TEXT: Civilized Magic
  A supplement for social campaigns 
  Introduction: A rules supplement for those that would like more options in spells,
  magic items, and feats when running or playing in a campaign in a social setting or taking
  place in an urban area.
  by Myles Kane
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers 
  League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive 
  likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material 
  or artwork contained herein is prohibited without the express written permission of Wizards of the Coast.
  ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro 
  Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
  
  Contents
  1. City magic
  2. Spell lists
  2.1: Bard
  2.2: Cleric
  2.3: Druid
  2.4: Paladin
  2.5: Ranger
  2.6: Sorcerer
  2.7: Warlock
  2.8: Wizard
  3. Spell descriptions
  4. Magic items
  5. Feat
  
  City Magic
  Introduction
  The worlds we play in are filled to the brim 
  with magic from wizards and sorcerers who 
  understand the secrets of the universe to 
  devout clerics that channel the power of the 
  gods themselves. This magic has a 
  theoretically infinite number of applications 
  however most adventurers focus on those 
  that damage their enemies and protect 
  themselves. A lot of people live their whole 
  lives in more civilized towns and cities so it 
  stands to reason that the magic users in this 
  area would have developed magic better 
  suited to this environment. This book aims to
  provide an in depth look at the magic found 
  and used in more civilized settings. New 
  spells, magic items, and feats that are suited 
  to characters and adventures that are 
  predominantly set in cities or other urban 
  areas. Whether a civilized scholar, an 
  underworld criminal, or a debonair noble 
  hopefully this book will provide some options
  to make your character feel like a part of the 
  cityscape around you. 
  City Magic
  City magic’ refers to a type of magic that is 
  used in urban areas by magic users of all 
  kinds. Most of these spells and items were 
  designed to make living and working in a 
  city easier. The magic tends to move away 
  from highly damaging magics that could 
  cause unwanted collateral damage to other 
  things in the city, also in urban environments
  there are laws in place to protect the people 
  living in them so there is also less need for 
  purely defensive spells. Instead the magic 
  used is used to manipulate people and things
  around them, like all magic this has both 
  good and evil applications. Furthermore, 
  there are whole sets of magic that would 
  probably be considered fairly pointless while 
  delving through dungeons but in a city, they 
  help to make life easier or exist purely to 
  impress and entertain others, such as a spell 
  that copies text from one source to another 
  almost instantaneously or a gemstone that 
  means that the holder always knows the 
  quickest route home. As previously 
  mentioned this magic in not always used 
  altruistically, thieves and scoundrels use it to 
  make their crimes harder to trace and 
  conniving spellcasters manipulate the minds 
  of people around them to gain power.
  Social Campaigns
  This supplement is intended for use in campaigns that feature 
  heavily urban areas. Many of the effects while useful in social 
  situations are a lot less useful in a more combat focused 
  adventure. While there may still be some options that could 
  prove interesting for more dungeon or combat based 
  campaigns the effects are primarily meant to be used in an 
  urban setting.
  The use of the materials in the book is subject to your DMs 
  discretion and should they should they wish to they could alter
  the effects here to better suit their campaign
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  2
  
  Spell list
  Bard
  1st level
  Believable Lie
  Captivate
  Conjure Musical instrument
  Create Sounds
  2nd level
  Accuse
  Sounds Wave
  3rd level
  Reverberation
  4th level
  Diversion
  Emanation
  5th level
  Greater Accuse
  8th level
  Submission
  Cleric
  2nd level
  Word of Faith
  3rd level
  Trace coin
  4th level
  Emanation
  6th level
  Mind, Body, and Soul
  8th level
  Submission
  Druid
  2nd level
  Street step
  3rd level
  Reverberation
  5th level
  Wither
  Paladin
  2nd level
  Word of Faith
  3rd level
  Trace coin
  4th level
  Emanation
  Ranger
  2nd level
  Street Step
  3rd level
  Dashing Duplicates
  Trace Coin
  4th level
  Diversion
  Sorcerer
  1st level
  Believable Lie
  2nd level
  Accuse
  3rd level
  Dashing Duplicates
  4th level
  Diversion
  5th level
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  3
  
  Greater Accuse
  6th level
  Arcane prison
  Warlock
  1st level
  Believable Lie
  2nd level
  Accuse 
  3rd level
  Dashing Duplicates
  Reverberation
  4th level
  Diversion
  Emanation
  5th level
  Greater Accuse
  Wither
  8th level
  Submission
  Wizard
  1st level
  Believable Lie
  Captivate
  2nd level
  Street Step
  3rd level
  Dashing Duplicates
  4th level
  Diversion
  6th level
  Arcane Prison
  Spell 
  Descriptions
  ARCANE PRISON
  6th Abjuration
  Casting Time: 1 action
  Range: 60 feet
  Components: V,S,M
  Duration: 24 hours
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  4
  
  (This spell requires an ivory band carved with 
  arcane runes worth 700gp which the spell 
  consumes) As part of the casting of the spell you
  throw the band at the target creature, the band 
  shatters and the arcane symbols inscribed on it 
  appear on the ground surrounding the target. 
  The target creature must make a DEX save, on a 
  failure the creature is trapped in a 10-foot by 
  10-foot cube of force. Spell effects and magical 
  items within the prison are suppressed for the 
  duration.
  ACCUSE
  2nd Enchantment
  Casting Time: 1 reaction
  Range: 30 feet
  Components: V 
  Duration: instantaneous
  You cast this spell when somebody confronts 
  you about a lie you have told or something you 
  have done to wrong them. This spell redirects 
  the accusation do that the person wronged or 
  lied to believes that the source of their ire is 
  actually a creature chosen by you. The creature 
  targeted makes a CHA save to avoid this effect, 
  success means that the spell doesn’t work and 
  the target is aware of what you tried to do. Only 
  the target believes that the other creature is 
  really to blame so it may seem strange if the 
  caster is confronted in front of a lot of people.
  BELIEVABLE LIE
  1st Enchantment
  Casting Time: 1 action
  Range: Touch
  Components: V,S 
  Duration: concentration 1 minute
  While this spell is active any lie or deception 
  you take is more difficult to see. 
  Charisma(deception) checks are made at 
  advantage. 
  BODY, MIND, AND SOUL 
  6th abjuration (Ritual)
  Casting Time: 10 minutes
  Range: 3 creatures touched
  Components: V,S,M
  Duration: Concentration 1 hour
  (This spell requires 3 opals worth 150gp each) 
  Each participant in the spell is given one of the 
  opals and as the spell is cast the opals pulse 
  with light like a shared heartbeat. Upon 
  completion of this spell each creature become 
  aware of the wellbeing (e.g. poisoned, charmed, 
  frightened, injured) and location of other two at
  all times as long as they remain on the same 
  plane of existence. If any of the creatures fall 
  unconscious the others can as a reaction make a
  CON save against the caster spell DC, if they 
  both succeed the creature is instead on 1 HP. In 
  addition, each participant is designated a role, 
  only one of each role can be taken per casting of
  the spell.
  Mind: The mind gains advantage on all Wisdom 
  and Intelligence checks
  Body: The body gains advantage on all Strength 
  and Dexterity checks
  Soul: The soul gains advantage on Charisma 
  and Constitution checks
  The decision is made when the spell is cast and 
  cannot be changed for the duration of 
  the spell.
  CAPTIVATE
  1st Enchantment
  Casting Time: 1 action
  Range: 60 feet
  Components: V,S
  Duration: Concentration 10 minutes
  You put on a display of flashy and impressive 
  magical talent that is hard to ignore or look 
  away from. All creatures in range must make a 
  CHA save or must spend their entire turn 
  watching the performance. The creature may 
  repeat the save at the end of each turn as long 
  as it remains within he area even if it has 
  already succeeded the save. Any obviously 
  aggressive action towards a creature under the 
  effects of this spell (such as drawing a weapon) 
  automatically snaps them out of the spells 
  effect.
  CONJURE MUSICAL INSTRUMENT
  1st Conjuration
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  5
  
  Casting Time: 1 action
  Range: Personal
  Components: V
  Duration: 1 hour
  With a flourish, a musical instrument of your 
  choice appears in your hands, or on the ground 
  in front of you if it would be too big to 
  comfortably carry. The instrument can appear 
  in whatever design you desire. If it leaves your 
  possession or you do not play the instrument 
  for more than 1 minute then the spell ends 
  early.
  CREATE SOUND
  1st Illusion
  Casting Time: 1 action
  Range: 60 feet
  Components: V,S
  Duration: concentration 1 hour
  Sounds decided by you start to emanate from a 
  point of your choice within range. This sound 
  can be complex enough to sound like a full 
  musical performance, a large crowd of people, 
  or something similar. The exact nature of the 
  sound can be changed as an action at any point 
  while the spell is active.
  DASHING DUPLICATES
  3rd Illusion
  Casting Time: 1 action
  Range: personal
  Components: V,S
  Duration: Concentration 10 minutes
  Upon completing this incantation an illusionary 
  exact copy of you appears in a space adjacent to 
  you and immediately starts running in a 
  randomly determined direction (roll 1d8 to get 
  a direction). The illusion has a speed of 30ft and
  takes a dash action each turn. The illusion runs 
  down streets and scales obstacles in their path, 
  the illusion tries to go around buildings but 
  continues heading in the same general direction
  as determined when the spell is cast.
  At higher levels: For each level above 3rd the
  spell creates an additional illusory duplicate.
  Roll for each duplicate separately to determine
  which direction they run in
  DIVERSION
  4th Illusion
  Casting Time: 1 action
  Range: 60 feet
  Components: V
  Duration: 10 minute
  Upon completing this spell sound and colour 
  erupts into existence at the chosen point. The 
  exact nature of the sound and visuals is decided 
  by the caster when the spell is cast and remains 
  the same for the entire duration. Just about any 
  sound and visual is possible but it is always 
  extremely loud and brightly coloured. The spell 
  is can be heard and is able to attract attention 
  from several hundred feet away, the effects are 
  so distracting that all creatures within 100 feet 
  have disadvantage on any Wisdom(perception) 
  checks to notice anything other than the 
  distraction.
  EMANATION
  4th Enchantment (ritual)
  Casting Time: 1 action
  Range: personal
  Components: V,S
  Duration: Concentration 1 hour
  This spell upon completion send out a wave of 
  emotion in a 30-foot radius around the caster. 
  Any creature in the area when the spell is cast 
  or who enters the radius must make a WIS 
  saving throw, on a failure the creatures in the 
  area are overcome with an emotion dictated by 
  the caster (e.g. Happiness, Clam, Anger, Fear). 
  Once chosen the emotion cannot be changed 
  and the emotion is the same for all creatures 
  affected. On a successful save the creatures are 
  unaffected by the spell. Creatures are unaware 
  that their emotions are being modified to them 
  it appears to happen naturally. The spell 
  provides no benefit on checks to influence the 
  affected creatures it only changes their overall 
  mood. (For example: a riot begins to break out 
  and in city streets, this spell could be used to 
  calm the rioters and provide an opportunity to 
  dissipate the situation without further violence)
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  6
  
  GREATER ACCUSE
  5th Enchantment
  Casting Time: 1 action
  Range: 30 feet
  Components: V
  Duration: instantaneous
  This spell functions the same as Accuse except 
  that it can target up to 8 people within range of 
  the spell. This allows the caster to fool a group 
  of people which are trying to confront them.
  At higher level: For each level above 5th the 
  spell affects an additional 2 creatures.
  REVERBERATION
  3rd evocation
  Casting Time: 1 action
  Range: touch
  Components: V
  Duration: concentration 1 minute
  Your touch causes sonic vibrations to cascade 
  through objects causing massive structural 
  damage. This spell only affects objects (of any 
  size, including buildings) or constructs, in the 
  case of constructs it requires a successful spell 
  attack. The affected object takes 4d10 thunder 
  damage, each round the damage continues if 
  you remain in contact with the object or 
  succeed another spell attack. The spell end if 
  you do not make contact with an object or 
  construct for one round. 
  At higher levels: For each level above 3rd the 
  spell deals an additional 2d10 thunder damage
  SOUND WAVE
  2nd Evocation
  Casting Time: 1 action
  Range: 30 feet
  Components: V
  Duration: instantaneous
  A wave of sonic energy rips through space 
  between you and your target. The target must 
  make a CON save, on a failed save the target 
  takes 2d6 thunder damage and is deafened for 1
  minute. A successful save negates the deafened 
  condition
  At higher level: For each level above 2nd the 
  spell deals and additional 1d6 thunder damage
  STREET STEP
  2nd transmutation
  Casting Time: 1 minute
  Range: personal
  Components: V,S
  Duration: 1 hour
  The spell puts the caster in tune with the roads 
  and alleys of the city. For the duration of this 
  spell while in a city or urbanized area the 
  creatures speed cannot be reduced by difficult 
  terrain (including crowded areas) and their 
  base movement speed is increased by 10 feet.
  SUBMISSION
  8th enchantment
  Casting Time: 1 action
  Range: 120 feet
  Components: V,S,M 
  Duration: concentration 8 hours
  (This spell requires an ornate ruby sceptre 
  worth at least 1000gp which the spell 
  consumes) When the spell is cast the caster 
  forces his will upon all creatures in range that, 
  creatures with less than 3 Intelligence are not 
  affected by this spell. The caster attempts to use
  their own mental prowess to dominate the 
  minds of others. Each creature must make a 
  CHA save, on a failed save the creatures must 
  obey any spoken command the creature makes. 
  This spell does not charm creatures and they 
  are fully aware and able to act normally outside 
  of the commands given, if a creature tries to 
  resist a given command that creature takes 2d8 
  points of psychic damage each round until they 
  are either rendered unconscious or comply with
  the order. On successful save the creature takes 
  5d6 points of psychic damage and are not 
  affected by the rest of the spell.
  TRACE COIN (Ritual)
  3rd transmutation
  Casting Time: 1 minute
  Range: touch
  Components: V,S,M
  Duration: concentration 8 hours
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  7
  
  (this spell requires crushed quartz worth 100gp
  which the spell consumes) When the quartz is 
  sprinkled over a chosen coin, the coin glows 
  brightly for a moment before returning to its 
  mundane appearance. As long as the caster 
  maintains concentration they are always aware 
  of the location of the coin allowing them to 
  follow it. They can also tell its elevation 
  allowing them to tell if the coin is underground 
  or on a specific floor on a building. The coin 
  appears entirely mundane if inspected however 
  it radiates magic to spells and effects that reveal
  magical auras.
  At higher level: When cast at 5th level the spells
  duration extends to 24 hours, when cast at 6th 
  level the spell no longer requires concentration
  WITHER
  5th Necromancy
  Casting Time: 1 action
  Range: 30 feet
  Components: V,S
  Duration: instantaneous
  This spell drains the vitality from the targets 
  limbs leaving the cracked and lifeless. When the 
  spell is cast, the caster selects a limb that the 
  creature has. The creature then makes a CON 
  save, on a failed save the creature takes 5d6 
  necrotic damage and there is an effect based on 
  the limb targeted
  Arms: The arm becomes unusable and any item
  currently being carried by the limb is dropped, 
  if the arm has a shield on it then the creature 
  losses the AC bonus from the shield.
  Leg: The creature’s speed is halved and has 
  disadvantage on all STR(Athletics) and 
  DEX(Acrobatics) checks. If all legs are disabled 
  then the creatures speed becomes 0.
  Wing: The creatures wing becomes useless and 
  the creature can no longer fly unless the 
  creature has a means of flying without using the
  wing. 
  Other: This could be other stranger limbs that 
  some creatures have including tentacles or 
  pincers. The limb can no longer make attacks or
  hold objects, any object currently being held by 
  the limb is dropped.
  A successful save halves the damage and 
  negated the penalties taken to its limbs. The 
  damage taken from this spell can be healed 
  normally but the limb affected requires 
  regeneration, heal, or similar magic to restore it.
  WORD OF FAITH
  2nd Enchantment
  Casting Time: 1 action
  Range: 30 feet
  Components: V
  Duration: Concentration 10 minutes
  With a single word or phrase, the caster instils 
  those around them with the conviction of their 
  deity. All allies within the range of the spell gain 
  advantage on Wisdom(insight) checks and on 
  checks to see through illusions for the duration 
  of the spell.
  Magic Items
  ANIMATED CHAIN
  Wondrous item, rare
  This chain is inscribed with runes on each 
  link. When a command word is spoken, the 
  chain animates and attempts to restrain a 
  creature designated by the controller. The 
  chain can move up to 30ft in a turn and can 
  make a single attempt to restrain a creature,
  the chain has +8 on its Strength(Athletics) 
  skill check to grapple a creature. A 
  successful check restrains a creature until it
  breaks free using an opposed 
  Strength(Athletics) check, alternatively a 
  creature can use their action to attempt a 
  DC13 strength check to untangle an effected
  creature. The chain can be targeted by 
  attacks, it has AC18 and 20 hit points. A 
  mending spell restores 1HP to the chain.
  ANTIMAGIC
  Weapon (any ranged), rare (requires attunement)
  Weapons with this enchantment were 
  created to combat rouge spellcasters to try 
  and mitigate the amount of chaos they 
  could cause with their magic. When a 
  creature concentrating on a spell is 
  damaged by one of these weapons they 
  have disadvantage on the CON save to 
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  8
  
  maintain concentration. It is rumoured that 
  these weapons are imitations of a much 
  more powerful weapon that could disrupt 
  even the most powerful magic.
  BLINDING ARROW
  Weapon (any projectile), rare 
  These magical arrows are enchanted with 
  powerful light magic. When fired the bolt 
  crackles and glows as it turns into a streak 
  of pure light. A creature struck by a Blinding
  arrow must make a DC15 CON save, on a 
  failure the creature is blinded for 1 minute. 
  In addition, as long as the arrow is 
  embedded in the creature it cannot benefit 
  from stealth or invisibility. Removing the 
  arrow requires a DC15 Wisdom(medicine) 
  check to remove the arrow as an action.
  BOTTLE OF COLOUR
  Wondrous item, common
  This bottle of ink comes in every variety of 
  colour imaginable, each bottle contains 10 
  uses of the magical ink. The ink can be used 
  to permanently change the colour of any 
  item to match the colour of the bottle. The 
  item is favoured by artists and creative 
  people who get bored and like to change the
  colours of their clothing or other personal 
  belongings on a whim. A bottle found as 
  loot contains 1d10 uses remaining and is a 
  random colour determined by the DM.
  FOCUSED CONCENTRATION CIRCLET
  Wondrous item, very rare (requires attunement)
  While attuned to this pain looking silver 
  circlet, the wielder can maintain 
  concentration on one additional spell. There
  are variants that exist which look more 
  fancy and extravagant but most of these 
  items appear plain to hide their true power
  DANCER’S GLOBE
  Wondrous item, common
  This snow globe like object comes in many 
  different varieties. The globe contains one 
  or more figurines inside it with scenery, 
  when a command word is said the figurines 
  spring to life and preform a dance a routine 
  before returning to their original position. 
  The dances can be incredibly complex or 
  very simple and are found in a variety of 
  distinctive styles, each globe can only 
  perform one dance. There are some very 
  large variants that contain large groups of 
  figures that can perform incredibly grand 
  and complex performances.
  FENCER’S GAUNTLETS
  Wondrous item, rare (requires attunement)
  Amongst rich merchants and nobles, 
  fencing is a pastime enjoyed by many. As 
  with most things amongst noble circles the 
  practice is highly competitive and acts as a 
  medium for families to one-up each other. 
  These gauntlets are used by those seeking 
  to augment their skills. While wearing the 
  gauntlets once per turn as a reaction the 
  wielder can attempt to parry an incoming 
  melee attack that they can see, the creature 
  gains a +2 bonus on their AC for that attack.
  GUARDIAN STAVE
  staff, uncommon (requires attunement by wizard, 
  sorcerer, cleric or bard)
  This simple steel stave could easily be 
  mistaken for a quarterstaff to the untrained 
  eye. It is typically used by those tasked with 
  guarding important places or things, 
  allowing the user the power to neutralise 
  many potential threats. In addition to being 
  a +1 quarterstaff it allows the wielder to 
  cast the following spells.
  -
  Alarm (At will)
  -
  Detect good and evil (1 charge)
  -
  Zone of truth (2 charges) 
  -
  Hold person (2 charges)
  -
  Dispel magic (3 charges)
  The staff has 5 charges and regenerates 
  1d4+1 charges every day at dawn. If the last
  charge is used the wielder must roll a d20, 
  on a roll of a natural 1 the staff is 
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  9
  
  permanently used up and loses all of its 
  spellcasting abilities.
  HOME CRYSTAL
  Wondrous item, uncommon
  This crystal comes in many assorted colours
  and shapes and are often incorporated into 
  myriad items of jewellery. As part of a long 
  rest the creature in possession of the gem 
  can designate the location or building 
  where they spent the long rest as ‘Home’ 
  while the gems in on their person the 
  creature always knows the shortest route 
  back to their ‘Home’. 
  LIARS PENDANT
  Wondrous item, rare (requires attunement)
  This simple yet elegant necklace is silver 
  with a triangular pink gemstone set into it. 
  The pendant is favoured by people that like 
  to manipulate social circles to their own 
  end. It grants the wearer the following 
  benefits:
  -
  Proficiency in the deception skill
  -
  The wearer can cast Accuse, once per
  day
  -
  The wearer can cast Believable lie, at
  will
  MERCIFUL
  Weapon (any melee weapon), uncommon
  Weapons with this enchantment are used 
  by peacekeepers who wish to subdue 
  criminals without risking killing them. 
  These weapons cannot kill a creature, if 
  they cause a creature to fall unconscious 
  that creature automatically stabilizes
  QUIETING CHIMES
  Wondrous item, uncommon
  This item is a small simply designed chime 
  made of wood or metal, when stuck it 
  makes a dull tone. When struck a wave of 
  silencing magic emanates out as per the 
  silence spell, this effect lasts for 1 minute or
  until dispelled. The chime has 5 charges, 
  once the last charge is used the chime 
  cracks and loses all magical properties.
  SHADOWSTRIKER
  Weapon, Rare (requires attunement)
  This +2 dagger is made from some metal so 
  black it seems to consume the light around 
  it. It is highly prized by assassins and 
  thieves that like to kill quietly and fade back
  into the shadows without anyone being 
  aware of their presence. The dagger gives 
  the following benefits when attuned:
  -
  If the wielder has the sneak attack 
  feature he amount of dice they roll 
  for damage on a sneak attack 
  increases by 1d6
  -
  Once per day the dagger can be used 
  to create an area of darkness as per 
  the darkness spell
  SIGNAL GEMS
  Wondrous item, uncommon
  These blue spherical gemstones are around 
  1 inch in diameter and kept on a bracelet. A 
  new set of signal gems has 5 gems in it. A 
  set of gems found has 1d4 gems left. By 
  taking a gem from the bracelet and 
  throwing it up to 40 feet into the air the 
  gem glows brightly and emits a loud, high 
  pitched wail that can be heard and seen up 
  to a mile away. If a creature is within 5ft of a
  gem when it detonates I must make a DC13 
  CON save, failure means the creature is 
  deafened for 1d6 rounds.
  SLEEPING KNIGHT
  Wondrous item, uncommon
  A small ornate statue of a knight wearing 
  full armour. This exact appearance of the 
  armour and the weapons it carries comes in
  a variety of types depending on the region 
  and creator. The statue is used to protect by 
  a variety of people to protect important 
  areas, the statue is activated by setting it on 
  the ground and speaking the command 
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  10
  
  word. Any creature that comes within 10 
  feet of the statue once it has been activated 
  will trigger the statue unless they speak the 
  password (decided when the item is 
  created). If triggered the statue shatters and
  creates a guardian of faith (as per the spell) 
  that takes the appearance of the knight 
  depicted by the statue. 
  THE WITCHWARDEN
  Weapon, legendary (requires attunement by non-
  spellcaster)
  This almost mythical +3 heavy crossbow 
  was made by those that lived in constant 
  fear of magic users who could use their 
  magic to force people into submission. 
  There were 5 of these crossbows created to 
  allow the people to take back control of 
  their lives. Nobody knows the original 
  creator of these weapons but over the years 
  lesser versions of the enchantment have 
  popped up across the world. It grants the 
  wielder the following benefits when 
  attuned:
  -
  Any creature damaged by this 
  weapon is also targeted by a dispel 
  magic spell
  -
  The wielder can cast counterspell 
  twice per day, the crossbows 
  recharges at dawn
  -
  Once per month the crossbow can 
  create a powerful bolt that can be 
  fired at a creature. If the creature is 
  capable of casting arcane spells that 
  creature must make a DC18 CON 
  save, on a failed save that creature 
  cannot cast arcane spells until the 
  next sunrise
  WARDING ARMOUR
  Armour (any metal armour), very rare
  This powerfully enchanted set of armours 
  helps its wearer to harden their minds 
  against falsehood, illusions, and mind 
  control. It grants the wearer the following 
  benefits:
  -
  The wearer has advantage on CHA 
  saving throws
  -
  The wearer does not need to interact
  with an illusion to disbelieve it, but 
  they are still fooled if they fail the 
  Intelligence(investigation) check.
  -
  Once a day the armour can be used 
  to create a 30-foot burst of magic 
  that dispels invisibility. The armour 
  recharges at dawn
  WALL SHIELD
  shield, uncommon
  This item is a massive tower shield that is 
  meant to be used to set up mobile cover, it 
  requires two hands to carry properly. As a 
  bonus action a creature can set the shield 
  onto the ground locking the shield in place 
  so that it stands upright without needing to 
  be held in place. After being set a creature 
  can use the shield to take ¾ cover. A second 
  command word deactivates the shield 
  allowing it to be moved otherwise a DC20 
  Strength is required to move the shield by 
  force.
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  11
  
  Feats
  Arcanist
  You are adept at recognizing magical auras 
  and have a knack for identifying their 
  purpose.
  -
  You gain Arcana as a proficient skill
  -
  As an action, you can examine a 
  magic item or person to determine if 
  there is a magical effect present.
  -
  By spending a short rest with a 
  magical item, you can learn its 
  magical properties as if you had cast 
  the identify spell. This ability cannot 
  detect cursed items
  Face in the Crowd
  You are an expert at appearing completely 
  mundane, making you hard to notice even 
  when people are actively searching for you.
  -
  When within 60ft of at least 5 other 
  creatures Wisdom(perception) 
  checks to notice you, or pick you out 
  of the crowd are made at 
  disadvantage
  -
  When someone tries to gather 
  information on your character they 
  must succeed an 
  Intelligence(investigation) check DC 
  8+proficiency+CHA modifier in 
  order to gain any useful information 
  as people simply do not remember 
  you as anything special.
  Socialite
  You are skilled at making friends almost 
  effortlessly, whether a natural trait or 
  something gained from years of practice 
  people instinctively like you and are more 
  likely to hear what you have to say
  -
  Increase CHA by 1
  -
  Creatures you interact with for the 
  first time always have a starting 
  attitude of friendly unless they have 
  a reason to dislike you
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  12
  
  -
  Gain advantage of CHA(persuasion) 
  and CHA(deception) checks when 
  trying to get people to do favours for 
  you.
  Urban Chameleon
  Wherever you go in a city and even between
  cities with drastically diverse cultures you 
  are able to seem like you belong. Through a 
  combination of body language, accent 
  mimicry, and attitude you can blend into 
  your surroundings with ease
  -
  You gain advantage on 
  Dexterity(stealth) checks to avoid 
  being noticed while moving through 
  populated areas
  -
  When meeting new people, you can 
  choose to act like someone from a 
  similar region or social standing 
  without needing to make a 
  Charisma(disguise) check
  -
  People will never see you as an 
  outsider unless they already know 
  you or you take an action that would 
  be considered out of place. 
  Underworld Native
  While some make their living through 
  honest, hardworking means. You on the 
  other hand have always preferred to lie, 
  cheat, and steal your way through life, 
  whether by choice or necessity. This has 
  earned you contacts and reputation 
  amongst the criminal element of towns and 
  cities. 
  -
  If you spend at least 4 hours 
  collecting information when you 
  enter a town or other settlement you
  can make contact with any thief’s 
  guild or other criminal organisation 
  that operates in the area. If there are 
  multiple such organisations that 
  exist the DM decides which one you 
  make contact with however you may 
  still be aware of the other 
  organisations that exist. (the DM 
  may decide if the local thief’s guild is
  particularly untrusting or insular 
  that other steps may be necessary)
  -
  By spending 10gp and at least 6 
  hours of time you can gather reliable
  information from your underground 
  contacts about any one of the 
  following things
  o
  A notable figure in the local 
  society (e.g. a noble, council 
  member, religious figure, 
  etc...)
  o
  Any recent political or 
  religious changes in the town 
  or city
  o
  Notable newcomers to the 
  city (e.g. a powerful 
  spellcaster or visiting 
  dignitary)
  o
  Rumours about upcoming 
  events within the city 
  (Subject to DM discretion)
  -
  By gaining access to the black 
  market you have access to items that 
  would otherwise be illegal or 
  unobtainable within a city or town. 
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  13
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Non-Publisher Titles/Civilized Magic.pdf