Talismanic Invocations

### Advanced Artifice

Crafting times and costs, including those for creating a talisman, are cut in half.

### Evil Eye

***Prerequisite:** Ritualist subclass*

You gain the ability to lay the most unsettling gaze upon a creature. As a reaction to a creature within 15 feet attacking you, you can unleash a terrifying glare at them (occuring after the attack completes). The target creature must make a Wisdom saving throw against your spell save DC or become frightened of you until the end of your next turn. Once a creature has succeeded on a save against this ability, they are immune to it for 24 hours.

Additionally, you gain proficiency in the Intimidation skill.

### Markings of Protection

***Prerequisite:** Spellsmith Subclass*

You are always under the effect of the *mage armor* spell.

### Protective Ward

You make a ward against supernatural harm. While you wear this charm, you can use it to cast *protection from evil and good* without expending a spell slot, material components, or requiring concentration, but the spell lasts a number of rounds equal to your Intelligence modifier. You can cast this as a reaction to being attacked or making a save it would affect, but when you do so it only lasts until the start of your next turn.

Once you use this charm, you cannot use it again until you complete a short or long rest.

### Spatial Storage

You can convert a pocket, ring, hat, or bag into a spatial storage device, capable of carrying up to 3 x your Arcanist level in pounds, with 0.5 x your Arcanist level cubic feet of storage space. For example, a level 5 Arcanist can store up to 15 pounds, not exceeding a volume of 2.5 cubic feet, within the storage space. As an action, you can send an item you are holding into the storage space or retrieve an item from the storage space to your hand.

If lost, you can recreate the spatial storage device during a short rest.

### Vestments of War

You gain proficiency in light and medium armor.

### War Mage

***Prerequisite:** Vestments of War*

You gain proficiency in simple melee weapons and shields.

### Arcane Ammunition

***Prerequisite:*** *6th-lever or higher, Spellsmith subclass*

You infuse a ranged weapon with special magic granting it magical ammunition. The weapons damage becomes force damage and it no longer requires ammunition to fire. If the weapon had the Loading property, it no longer has the Loading Property.

### Corrupt Item

***Prerequisite:** 6th-lever or higher, Ritualist subclass*

You use a dark and secret rite to corrupt a nonmagical item, causing it to become a cursed magic item. While any creature other than you is in possession of this item, they are under the effect of the bane spell. Select one of the following for the item’s magical property (the item must be of a type of item that could be the magical item selected): bag of tricks, brooch of shielding, goggles of night, lantern of revealing, or staff of the python (you can ignore attunement restrictions of this item).

### Savant Focus

***Prerequisite:** 6th-level or higher*

You can focus all of your experience into using your most basic magic potently. As a bonus action you can enter a state of focused concentration, as if concentrating on a spell. When you do so, you gain advantage on attack rolls made for cantrips for 1 minute, or until you end your concentration on this state of focus.

### Simple Spell

***Prerequisite:** 6th-level or higher*

You can sacrifice a spell slot of 3rd level or higher to gain two 1st level spell slots. If the spell slot is 5th level or higher, you can gain two 2nd level spell slots. You cannot store more than twice your usual maximum number of any spell slot level this way.

### Utility Master

***Prerequisite:*** *6th-level or higher*

When you cast utility cantrips that can lift weight, affect external elements, target an area on the ground, or cause minor instantaneous effects, you lift twice as much, target twice the area, or maintain an additional instantaneous effect.

### Artifice Expert

***Prerequisite:*** *10th-lever or higher*

Choose one skill you are proficient in from among Arcana, History, Mechanics, Sleight of Hand, or any tool set. You gain expertise in the chosen skill or tool set. If you do not have proficiency in any of the selected skills, you can instead gain proficiency in two of your choice.

You can select this invocation multiple times, selecting a different skill each time you take it.

### Dark Knowledge

***Prerequisite:*** *10th-lever or higher, Ritualist subclass*

You learn 5 spells of your choice from the Occult spell list. These are now Arcanist spells for you. You can select this invocation multiple times, selecting different spells each time you take it.

### Magical Rod of...

*Prerequisite: 10th-lever or higher, Spellsmith subclass*

You create a magical Rod that you can infuse with a spell of 5th level or higher you have prepared. This rod does not require attunement, but can only be used by you. The spell level must be equal to or less than half of your Arcanist level, rounded down. This rod has one charge. You can expend the charge to cast the selected spell at its base level. The rod regains all charges at the end of a long rest.

You can select this invocation multiple times, selecting a different spell each time you take it.