minute 
  in concentration to enchant a coin or 
  medallion. Thereafter, any creature that 
  holds this coin can have a telepathic 
  conversation with you, provided you are 
  both are on the same plane of existence 
  and within 10 miles of each other. The 
  holder of the coin can hear only your voice, 
  not those of any other creatures or any 
  ambient noise around you, and vice versa.
  You can have a number of coins active at 
  any one time equal to your intelligence 
  modifier. You can instantly deactivate 
  coins at any distance (no action required), 
  whereupon the coin vanishes. 
  Exchange Rate
  At 7th  level, you are able to magically 
  convert currency into components. At 
  the end of a long rest, you can convert a 
  number of gold pieces on your person into 
  a spell component of the same value. A 
  spell component without a value listed next 
  to it costs 1gp to create, You can create a 
  number of these components equal to your 
  Intelligence modifier - if a spell component 
  created in this manner would be expended 
  on casting the spell, it instead dissolves 
  back into the coins used to create it. 
  You can also use this ability to create spell 
  scrolls from the Wizard spell list instead of 
  spell components, up to a maximum of 3rd 
  level.
  Spell Level
  Cost
  Cantrip
  15gp
  1st
  25gp
  2nd
  250gp
  3rd
  500gp
  Accumulated Dividends
  At 14th level, you can dissolve into a pile 
  of coins as an action. While in this form, 
  the your only method of movement is a 
  ground speed of 10 feet. You can enter and 
  occupy the space of another creature. You 
  have  resistance to nonmagical damage, 
  and it advantage on Strength, Dexterity, 
  and Constitution saving throws. You target 
  can pass through small holes, narrow 
  openings, and even mere cracks, though 
  you sink in water and can’t climb. 
  While in the form of a pile of coins, you 
  can’t talk or manipulate objects, and any 
  objects you were carrying or holding can’t 
  be dropped, used, or otherwise interacted 
  with. You target can’t attack or cast spells. 
  You can end this effect as a bonus action, 
  or if reduced to 0 hit points. 
  If any coins are removed from your pile, 
  you gain a level of exhaustion on returning 
  to your normal form. You must finish a 
  short rest before using this ability again. 
  Frozen Assets
  At 18th level you llearn flesh into stone, 
  which you can cast a number of times each 
  long rest equal to your inteligence modifier. 
  Creatures petrified by this effect are turned 
  into solid gold statues instead of stone.
  
  11
  taxidermist
  TAXIDERMIST
  Necromancer is an ugly word. You study 
  the noble art of arcane taxidermy - far less 
  messy, and less likely to get you sanctioned 
  by the ethics committee. 
  Preservative Fluids
  At 3rd level, you learn the gentle repose 
  spell and can cast it at-will. 
  Embalmed Companion
  At 3rd level, you gain the ability to magically 
  embalm and reanimate the corpses of 
  dead beasts, turning them into your 
  faithful companions. This process can 
  only be enacted on beasts with a CR of 0, 
  and takes 1 hour, at the end of which the 
  corpse becomes an undead creature under 
  your control which is protected from decay. 
  They otherwise possess the statistics they 
  did in life.
  You can have a number of Embalmed 
  Companions equal to your intelligence 
  modifier. On each of your turns, you can 
  use a bonus action to mentally command 
  any creature you made with this spell if 
  the creature is within 60 feet of you (if 
  you control multiple creatures, you can 
  command any or all of them at the same 
  time, issuing the same command to each 
  one). You decide what action the creature 
  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 creature only defends itself 
  against hostile creatures. Once given an 
  order, the creature continues to follow it 
  until its task is complete.
  Restoration
  At 7th  level you gain the abilty to re-unite 
  the soul of a creature with its body. You 
  learn the raise dead spell, which you 
  can cast as a ritual requiring no material 
  components. Once you have cast the spell 
  in this way, you must finish a long rest 
  before doing so again.
  Anthropoid Resources
  At 14th level, you can use your Embalmed 
  Companion feature on humanoid corpses, 
  which gain the statistics of a mummy 
  instead of those they possessed in life. 
  Eternal Youth
  At 18th  level, you learn to use your arts to 
  assume undeath, preserving your organic 
  tissues against the ravages of time.
  • You gain the undead creature type
  • You gain vulnerability to fire damage
  • You no longer require require air, food, 
  drink, or sleep
  • You cannot die of old age, and your 
  suffer none of the decreptitudes of 
  ageing. Your looks remain frozen the 
  way they did when you gained this 
  ability
  
  12
  AYE OR NAY
  Prerequisite: guidance cantrip
  When you cast the guidance cantrip, the target gains 
  the benefits of an augury spell. You know any results 
  discerned from this spell if you cast it on a creature 
  other than yourself. The bonus gained from your 
  guidance spell is increased to 1d6.
  BLAZEWYRD
  Prerequisite: control flames
  When you cast control flames, you can affect flames 
  within 120ft and which fit within a 30ft cube. Whenever 
  you use control flames (or conjure flames using any other 
  ability) the fire turns a distinctive unusual colour until 
  the end of your next turn. 
  BILLOWING FURY
  Prerequisite: gust, 7th level
  You can use a bonus action to generate a warding wind effect 
  which swirls around you until you end it, which you can do 
  at any time, not requiring an action. Alternatively, you can 
  cast whirlwind once using this feature, but if you do so you 
  cannot use either ability again until you have finished a long 
  rest. 
  ESOTERICA
  BARRAGE
  Prerequisite: magic stone, 5th level
  When using stones enchanted by the magic stone cantrip to 
  make an attack you can throw up to three magic pebbles in 
  one action. All stones must target the same creature. 
  ARCANE ARTICULATION
  Prerequisite: professor
  When you cast the comprehend languages spell, it affects every 
  creature within 10 feet of you able to speak at least one language. 
  
  13
  BLINDING LIGHT
  Prerequisite: light cantrip
  You can use an action to temporarily increase the 
  intensity of your light cantrip, causing it to blind nearby 
  creatures in a flash of radiance. Creatures that can see 
  the light must succeed on a Constitution saving throw 
  against your spellcasting DC or become blinded for 1 
  minute. Affected creatures may attempt another saving 
  throw at the end of each of their turns, ending the effect 
  on a success.  Undead creatures have disadvantage on 
  saving throws against this effect. You can use this ability 
  a number of times equal to your Intelligence modifier. 
  Uses of this ability reset on a short rest. 
  BLOOM
  Prerequisite: druidcraft
  When you cast druidcraft, you can instantaneously cause 
  a seed in your hand to blossom into a twig blight, which 
  obeys your verbal commands for as long as you maintain 
  concentration on this effect. When you end concentration 
  on this effect, the blight becomes hostile. 
  You can expend this ability to instead cast plant growth, but 
  if you do so you cannot use it again until you finish a long 
  rest. 
  BULWARK
  Prerequisitie: blade ward, 5th level
  Your blade ward spell grants you a damage threshold 
  of 15 for the duration. A creature with a damage 
  threshold has immunity to all damage unless it 
  takes an amount of damage equal to or greater than 
  its damage threshold value, in which case it takes 
  damage as normal. Any damage that fails to meet or 
  exceed the creature’s damage threshold is considered 
  superficial and doesn’t reduce the creature’s hit 
  points.
  BREATH OF LIFE
  Prerequisite: chill touch, spare the dying, 11th level
  You can use an action to touch a humanoid corpse 
  that died in the last minute and reanimate it as a 
  zombie under your control. This zombie remembers 
  hints of who it was in life, and retains fragments 
  of that personality to an extent. The zombie will 
  not fight for you, but in all other ways acts as your 
  obedient servant. You must finish a short rest 
  before using this ability again. 
  
  14
  CAUTERIZE
  Prerequisite: spare the dying, produce flame, 7th level
  When you cast the spare the dying cantrip, you can use it to 
  immediately restore a number of hit points equal to 4 (1d8) 
  times your level in this class. The healing leaves an ugly and 
  indelible scar on the target. You must finish a short rest to use 
  this ability again.  
  CONSTELLATION 
  Prerequisite: dancing lights
  When you cast dancing lights, instead of the usual effect 
  you can choose to conjure a miniature armillary sphere 
  composed of glowing lights which hovers in front of you 
  for 1 minute. As an action, you can use the sphere to 
  determine any of the following pieces of information, where 
  relevant:
  •	 The current time and date
  •	 The current phase of the moon
  •	 All four cardinal direction relative to you
  •	 What plane of existence you are on
  EMBERSIGHT
  Prerequisite: control flames, guidance, 11th level
  You can cast the scrying spell at-will, but only to target open fires or 
  flames (including any creatures which are made of flame, such as a fire 
  elemental).  
  ENCOURAGING WORDS
  Prerequisite: resistance
  When you cast the resistance cantrip, you can affect a number of 
  creatures equal to your intelligence modifier. When you use this 
  ability your words float in front of your face in glowing sigils legible 
  in deep speech or primordial, remaining for 1 minute before fading.
  CANNON BALL
  Prerequisite: magic stone, 11th level
  When you cast the magic stone ability, you can choose to 
  augment the affected stones. Augmented stones increase 
  their thrown weapon range to 600/2,400 ft. When you launch 
  any affected stone, it increases in density expontentially 
  during flight, dealing (8d10) bludgeoning damage on a hit. 
  Once you use this ability, you must finish a long rest before 
  doing so again. 
  
  15
  ENGORGED HAND
  Prerequisite: mage hand, 11th level
  When you cast mage hand, you can choose to cast bigby’s hand 
  instead. If you have the esoterica master of many hands, you can 
  summon a number of hands equal to half your proficiency bonus, 
  and command them all by expending your action. You must finish 
  a short rest before using this esoterica again.  
  FALCON’S EYE 
  Prerequisite: true strike
  When you cast the true strike spell, you can do so as a bonus action 
  and it does not require concentration. 
  FLAMEGEIST
  Prerequisite: control flames, 11th level
  When you cast control flames on a fire at 
  least 10 feet in radius, you can conjure 
  a fire elemental with it as per conjure 
  elemental. The elemental has the undead 
  creature type, and bears a passing 
  resemblance to you. Using this ability 
  extinguishes the fire you cast the spell on. 
  You must finish a long rest before using 
  this ability again.
  FLAMETHROWER
  Prerequisite: produce flame, gust, 3rd level
  You can use your action to create a line of fire 15 feet 
  long and 5 feet wide extending from you in a direction 
  you choose. Each creature in the line must make 
  a Dexterity saving throw. A creature takes 4d8 fire 
  damage on a failed save, or half as much damage on 
  a successful one. Once you have used this ability, roll 
  a d6. On a 6, you must finish a long rest before using 
  this ability again. 
  
  16
  FOLLOWLIGHT
  Prerequisite: dancing lights, guidance
  When you cast the dancing lights spell, you can choose to conjure 
  a single Followlight instead, which acts for most purposes as a 
  single dancing light. As an action you can describe or name an 
  object that is familiar to you (as per the terms of locate object), and 
  the Followlight will drift towards the object by the fastest direct 
  route at a rate of 30 feet a round as long as that object is on the 
  same plane of existence.
  FLEXIBLE HAND
  Prerequisite: mage hand
  When you cast the mage hand cantrip, it can perform all tasks 
  you would be able to if it were your real hand. Attacks with the 
  mage hand still take your action as usual and are made with a 
  spell attack roll instead of any other attribute. 
  FORTIFY THE SOUL
  Prerequisite: resistance, 11th level
  When you cast the resistance cantrip, affected creatures are 
  immune to either the Frightened or Charmed condition (chosen 
  by you on casting) for the duration of the spell. In addition, 
  creatures affected by this ability cannot have their souls eaten 
  or altered by abilities such as a devourer’s imprison soul.
  FREEZE
  Prerequisite: control water, blade ward, 11th level
  When you cast blade ward, you gain the Petrified condition and 
  becoming immune to nonmagical damage for the duration. You 
  must finish a short rest before using this feature again. Fire 
  damage affects you normally and ends this effect immediately. If 
  you are killed whilst in this state, you shatter into pieces. 
  FURBISHER
  Prerequisite: mending cantrip
  When you cast the mending spell, it takes only a single action to cast 
  and instantly repairs all damage to the object. You can heal breaks, 
  tears, burns and other damage in this way, but you cannot restore 
  missing parts that encompass more than a 1/3 of the object’s total 
  mass.
  
  17
  GRAVESIGHT
  Prerequisite: chill touch, guidance
  When you perceive a humanoid corpse, you can instantly 
  recognise how long ago it died. You can recognise creatures 
  on sight that have been raised from the dead, including 
  how many times that creature has returned from death. 
  You can use an action to touch a dead creature, or an 
  undead creature, and perceive through its senses until the 
  end of your next turn. As long as the creature is on the 
  same plane of existence as you, you can use your action on 
  subsequent turns to maintain this connection, extending 
  the duration until the end of your next turn.
  HIDDEN LIGHT
  Prerequisite: light
  When you cast the light cantrip, you are the only creature that can see 
  the illumination shed by the spell. 
  INCANDESCENT SUSURRATION 
  Prerequisite: 14th level, produce flame
  When you cast produce flame, it deals an addition 4 (1d8) 
  fire damage for each successive round you have cast it in 
  a row after the first. Eg. on the first round it deals normal 
  damage on the second round it deals an extra 1d8, on 
  the third an extra 2d8 on the fourth an extra 3d8, to a 
  maximum of 5d8 extra damage. Whenever you deal extra 
  damage in this way, you take 1 fire damage. 
  JUMPSTART
  Prerequisite: the old ways
  You can cast spare the dying on creatures that have been dead for 
  less than 1 minute. When you do so, make a spellcasting ability 
  check against the level of the character. On a success, the character 
  returns to life with 1 hit point. You must finish a short rest before 
  using this ability again. 
  INSECTOPIA
  Prerequisite: infestation, 5th level
  When you cast infestation, instead of its usual effects you can choose 
  to summon ten huge insects as if by a casting of the giant insect spell. 
  These insects have the face of the closest creature to them when they 
  were summoned, use the statistics of giant centipedes and explode in 
  a gory mess when they are reduced to 0 hit points.
  
  18
  MASTER OF MANY HANDS
  Prerequisite: mage hand
  When you cast mage hand, you can conjure a number of mage 
  hands equal to half your proficiency bonus, rounded up. You 
  can command all active hands with a single action.
  PILLAR
  Prerequisite: mold earth, 5th level
  You can use an action to summon a 5ft wide, 10ft tall pillar 
  of earth in an unoccupied space adjacent to you. The pillar is 
  immobile, has an AC of 10, 27 hit points and falls apart after 
  1 minute. You can use this ability to cast pillars of the earth, 
  but if you do so you cannot use this ability again until you 
  have finished a long rest. 
  MAGICIAN
  Prerequisite: prestidigitation
  When you cast prestidigitation, you can conjure up to three 
  different simultaneous effects in a single casting. You can 
  dismiss ongoing effects as a free action.
  MAGICAL HAT
  Prerequisite: prestidigitation
  When you cast prestidigitation, you can reach into your any item of 
  clothing on your person to pull out a small fuzzy object and throw 
  it up to 20 feet. When the object lands, it transforms into a docile 
  rabbit (tiny noncombatant)
  LEPIDOPTERAN SPIES
  Prerequisite: infestation
  When you cast infestation, you can instead cast a 
  special version of arcane eye, with the following 
  changes:
  • The sensor is a visible and audible swarm of 
  insects under your control. 
  • The swarm disappears if you enter combat, lose 
  concentration or if it is reduced to 0 hit points.
  
  19
  PUISSANT WARD
  Prerequisite: blade ward, 11th level
  When you cast blade ward, it grants immunity to nonmagical 
  bludgeoning, slashing and piercing damage instead of resistance. 
  PURGE
  Prerequisite: remove curse
  You can use your magic to purge the body of impurities. When you 
  cast remove curse, instead of its usual effects you can remove one 
  poison or disease currently affecting the target. 
  REACH INTO HISTORY
  Prerequisite: mending cantrip, 11th level
  When you cast the mending spell, you can restore a 
  whole object from a fragment. How much of an object 
  you might need to perform this technique is up to 
  the DM, but as a general rule you must possess 1/3 
  of the item to succeed, whole or in fragments. The 
  item appears as it did in the moment before it was 
  destroyed or damaged. You must finish a short rest 
  before using this ability again. Artefacts are immune to 
  this power. 
  PLANAR BEACON
  Prerequisite: message, 7th level
  When you cast message, instead of the usual effects you 
  can choose to place a planar beacon at any point you 
  can see within range. When you place a planar beacon, 
  choose a creature type from the following list: aberration, 
  celestial, fiend. Within 1 hour, a creature of the selected 
  type chosen by the DM manifests on the planar beacon. 
  If you know a creature’s true name, you can attempt 
  to summon that specific creature instead, which must 
  succeed on a saving throw against your Spell Save DC or 
  heed the call. 
  QUICKSILVER FANG
  Prerequisite: shilllelagh
  Any weapon on which you cast your shillelagh can be transformed 
  into the shape of a different melee weapon as part of casting the 
  spell, with which you are considered proficient until the spell 
  ends. The damage die of the weapon remains d8, but the weapon 
  gains all other properties of its new form. 
  
  20
  RESTORER
  Prerequisite: mending cantrip
  When you cast the mending spell, you can affect magic 
  items with it. Additionally, when you cast mending on an 
  object, you immediately discern its true nature as if through 
  an identify spell. Your DM may decide that any given item 
  is too difficult to fix in this way, but they must then tell you 
  the means by which it is possible to repair it. 
  REVEALING LIGHT
  Prerequisitie: light cantrip, guidance cantrip, 11th level
  Your light cantrip shows creatures for what they truly are. 
  Creatures which are not in their true form are revealed once 
  they enter the radius of the light, their true forms appearing 
  as a hazy shadow beside them. This ability does not actually 
  transform any creature back into their true form. 
  SHARED SIGHT
  Prerequisite: true strike, 7th level
  When you cast the true strike spell you can choose any creature 
  within 30 feet to benefit from the effects of the spell instead of 
  yourself.
  SIGNATURE MONOGRAM
  Prerequisite: message
  When you cast message, you can instead cast a special version of 
  the animal messenger spell. This version of the spell conjures a 
  CR 0 creature of your choice made of ink with the construct type 
  which bears the message for you.
  SIEGE WARFARE
  Prerequisite: shilllelagh, 7th level
  When you cast shillelagh, you can transform a simple 
  wooden weapon you are holding into a ballista (with 
  three heavy bolts), a ram or a trebuchet (see DMG, 
  Chapter 8: Running the Game). You cannot use this 
  esoterica if there is no space for the weapon to expand 
  into. Once you have used this esoterica, you must finish 
  a long rest before doing so again. 
  
  21
  SOLE TRADER
  Prerequisite: infernal trader
  You learn the find familiar spell, which you can only use to summon 
  an imp. 
  STASIS
  Prerequisite: resistance, spare the dying
  When you cast the spare the dying cantrip, the stabilised creature 
  is immune to bludgeoning, slashing and piercing damage until it 
  regains consciousness.
  SPEAKER TO THE SMALL THINGS
  Prerequisite: druidcraft
  You can speak in perpetuity to any flora or fauna created by your 
  druidcraft cantrip as if you had cast speak with plants. 
  STORMTELLER
  Prerequisite: gust, guidance
  You always know accurately what the weather is outside, 
  and can accurately predict it in an area up to 1 mile wide 
  for the next 7 days. Additionally, you are immune to difficult 
  terrain or exhaustion caused by the environment, and can 
  see clearly in any obscurement caused by wind, fog or rain. 
  SUDDEN GUST
  Prerequisite: gust
  When an enemy would hit you with a ranged weapon attack made with 
  a projectile weapon (such as an arrow or crossbow bolt), you can use 
  your reaction to cause the missile to miss.
  TACTILE TACTICS
  Prerequisitie: taxidermist
  You can use an action to extend your sense of touch 
  remotely through a creature animated by your Embalmed 
  Companion feature. This ability lets you feel anything the 
  creature is currently feeling for as long as you continue to 
  concentrate on the effect, as if concentrating on a spell. 
  
  22
  TETHER
  Prerequisite: curator
  Your attunement to magical items is not broken by distance or 
  time. You are tethered to any attuned items by an invisible cord 
  only which links you to the item wherever it is, even across planar 
  boundaries. Creatures that can see invisible objects perceive the 
  tether as a silver cord instead.
  THE FLAMING EYE
  Prerequisite: dancing lights, produce flame
  When you cast produce flame, you can cause the conjured flame 
  to float around your head and follow you – this version of the 
  spell does not require concentration and the duration is 1 hour. 
  You can only have one flaming eye active at any one time. Whilst 
  this flame is circling your head, you gain advantage on Wisdom 
  (Perception) checks. You can use a bonus action to direct the 
  flame to attack in the same way as a normal produce flame spell, 
  but this extinguishes the flaming eye. 
  THE OLD WAYS
  Prerequisite: spare the dying
  When you cast spare the dying on a creature outside of combat, 
  that creature regains 1 hit point. 
  THE SINISTER TRUTH
  Prerequisite: spare the dying, reach into history
  People aren’t that different from objects. When you cast 
  spare the dying on a creature, you can reattach severed 
  appendages. If you do not possess the appendage, you 
  can restore the appendage from nothing as per reach into 
  history. 
  TERRIBLE SECRETS
  Prerequisite: guidance cantrip, 11th level
  When you cast the guidance cantrip, the creature affected 
  is affected by a divination spell. The bonus gained from your 
  guidance spell is increased to 1d8.
  
  23
  UNAVOIDABLE INVECTIVE
  Prerequisite: true strike, 11th level
  When you make an attack augmented by true strike and miss, the 
  targeted creature must succeed on a saving throw against your 
  spell save DC or be hit by the attack anyway. 
  UNMEND
  Prerequisite: mending, 5th level
  You can use an action to touch an object you have repaired with 
  the mending spell in the last 10 days. Any repairs you made to 
  that object are immediately reversed.
  VELOCIGNITE
  Prerequisite: produce flame, control flames
  When you cast produce flame, immediately after resolving the 
  spell you can cast control flames as a bonus action. 
  WARDING LIGHT
  Prerequisitie: light cantrip, 5th level
  Your light cantrip holds the power to keep creature of 
  darkness at bay. The radius of your light spell is treated 
  as if it were a magic circle spell warding out a single 
  creature type of your choice from the following list, 
  selected when you choose this esoterica: aberration, 
  celestial, fey, fiend, undead. 
  WATCHMOLES
  Prerequisite: mold earth, spare the dying
  You can use the mold earth cantrip to conjure 1d4 
  small molelike creatures (use the statistics for rats) 
  made of soil. You can cast spare the dying (or any 
  derived esoterica) on a creature carrying a watchmole 
  as a bonus action as long as you can see that creature. 
  Thic causes the watchmole to crumble. You must finish 
  a short rest before using this esoterica again. 
  
  24
  WHISPERING WARD
  Prerequisite: blade ward
  When you cast blade ward, you can choose up to five creatures you 
  can see within 30 feet of you. Each of those creatures also benefits 
  from the spell for its duration. 
  WEATHERVANE
  Prerequisite: druidcraft, stormteller, 11th level
  When would you cast druidcraft, you can instead cast control 
  weather, but only affecting the weather 24 hours on from the point 
  when you cast the spell.
  WATER WHIP
  Prerequisite: control water
  As a bonus action you create a whip of water that snares or 
  trips your foes. A creature that you can see that is within 30 
  feet of you must make a Dexterity saving throw. On a failed 
  save, the creature is knocked prone. 
  WEIGHING THE SCALES
  Prerequisitie: numismatist
  You can touch any object and instantly ascertain its likely 
  value in gold pieces as determined by the DM. This value 
  reflects the objective price a typical example of said object 
  would fetch in a market familiar to you at the time of 
  asking, though you can specify a market or a merchant 
  familiar to you for a more accurate result. 
  WATER MEMORY
  Prerequisite: chill touch, control water, guidance, 5th level
  As an action, you can touch the body of a creature dead 
  less than 24 hours to conjure a water weird from the 
  remains. This creature answers your questions as per a 
  speak with dead spell, after which it becomes free-willed 
  and can act as it pleases. 
  
  25
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten 
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  Dungeon Master’s Guide, D&D Adventurers League, all other Wizards 
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  This material is protected under the copyright laws of the United States 
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  permission of Wizards of the Coast. ©2018 Wizards of the Coast LLC, 
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  UK
  Cantrip
  Esoterica
  Blade Ward
  Bulwark, Puissant Ward, Whispering Ward
  Chill Touch
  Breath of Life, Gravesight, Water Memory
  Control Flames
  Blazewyrd, Embersight, Flamegeist
  Control Water
  Water Memory, Water Whip
  Dancing Lights
  Constellation, Followlight, The Flaming Eye
  Druidcraft
  Bloom, Speaker to the Small Things
  Guidance
  Aye or Nay, Embersight, Followlight, Gravesight, Revealing Light, Gust, Terrible 
  Secrets, Water Memory
  Gust
  Billowing Fury, Stormteller
  Infestation
  Lepidopteran Spies, Insectopia
  Light
  Blinding Light, Hidden Light, Revealing Light, Warding Light
  Mage Hand
  Engorged Hand, Flexible Hand, Master of Many Hands
  Magic Stone
  Barrage, Cannon Ball
  Mending
  Furbisher, Reach into History, Restorer, The Sinister Truth, Unmend
  Message
  Signature Monogram, Planar Beacon
  Mold Earth
  Pillar, Watchmoles
  Prestidigitation
  Magician, Magical Hat
  Produce Flame
  Cauterize, Flamethrower, Incandescent Sursurration, The Flaming Eye, Velocig-
  nite
  Resistance
  Encouraging Words, Fortify the Soul
  Shillelagh
  Quicksilver Fang, Siege Warfare
  Spare the Dying
  Breath of Life, Cauterize, The Old Ways, Jumpstart, Stasis, The Sinister Truth, 
  Watchmoles
  True Strike
  Falcon’s Eye, Shared Sight, Unavoidable Invective
  ESOTERICA REFERENCE TABLE BY CANTRIP
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Suppliment/5E/Antiquarian.pdf