Arcanist's Secrets

### Bladesinging

Use a bonus action to summon a weapon made of force which can be wielded using your spellcasting modifier in place of Dexterity or Strength. It deals 1d8+Intelligence force damage on a hit. Every time you summon it, you choose the form it takes, but that has no effect on it’s damage dice. The weapon has the light, one-handed, and finesse properties. You are proficient with the weapon while you wield it.

### Spellcatching

**Prerequisites: 13th level**

Use your reaction to make a spellcasting ability check against a target spell (DC=10+caster’s level). On a success, you absorb the spell and may cast it any time within the next hour. Once you have successfully used this feature, you may not use it again until you complete a long rest.

### Mystic Deftness

Gain proficiency with Sleight of Hand, or expertise if you already had proficiency. Additionally, you have extra-dimensional pockets beneath each of your wrists that can hold up to 20 pounds each. Objects may be stowed or retrieved as a bonus action.

### Runescribing

Take 1 minute to cast a damaging spell of 3rd level or lower, implying direction or targets if necessary. When the rune is triggered (Usually by stepping on it, but you may attempt to convince your DM of another trigger), the spell takes effect.

### War-mage’s Wrath

**Prerequisites: 5th level, Bladesinging or Animation**

Whenever you make an attack with Bladesinging or Animation (But not both at once), you may make two attacks instead of one.

### Animation

Choose an object or weapon within 30 feet of you to bestow with an arcane facsimile of life as a bonus action. It has the stats of a small animated object as per the *Animate Objects* spell. You do not need to concentrate on it, and it may be commanded as a free action. It remains animated for 1 minute, during which time you may use a reaction to add your Proficiency bonus to your AC for a melee attack targeting you, potentially causing it to miss. You may use Animation a number of times per long rest equal to your intelligence modifier.

### Arcane Imbuement

**Prerequisites: 5th level**

Turn a weapon you touch into a +1 magic weapon for one minute. You don’t need to concentrate on it.

### Ambidexterity

**Prerequisites: 17th level**

Trained to use both hands at the same time, you may choose whenever you cast a spell to cast the same spell twice in the same amount of time with different targets or the same target.

### Illusionism

You may cast *Disguise Self* at will without expending a spell slot or material components.

### Weightlessness

**Prerequisites: 5th level**

You may cast *Feather Fall* or *Levitate* on yourself without expending a spell slot or material components.

### Magical Missile

When you throw any projectile (a rock, dart, dagger, etc.) you may transform it into a single *Magic Missile*. You must, however, make a ranged spell attack for it.

### Locker

Create a demiplane of 8 cubic feet, which you may access as a bonus action any time by sticking your hand into thin air and pulling something out.

### Arcane Defense

You can cast *Mage Armor* at will without expending a spell slot. Rather than average *Mage Armor*, this simply grants +3 to your AC and does not stack with regular *Mage Armor*.

### Oath of Silence

This secret allows you to ignore verbal components entirely. Incompatible with Oath of Stillness.

### Oath of Stillness

This secret allows you to ignore somatic components entirely. Incompatible with Oath of Silence.

### Pyromancer’s Aura

Whenever you are targeted with a non-magical ranged attack, you may use a reaction to reduce the damage by 1d8+½ your level. If you reduce it to 0, it incinerates in a puff of flame.

### Spell Seizure

When you are targeted with a damaging cantrip, use your reaction to attempt to catch it with an Intelligence save (DC=10+½ the caster’s level). If you succeed you may send it back with a ranged spell attack.