ARCANE MYSTERIES OF Eberron & The Arcanum

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An Arcane Sourcebook for the Eberron Setting by Daniel Vitti & Arcanum Press Credits

Produced by: Daniel Vitti and Arcanum Press LLC. Cover and Interior Art: Adobe Stock and DMs Guild Creator Resources, plus Brandon Chang, Felipe Gaona, Armando Ayala, Louis Porter, Jr Design, Storn Cook, Dean Spencer, 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. Feedback: We love feedback. Do you have a question or comment? Did you notice a mistake or think we can improve balance or playability? Contact us through Facebook or leave a review or comment on the product page. For more information, products, and previews: Like our Facebook page, follow us on Twitter, or subscribe to Arcanum News. Also take a look at our DMs Guild products page here. Arcanum D&D: The goal of Arcanum Press is to create an expanded rule set for Dungeons & Dragons 5th Edition that contains internally compatible and balanced options for the game we all love. Look for the Arcanum logo on DMs Guild products, indicating that the material is compatible with Arcanum D&D.

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Arcane Mysteries of Eberron | An Arcanum D&D Sourcebookr 2 ontents Iron Chef Infusions...... 45 C Guncrafter Infusions...... 45 Arcane Mysteries of Eberron 4 Physicker Infusions...... 46 Reanimator Infusions...... 46 Eberron and The Arcanum...... 4 Runewright Infusions...... 47 Dragonshard Trade...... 4 Sigilist Infusions...... 47 Arcane Classes of Eberron 4 Spellweaver Infusions...... 48 Trapsmith Infusions...... 48 Artificer...... 4 Crafting Permanent Infusions...... 48 Optional Artificer Sorcerer...... 52 Class Features...... 5 Dragonmark Adept...... 52 Artificer Specialist Options...... 6 Mark of Detection...... 52 Alchemist...... 6 Mark of Finding...... 53 Armorer...... 6 Mark of Handling...... 53 Artillerist...... 8 Mark of Healing...... 54 Battle Smith...... 9 Mark of Hospitality...... 55 New Artificer Mark of Making...... 56 Specialist Options...... 9 Mark of Passage...... 57 Aeronaut...... 9 Mark of Scribing...... 58 Arcane Jeweler...... 10 Mark of Sentinel...... 59 Bowyer...... 11 Mark of Shadow...... 59 Clockwork Tinker ...... 12 Mark of Storm...... 60 Eldritch Artificer ...... 13 Mark of Warding...... 62 Engineer...... 14 Aberrant Mark...... 63 Guncrafter ...... 16 Warlock...... 64 Iron Chef...... 18 The Beast Within...... 64 Physicker...... 19 The Quori Spirit...... 67 Reanimator ...... 20 Runewright...... 21 Arcane Character Options 69 Sigilist...... 27 Arcane Feats...... 69 Spellweaver...... 28 Arcane Class Feats...... 71 Trapsmith...... 29 Racial Feats...... 77 New Artificer Infusions...... 31 Arcane Racial Class Feats...... 78 Artificer Specialist Infusions...... 40 Aeronaut Infusions...... 40 Arcane Spells 80 Alchemist Infusions...... 40 Spell Descriptions...... 80 Arcane Jeweler Infusions...... 41 Armorer Infusions...... 42 Appendix I: Constructs 118 Artillerist Infusions...... 43 Constructs...... 118 Battle Smith Infusions...... 43 Scout Construct...... 118 Bowyer Infusions...... 44 Blade Construct...... 118 Clockwork Tinker Infusions...... 44 Brute Construct...... 119 Eldritch Artificer Infusions...... 45 Transport Construct...... 119 Engineer Infusions...... 45 Sample file

Arcane Mysteries of Eberron| An Arcanum D&D Sourcebook 3 Arcane Mysteries of Artificer The artificers of Eberron have found their way to become Eberron students at the Arcanum have developed many new This tome is meant as a supplement to the Arcane Mysteries arcane techniques. : The Secrets of the Arcanum sourcebook for Dungeons Artificer Spell List & Dragons 5th Edition and the Eberron: Rising from the The following are additional spells that are added to the Last War sourcebook. It builds on the material and worlds Artificer Spell List from the Arcane Mysteries sourcebook detailed in both tomes and the Tasha's Cauldron of Everything Cantrips (0 Level) Water of Life sourcebook.. Adamantine Edge 2nd Level Adamantine Fortification Acid Jet Agile Blade Alter Form Eberron and The Arcanum Arc Lightning Animate Armament The world of Eberron is largely severed from the rest of the Arcane Fist Arrow Snaring Shield Arcane Net Clutching Ice multiverse which makes travel between The Arcanum and Arcane Tinkering Disguise Other Eberron difficult, but not impossible. Burning Blade Endure Elements There are only two reliable gates upon the world of Create Ice Forcewave Aeaea, upon which the Arcanum resides, that can connect Critical Insight Giant's Blade to Eberron. Crushing Blow Guardian Sigil Fire Blast Magic Text (Ritual) The Dragon Gates are a triangular arrangement of huge Focus Weapon Metallic Ward standing stones not far from the college that known to Force Bolt Reflective Shield connect to the Gate of Xabra, a circle of menhirs that were Forceful Blow Shocking Bolts moved to the top of the Floating Towers of Arcanix. Impel Weapon Siege Bolt The Arch of Storms is a large archway carved into a Minor Animation Strike of the Iron Ram mountainside on the other side of he world from the college Minor Healing Venomous Strike Minor Restoration Warp Metal grounds that is known to lead to ancient Giant ruins deep Mordant Blade Wind Cloak within the heart of Xen'drik. Ray of Radiance Wood Shape These two gates only function during certain alignments Rime Blade 3rd Level of planes or with the use of powerful magic, such as a gate Serpent Strike Animate Construct spell forcing the opening. The wait for the next natural gate Shocking Cascade Arcane Barrier opening might span months, or even years. Slashing Shot Blindsight Smelting Smite Burst of Brilliance There is also said to be a dangerous and secret astral Storm Hammer Circle of Swords passage through the Ring of Siberys that might be navigated Strike of Living Flame Field of Sickness by a brave or foolhardy captain of an astral vessel. Stunning Spell Iron Bulwark Sundering Touch Magic Armor Veil Molten Strike Dragonshard Trade Whirling Bands Stabilize Magic The world of Aeaea that houses the Arcane College of the 1st Level Steel Surge Eleven Mysteries and the world of Eberron both boast robust Adhesive Summon Slime Advanced Magical Tinkering magical traditions and trade in knowledge between the two 4th Level Arc Net Amazing Actuation worlds would be highly sought after even if it weren't for Arcane Smite Arctic Chill the most desired commodity from Eberron: Dragonshards. Archibald's Long Ears Bands of Force The college's desire to experiment more with these magical Bond Focus Deadly Web crystals often produces expeditions, despite the uncertainty Corrosive Luminescence Dispelling Strike Debilitating Shock of travel between the worlds. Flexible Force Delay Spell Iron Wing Efficacious Effervescence Lightning Sentinel Arcane Classes of Eberron Eldritch Augmentation Mass Longstrider The Arcane classes of Eberron include characters with the Energize Focus Miasma of Ether Explosive Arrow Spellcasting or Pact magic feature that choose their spells Piercing Vision Implement Animation Split Arrow Quiver from the artificer, bard, sorcerer, warlock, or wizard spell Instant Girding Steel Skin lists. This also includes characters that choose the Magic Iron Shell Wall of Thunder Initiate feat which those their spells from these spell lists. Lightning Rod Waverider The material contained in this tome is not limited to Lightning Slash 5th Level Eberron, the artificer class, for example, was developed Magic Quiver Aerial Conveyance Metal Slam Bane Weapon concurrently within the Arcane College of the Eleven Needle Barrage Mysteries on Aeaea, the island of Lantan on Toril, and Blazing Beam SamplePotent Venom Boomshotfile among many gnomes throughout the planes. Repair Object Lightning Lattice Reviving Shock Paragon Tempest Spear Storm Quiver Thunder Stone Sulfurous Cloud Viscous Splash

Arcane Mysteries of Eberron | An Arcanum D&D Sourcebookr 4 Optional Artificer Craft Permanent Infusion 2nd-level Artificer feature Class Features Your infusions are prototypes of permanent magical items This section offers additional features that you can gain as a that require constant tinkering to maintain. If you know an artificer, or enhancements to existing artificer class features. infusion, you can craft a permanent magic item version of that infused item using the crafting rules at half the normal Magical Tinkering cost and time. When you gain the Magic Item Adept feature, 1st-level Artificer feature (enhancement) when you craft common and uncommon versions of your Add the following to the list of magical properties that can be infused items, it takes you an eighth of the normal time, chosen using the magical tinkering feature: and it costs you a quarter as much of the usual gold. You • When tapped, the object displays the current time. must retain knowledge of that infusion for the entire time • When tapped, the object indicates which direction is spent crafting the item, if you replace your knowledge of the north. infusion, any progress on the permanent infused item is lost. • As an Action, you can cause the object to point to the nearest source of water within 100 feet. Custom Specialist Spells • You modify an object to channel magic. The object 3rd-level Artificer feature functions as an arcane spellcasting focus for you. If the specialist Option you chose for your Artificer Specialist • When held near your mouth, the device amplifies your feature offers a list of spells that are always prepared after voice to up to three times as loud as normal. you reach particular levels in this class, you can customize • When commanded, the object heats up, providing heat as that list in the following way: Whenever you gain an artificer a small campfire until commanded to stop. level, you can replace one spell you gained from that feature • As an action you can use the object to instantaneously light with another spell of the same level. The new spell must or snuff out a candle, a torch, or a small campfire within be thematically appropriate to your chosen specialty and is 10 feet. subject to your DM's approval. • As an action you can use the object to instantaneously clean a 5 cubic foot object or section of an object within 10 Spell Tinkering feet. 5th-level Artificer feature When you use your artificer Spellcasting feature to prepare Arcane Synergy. A new cantrip and a new spell in the a spell of 1st level or higher, you can choose one Metamagic Arcane Spells chapter enhances this feature further. option from the sorcerer feature. The spell counts as a spell The arcane tinkering cantrip will increase the number of objects that can be affected by this feature and the one level higher than normal for each sorcery point required advanced magical tinkering spell allows this feature to to apply the chosen Metamagic option to the spell and can work on magical objects and provides more advanced only be cast with the chosen option applied. You must be properties that can be applied using this feature. capable of casting a spell of the modified level to prepare a tinkered spell in this manner. You can also prepare the spell normally, but the spell and the tinkered spell each count as one of your prepared spells. You use Intelligence in place of charisma to determine any effect of the chosen metamagic.

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Arcane Mysteries of Eberron| An Arcanum D&D Sourcebook 5 Artificer Specialist Options Armorer This section contains additional options, notes, and special Armorer artificers have developed additional Arcane Armor rules for the artificer specialties contained in Tasha's Cauldron models, represented by the Additional Armor Models of Everything. feature below. Additionally, they have discovered a series of infusions that change their properties when applied to a set Alchemist of Arcane Armor, depending on the armor's current model.

Three new infusions have been developed within the Additional Armor Models Arcanum that are of use exclusively to alchemist artificers: 3rd-level Armorer feature (enhances Armor Model) • The Alchemical Grenadier Tools infusion affects the You add the Cannoneer, Lancer, and Utility models to alchemical bomb cantrip (described in the Arcane Spells the list of armor models you can choose using the Armor chapter). Model feature. • The Alchemical Healing Tools infusion enhances your healing spells and elixirs and your Restorative Reagents Cannoneer The Cannoneer armor is designed as a pure ranged and Chemical Mastery features. combatant with a powerful integrated blast cannon. • The Experimental Elixir Tools allows you to create one Blast Cannon. As a bonus action you can cause one of the additional elixir each time you create an elixir using the Armor’s gauntlets to be replaced with a magical cannon that Experimental Elixir feature. can fire shots of arcane force. The cannon remains until Additionally, an enhancement to the Experimental Elixir you use a bonus action to return to normal. feature is described below: The Blast Cannon counts as a simple ranged weapon, with a Experimental Elixir normal range of 120 feet and a long range of 480 feet, that 3rd-level Alchemist feature (enhancement) deals 1d10 force damage on a hit. The arm containing the If you expend a 2nd-Level or higher spell slot to create an cannon cannot be used to hold or carry anything. If you do additional experimental elixir, the elixir gains an additional not use your other hand to help brace the cannon when you effect as described below: fire it, you have disadvantage on the attack roll. Healing. The drinker regains an additional 2d4 hit points Charged Shot. When you gain the Extra Attack feature, per slot level above 1st. you can forgo the additional attack when you take the Swiftness. The elixir lasts for an additional hour per slot Attack action to make a single powerful attack using the level above 1st. Blast Cannon that inflicts 3d10 force damage on a hit. When Resilience. The elixir lasts for an additional 10 minutes per you make this charged shot, you can expend a spell slot to slot level above 1st, and the bonus to AC increases by 1 per increase the damage by 1d10 per level of the spell slot. two slot levels above 1st. Destructive Beam. As an action you can emit a beam of Boldness. The elixir lasts for an additional minute per slot arcane force from your cannon in a line 5-feet wide and 120 level above 1st. At 3rd level or higher the benefit also applies feet long. Each creature in the line must make a Dexterity to damage rolls. At 5th level the benefit also applies to saving throw against your spell save DC. A creature takes ability checks. 2d10 force damage on a failed save, or half as much damage Flight. The flying speed granted by the elixir increases by on a successful one. The damage increases to 3d10 at 5th 10 feet per slot level above 1st. level, 4d10 at 11th level, and to 5d10 at 17th level. When you Transformation. The elixir lasts for an additional 10 take this action, you can expend a spell slot to increase the minutes per slot level above 1st. (The drinker can choose any beam’s damage by 1d10 per level of the spell slot. The beam of the 2nd level variations as described in the alter form spell.) also damages objects and structures in the area that aren't being worn or carried. You can fire a Destructive Beam a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Additionally, the beam takes some time to recharge, when you fire a Destructive Beam, you cannot do so again until after the end of your next turn.

Lancer The Lancer is a versatile armor model that is designed as a primary melee combatant. Force Lance. As your free object interaction during your turn (as if drawing a weapon), you can cause one gauntlet to summon a spear composed of magical force that lasts Sampleuntil you dismiss it (no action required).file The Force Lance is wielded as a spear that deals 1d8 force damage on a hit had has the Thrown (range 20/60) and Versatile (1d10 force) properties. When you form the weapon, you can decide to either enhance the Thrown range to 30/120 or give the

Arcane Mysteries of Eberron | An Arcanum D&D Sourcebookr 6 weapon the Reach property, you can change this option A creature targeted by this shot must make a Dexterity as your free object interaction during your turn. If you saving throw. On a failed save, the target takes 6d10 + throw the lance to make an attack, it reforms in your hand double your Artificer level force damage, or half damage on immediately after it hits or misses. If you drop the weapon a successful save. The target is disintegrated if this damage it vanishes. leaves it with 0 hit points. When you use this shot you can The Force Lance gauntlet can accept any infusion that can expend a spell slot to increase the damage by 1d10 per level affect a weapon, and the force lance formed by the gauntlet of the spell slot. gains the benefits of such infusions. A disintegrated creature and everything it is wearing and Force Shield. One of the armor’s gauntlets is configured carrying, except magic items, are reduced to a pile of fine to emit a shield of pure force. You can cause the gauntlet to gray dust. The creature can be restored to life only by means form this shield as a bonus action, which lasts until you end of a true resurrection or a wish spell. it (no action required), and grants a shield’s normal +2 bonus This shot automatically disintegrates a Large or smaller to AC. You can also momentarily overcharge the shield as nonmagical object or a creation of magical force. If the target a reaction when you are hit by an attack or targeted by the is a Huge or larger object or creation of force, this shot magic missile spell to gain the effects of a shield spell. You can disintegrates a 10-foot-cube portion of it. A magic item is use this reaction a number of times equal to your proficiency unaffected by this shot. bonus, and you regain all expended uses when you finish You can fire this shot once; you regain the ability to do a long rest. You can expend spell slots to use this reaction so when you finish a long rest, or you expend a 5th level or additional times. higher spell slot to fire it again. The Shield Gauntlet can be enchanted separately with any Lancer. Once per turn, when you move at least 10 feet in infusion that can affect a shield. a straight line towards a target immediately before making a Force Lance Utility melee or thrown weapon attack using the , you You design your armor for rugged manual labor and can gain bonus to the attack's damage roll equal to half your magical utility. artificer level on a hit. Integrated Tool System. This model has an integrated When you activate your Force Shield to gain the effects of a suite of tools, many of which can double as weapons in an shield spell, and the attack misses, you can force a Huge sized emergency. As your free object interaction on your turn (like or smaller attacker to make a Strength saving throw against drawing a weapon) you can configure this system to replicate your spell save DC. On a failed save the attacker is pushed any tool or light weapon with which you are proficient or up to 20 feet and knocked prone. On a successful save it is any common type of non-expendable adventuring gear. pushed half the distance and not knocked prone. The integrated tool or weapon takes the place of one of the Utility. You can cast the fabricate spell without preparing it armor’s hands and you cannot use that hand for other tasks and can cast it as a ritual. until you use a free object interaction on your turn to retract or change the tool or weapon. Any ability check you make using the integrated tool or gear can use Intelligence in place of the normal ability for that check and a replicated weapon counts as the armor's special weapon. Arcane Tools. Tasks and crafting using the integrated tools take half the normal amount of time. As a bonus action on your turn, you can use integrated thieves’ tools to disarm a trap or open a lock or take the Use an Object action to use any integrated tool or gear. Dedicated Systems. When you cast an artificer spell as a ritual, you can use the spell’s normal casting time, rather than adding 10 minutes to it. You can use this benefit a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Perfected Armor 15th-level Armorer feature (Enhancement) Your Arcane Armor gains different benefits when configured to one of the Additional Armor Models, as shown below: Cannoneer.Sample As an action, you can cause your cannon file to fire a Disintegrating Shot at a target within 120 feet. The target can be a creature, an object, or a creation of magical force.

Arcane Mysteries of Eberron| An Arcanum D&D Sourcebook 7 Artillerist Frost The cannon coats itself and each creature The artillerist artificers of the Arcanum have discovered Protector of your choice within 10 feet of it with a methods of creating different types of eldritch cannons along layer of magical frost. Targets gain a number of temporary hit points equal to your with two new infusions, the Artillerist's Tools and the Focus Intelligence modifier (minimum of 1). When Cannon infusions, available only to artillerist artificers. a creature hits a target with a melee attack Additionally, the Spellblast Staff, Spellslinger Wands, and while it has these hit points and is within 10 Spellstrike Rod infusions provide enhanced benefits when feet of the cannon, the creature takes cold used as an Arcane Firearm. damage equal to your Intelligence modifier (minimum of 1). Eldritch Cannon Ice Ballista Make a ranged spell attack, originating from 3rd-level Artillerist feature (Enhancement) the cannon, at one creature or object within When you create an Eldritch Cannon, you can choose from 120 feet of it. On a hit, the target takes 1d8 piercing damage plus 1d8 cold damage and the expanded options in the Eldritch Cannons table below. its movement speed is reduced by 10 feet Eldritch Cannons until the start of your next turn. Cannon Activation Lightning Make a ranged spell attack, originating from Ballista the cannon, at one creature or object within Arc Projector The cannon projects lightning in an adjacent 120 feet of it. On a hit, the target takes 2d8 30-foot long by 5-foot-wide line that you lightning damage. You have advantage on designate. Each creature in that area must this attack roll if the target is wearing metal make a Dexterity saving throw against your armor. spell save DC, taking 2d8 lightning damage on a failed save or half as much damage on Protector The cannon emits a burst of positive energy a successful one. Creatures wearing metal that grants itself and each creature of your armor have disadvantage on this save. choice within 10 feet of it a number of temporary hit points equal to 1d8 + your Chill Projector The cannon projects intense cold in an Intelligence modifier (minimum of +1). adjacent 15-foot cone that you designate. Each creature in that area must make a Pulse Cannon The cannon releases a pulse of magical force Constitution saving throw against your spell in an adjacent 30-foot long by 5-foot-wide save DC, taking 2d8 cold damage and having line that you designate. Each creature in that their movement speed reduced by 10 feet area must make a Strength saving throw until the start of your next turn on a failed against your spell save DC, taking 2d8 force save, or half as much damage on a successful damage and being knocked prone on a failed one. save or half as much damage on a successful one. Flamethrower The cannon exhales fire in an adjacent 15- foot cone that you designate. Each creature Shield The cannon emits a burst of magical force in that area must make a Dexterity saving Protector that grants itself and each creature of throw against your spell save DC, taking 2d8 your choice within 10 feet of it a number fire damage on a failed save or half as much of temporary hit points equal to your damage on a successful one. The fire ignites Intelligence modifier (minimum of 1). When any flammable objects in the area that aren’t a creature hits a target with a melee attack being worn or carried. while it has these hit points and is within 10 feet of the cannon, the creature takes force Flame The cannon, and friendly creatures within damage equal to your Intelligence modifier Suppressor 10 feet of the cannon gain resistance to (minimum of 1). fire damage until the end of your next turn and any ongoing fire effects within the Voltaic The cannon emits a burst of electrical area that can be removed are extinguished. Protector energy that grants itself and each creature Additionally, a fire elemental or a creature of your choice within 10 feet of it a number with a similar water vulnerability within of temporary hit points equal to your 10 feet suffers 2d8 cold damage when the Intelligence modifier (minimum of 1). When cannon is activated. a creature hits a target with a melee attack while it has these hit points and is within Fire Ballista Make a ranged spell attack, originating from 10 feet of the cannon, the creature takes the cannon, at one creature or object within lightning damage equal to your Intelligence 120 feet of it. On a hit, the target takes modifier (minimum of 1). 2d8 fire damage and ignites, suffering an additional 1d4 fire damage at the start of Additionally, when you expend a spell slot of 2nd-level or your next turn. When you gain the Explosive higher to create an Eldritch Cannon, you can either increase Cannon feature this additional fire damage the duration by 1 hour or grant the cannon 5 temporary hit increases to 1d8. points per slot level above 1st. Force Ballista Make a ranged spell attack, originating from Samplethe cannon, at one creature or object within file Enhanced Eldritch Cannon 120 feet of it. On a hit, the target takes 2d8 9th-level Artillerist feature (replaces Explosive Cannon) force damage, and if the target is a creature, Every eldritch cannon you create is more effective: it is pushed up to 5 feet away from the cannon. • The cannon’s damage rolls all increase by 1d8.

Arcane Mysteries of Eberron | An Arcanum D&D Sourcebookr 8 • The range of the cannon is doubled. This increases the 3rd-level Aeronaut feature area of a cone effect to 30 feet, the area of a line to 60 feet, You gain proficiency with leatherworker’s tools. If you and the range of a protector to 20 feet. already have this proficiency, you gain proficiency with one If you have this class feature, you are considered to have the other type of artisan’s tools of your choice. You also gain Explosive Cannon feature for the purposes of prerequisites. proficiency with Air Vehicles and Dexterity saving throws.

Battle Smith Aeronaut Spells 3rd-level Aeronaut feature The Battle Smith artificers of the arcanum have developed You always have certain spells prepared after you reach several techniques to enhance the battle prowess of these particular levels in this class, as shown in the Aeronaut themselves and their faithful steel defender companions. The Spells table. These spells count as artificer spells for you, Improved Steel Defender artificer class feat grants increased but they don’t count against the number of artificer spells independence and intelligence to a steel defender, while the you prepare. Battle Smith only Smelting Hammer and Improved Smith's Aeronaut Spells Tools infusions offer unique magical improvements. Artificer Level Spell Steel Defender 3rd feather fall, zephyr strike 3rd-level Battle Smith feature (enhancement) 5th mirror image, wind cloak If you use your smith’s tools to revive your steel defender using a spell slot of 2nd-level or higher, you can either 9th fly, haste reduce the time before the defender returns to life by 2 13th air dance, freedom of movement rounds (12 seconds) per slot level above 1st or cause your 17th skill empowerment, steel wind strike steel defender to be revived with 5 temporary hit points per slot level above 1st. Aeronaut Armor 3rd-level Aeronaut feature Your fascination with flight has led to you making a suit of armor capable of limited flight. As an action, you can turn a suit of light armor you are wearing into Aeronaut Armor, provided you have leatherworker’s tools or tinker’s tools in hand. You gain the following benefits while wearing this armor: • You have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft. • Your proficiency with air vehicles applies to any Dexterity check made to move or maneuver while flying using the armor. • So long as you are capable of taking actions, you suffer half damage from any fall, and can you move horizontally in New Artificer a direction of your choice up to half the distance you fall during a turn. Specialist Options • The flight mechanism of the suit unfolds from a device This section contains new types of specialists that can be attached to the back of the armor. Choose one of the chosen when an artificer gains the Artificer Specialist feature. following when you create the armor: ◊ Gyrocopter. Your flying speed is reduced by 5 feet and Aeronaut you can hover. The omni-directional nature of your flight allows you to take the Disengage action as a bonus The dream of flying among the birds and clouds has always action on your turn. drawn the land-bound races. In a world of magic, flight is ◊ Rocket Pack. Your flying speed is increased by 5 feet and most often accomplished via arcane methods. Aeronaut you can take the Dash action as a bonus action on your artificers combine aeronautical engineering with magical turn. infusions to realize the dream of independent flight by ◊ Winged Flight. You can wield the wings as simple melee constructing a specialized suit of aeronaut armor with a weapons that inflict 1d6 bludgeoning damage on a hit. built-in flight mechanism. The mechanisms that allow You use Intelligence instead of Strength for the attack aeronautSample armor its flight capability are categorized as one and damage rolls using the wings.file As a bonus action on of three functional systems: a personal gyrocopter, a rocket your turn, you can either make a melee attack using the pack, or a set of mechanical wings. wings or use the wings to block attacks as if wielding a shield. Flight Training

Arcane Mysteries of Eberron| An Arcanum D&D Sourcebook 9 • You can use the aeronaut armor as a spellcasting focus for artisan’s tools of your choice. You gain the following benefits your spells, and any fly speed granted to yourself by a spell when crafting or infusing items of jewelry: you cast while wearing the armor is increased by the flying • You can use certain infusions you know on an item of speed of your armor. jewelry instead of the normal item for that infusion. An The armor continues to be Aeronaut Armor until you don infusion from the Replicable Items list that is used on an another suit of armor or you die. You can change the flight item that can be worn or any infusion that can be used on mechanism type when you finish a short or long rest, or you an arcane spellcasting focus can instead by used on an item create a new suit of aeronaut armor. of jewelry. The effects of the infusion are active while the jewelry is worn. You can also craft permanent versions of Aerial Strike magical jewelry in this manner. For example, you could 5th-level Aeronaut feature craft Gauntlets of Ogre Power as a ring. Once per turn you can deal an extra 1d8 damage when you • It only takes you 1 minute of concentration to become damage a target with a spell or attack while flying. attuned to an item of magical jewelry or a set of such items, or to change which such item or set you are attuned to. Improved Flight Mechanism • When you gain this feature, you learn one additional 9th-level Aeronaut feature infusion from the Replicable Items list that can take the Your aeronaut armor is now capable of sustained flight, you form of an amulet, bracelet, brooch, circlet, necklace, no longer fall if you end your turn in the air. Additionally, periapt, ring, talisman, or tiara and you can have one you have advantage on Dexterity checks and Dexterity additional active infusion of this type without counting Saving Throws while flying. against your maximum number of infused items. This increases to two additional infusions at 5th level, three at Master Aeronaut 9th level, and four at 15th level. 15th-level Aeronaut feature You have perfected your aeronaut armor and have become Arcane Jeweler Spells a master aviator. You gain the following benefits while 3rd-level Arcane Jeweler feature wearing your Aeronaut Armor: You always have certain spells prepared after you reach • Your flying speed for your flight mechanism type and any particular levels in this class, as shown in the Arcane Jeweler air vehicle piloted by you increases by 10 feet. Spells table. These spells count as artificer spells for you, • The extra damage from your Aerial Strike feature increases but they don’t count against the number of artificer spells to 2d8. you prepare. • When you are subjected to an effect that allows you to Arcane Jeweler Spells make a Dexterity saving throw to take only half damage while flying, you instead take no damage if you succeed on Artificer Level Spell the saving throw, and only half damage if you fail. 3rd absorb elements, shield 5th protection from poison, warding bond 9th mage sight, protection from energy Natural Aeronaut 13th arcane portal, death ward A creature with a natural winged fly speed who becomes an aeronaut gains the following benefits: Your Aeronaut 17th chromatic ward, circle of power Armor is designed to enhance and strengthen your wings in addition to providing magical thrust. While wearing Jewelcaster your Aeronaut Armor you gain the benefits of both the 3rd-level Arcane Jeweler feature Rocket Pack and Winged Flight Mechanism and these You use items of jewelry such as amulets, bracelets, brooches, features enhance your natural fly speed. When you gain circlets, earrings, necklaces, periapts, rings, talismans, and the Improved Flight Mechanism feature, your fly speed tiaras as the basis for your artificer magic. You can use any increases by 10 feet while wearing your Aeronaut Armor.. item of jewelry worn by you as a spellcasting focus for your artificer spells and you do not require a free hand to wield such an item as a focus. rcane eweler A J Additionally, you can expend a spell slot in place of While an artificer of this specialty is often a practiced spending the charges or uses of a magical item of this sort goldsmith, silversmith, and lapidarist; the mundane aspect of and can use your artificer Spell Attack bonus and Spell Save their craft is the least of their abilities. An arcane jeweler can DC in place of that of the item. If there is no direct spell level craft adornments of amazing magical power and beauty and correlation for the effect, the DM will assign an appropriate create synergistic enchantments that allow the creation of spell level. entire sets of magical jewels. SampleMagical Charm file Jewel Crafter 3rd-level Arcane Jeweler feature 3rd-level Arcane Jeweler feature You learn the mystic foci and mystic talisman cantrips as You gain proficiency with jeweler’s tools. If you already have additional cantrips known. When you cast these cantrips this proficiency, you gain proficiency with one other type of on an item of jewelry, you can use your Magical Tinkering

Arcane Mysteries of Eberron | An Arcanum D&D Sourcebookr 10 feature as part of casting the spell to create a magical charm. Bowyer The duration changes to ‘until dispelled or expended’ and does not require concentration but is treated as one of your A master-craftsman specialized in the construction of bows Magical Tinkering objects for the duration. and arrows, these artificers are often found on the fringes of civilization. Preferring traditional technologies and natural Arcane Pairing magics, a bowyer is also quite proficient in the use of the bow 5th-level Arcane Jeweler feature and can imbue their arrows with magical effects. You learn the Arcane Pairing infusion as an additional infusion known. Your use of this infusion on a set of jewelry Bonus Proficiencies does not count as one of your infused items. 3rd-level Bowyer feature You gain proficiency with woodcarver’s (bowyer’s) tools. If Arcane Pairing you already have this proficiency, you gain proficiency with Prerequisite: Arcane Pairing feature one other type of artisan’s tools of your choice. You also gain Items: Up to two items of magical jewelry (requires attunement) proficiency with longbows and shortbows. This infusion can be used collectively on up to two items of magical jewelry (including infused items). Both items are Bowyer Spells treated as a single item for the purposes of attunement, a 3rd-level Bowyer feature creature attuned to the set is treated as being attuned to all You learn the impel weapon cantrip as additional artificer items of the set. A creature attuned to the set can summon cantrip known. Additionally, when you prepare the list all affected items to themselves as a bonus action, becoming of artificer spells that are available for you to cast, you instantly adorned with the jewelry. A creature can be attuned may prepare a number of additional spells equal to your to only a single such item set. proficiency bonus and you can choose the spells you prepare from the ranger spell list or the artificer spell list. You must Enchanted Accoutrement otherwise obey all the restrictions for selecting the spell, and 9th-level Arcane Jeweler feature it becomes an artificer spell for you. You learn the Enchanted Accoutrement infusion as an additional infusion known. Your use of this infusion on a set The Primordial Lore: Masters of the Wild source book of jewelry does not count as one of your infused items. contains a new type of ranger spell, known as Arrow Tricks, that are especially suitable for a Bowyer. Enchanted Accoutrement Prerequisite: Enchanted Accoutrement feature Customized Bow Items: Up to three items of magical jewelry (requires attunement) 3rd-level Bowyer feature This infusion can be used collectively on up to three items When you finish a long rest, you can use bowyer’s tools to of magical jewelry (including infused items). All three items customize one bow you touch. You can either cause a single are treated as a single item for the purposes of attunement, bow to be affected by two infusions you know, or you can a creature attuned to the set is treated as being attuned to all affect a bow that is already magical with a single infusion. items of the set. A creature attuned to the set can summon If both infusions or the magical bow’s normal enchantment all affected items to themselves as a bonus action, becoming offers a bonus to hit and damage, you use the higher bonus. instantly adorned with the jewelry. A creature can be attuned The infusions used as part of this feature do not count to only a single such item set. against your number of infused objects and you can use the same infusions on other objects normally. The bow is treated Eldritch Regalia 15th-level Arcane Jeweler feature You learn the Eldritch Regalia infusion as an additional infusion known. Your use of this infusion on a set of jewelry does not count as one of your infused items.

Eldritch Regalia Prerequisite: Eldritch Regalia feature Items: Up to five items of magical jewelry (requires attunement) This infusion can be used collectively on up to five items of magical jewelry (including infused items). All five items are treated as a single item for the purposes of attunement, a creature attuned to the set is treated as being attuned to all items of the set. A creature attuned to the set can summon all affected items to themselves as a bonus action, becoming instantly adorned with the jewelry. A creature can be attuned to onlySample a single such item set. file

Arcane Mysteries of Eberron| An Arcanum D&D Sourcebook 11