TEXT: EN World EN5idEr | Metropolitan Arcana
  Metropolitan
  Arcana
   
  writing Andrew Engelbrite
   color art Héctor Rodríguez
   
  editing Mike Myler
   
  layout Eric Life-Putnam
  S
  crutinizing the half-orc’s doc-
  ument carefully, the captain 
  carefully analyzes every line of the 
  supposed pardon until suddenly the 
  writ explodes in a puff of scrap paper, 
  the rapidly shrinking form of the crimi-
  nal racing away and cackling mad as 
  a hatter. He reaches for his sword but 
  grasps at nothing, the illusion of his 
  weapon disappearing just as he spots 
  the fleeing half-orc raising the blade in 
  triumph. The captain cracks a smile 
  in response and concentrates on the 
  invisible mark cast upon his sword, 
  the location of the thieves’ den finally 
  about to be revealed. 
  Metropolitan
  Arcana
  
  Metropolitan Arcana | EN World EN5idEr
  Open Game Content | The game rule information 
  in this article is designated Open Game Content. All other 
  material in this article, including maps and illustrations 
  (including illustrations in the public domain), in-character 
  and out-of-character narrative and descriptive text, 
  character and place names, trade dress, “EN Publishing,” 
  “EN World,” “EN5ider,” EN Publishing product 
  and article titles, and  EN World and EN Publishing 
  logos, are designated Product Identity.
  Gleaming spires and bustling commerce 
  conceal the treachery and danger that lies at 
  the back of every alleyway and behind every 
  crooked smile—a sprawling civic expanse 
  can be just as dangerous to the unprepared 
  traveler as any far-off dungeon. The spells 
  found herein are the mainstays of the city-
  born caster, inuring them against the worst 
  that the city has to offer.
  Metropolitan Arcana is a series of spells for mul-
  tiple classes useful for those who walk the urban 
  streets. Each is not exclusive to cities but they come 
  into their prime when used for evading guards, 
  catching criminals, and navigating the darkened 
  corners and gritty streets of the metropolis. 
  Arcane Writ
  Conjuration cantrip (bard, cleric, warlock, wizard)
  Casting Time: 1 action
  Range: Self
  Components: V, S
  Duration: Instantaneous
  This spell conjures a single page document into 
  your hand. The document can contain any writing 
  or information you choose but it must be informa-
  tion you know, and any styles, signatures, or marks 
  must be ones that you have previously seen. The 
  document can be made of any style of paper you’ve 
  seen but no longer than 2 feet in any dimension. 
  When you cast this spell again, any document 
  previously created with it disappears in a puff of 
  shredded paper. 
  EN
  EN
  Publishing
  Publishing
  ™
  Cavel’s Convoked Conveyance
  4th-level illusion (bard, ranger, sorcerer, warlock, wizard)
  Casting Time: 1 minute
  Range: 30 feet
  Components: V, S
  Duration: 1 hour
  A large quasi-real vehicle appears on the ground 
  or on the water in an unoccupied space of your 
  choice within range. You decide the vehicle’s ap-
  pearance, and what form the vehicle takes, though 
  you cannot select any vehicle able to carry more 
  than 6 Medium-sized creatures. This vehicle can be 
  a boat, wagon, cart, or any type of land or seafar-
  ing vehicle that is commonplace in the area. If the 
  vehicle normally requires horses or other beasts of 
  burden, quasi-real beasts with an appearance of 
  your choosing are summoned along with it. 
  For the duration, you and up to 5 other Medium-
  sized or smaller creatures you choose can ride in 
  the vehicle. The vehicle uses the statistics for what-
  ever type of vehicle you chose. When the spell ends 
  the vehicle gradually fades, giving the riders 1 min-
  ute to dismount. The spell ends if you use an action 
  to dismiss it or if the vehicle takes any damage.
  Cutpurse Charm
  1st-level illusion (bard, ranger, sorcerer, warlock, wizard)
  Casting Time: 1 bonus action
  Range: Touch
  Components: S
  Duration: Up to 1 hour
  This spell creates an illusionary copy of a touched 
  object no heavier than 10 pounds. The illusion ap-
  pears in the exact place the object currently is and 
  remains there if the object is removed. If the object 
  was being worn, the illusion moves with the wearer. 
  The illusion is not tangible and disappears when 
  interacted with (beyond the act of being worn). 
  
  EN World EN5idEr | Metropolitan Arcana
  Detective’s Trick
  2nd-level divination (bard, ranger, wizard)
  Casting Time: 1 bonus action
  Range: Touch
  Components: S, M (drop of ink)
  Duration: 4 hours
  This spell enchants a single object that can fit 
  within the palm of your hand with a mark that is 
  visible only to you. While an object is marked in 
  this way, you sense the direction to the object’s loca-
  tion as long as the object is within 1 mile of you. If 
  the object is moving, you know the direction of its 
  movement.
  At Higher Levels. When you cast this spell us-
  ing a spell slot of 3rd level or higher, the duration 
  increases by 4 hours for each slot level above 2nd.
  Dubious Aura
  2nd-level enchantment (bard, cleric, paladin, ranger)
  Casting Time: 1 action
  Range: 30 feet
  Co mponents: S, M (a gram of any substance that is 
  locally illegal) 
  Duration: 1 hour
  This spell gives a target creature that you can 
  see a highly suspicious aura, bringing the harsh 
  scrutiny of any lawman that sees it. Any creature 
  in authority or of lawful alignment that sees the tar-
  get becomes immediately suspicious and suspects 
  some form of nefarious activity or intent. When any 
  guards or soldiers see the target they act appropri-
  ately according to their orders as if the target were 
  a highly suspicious criminal. Creatures can see 
  through this suspicious aura by making a Wisdom 
  saving throw or after a thorough inspection of the 
  target and its possessions (assuming they don’t find 
  anything that confirms their suspicions). 
  Enrage Architecture
  7th-level transmutation (cleric, sorcerer, warlock, wizard) 
  Casting Time: 1 action
  Range: 120 feet
  Co mponents: V, S, M (a stone or timber removed from a 
  structure at least 100 years old)
  Duration: Concentration, up to 1 minute
  You animate and enrage a building that lashes 
  out at its inhabitants and surroundings. Choose an 
  artificial non-magical structure with a foundation 
  area of no more than 3,000 square feet. As a bonus 
  action you may command the structure open, close, 
  lock, or unlock any non-magical doors or windows, 
  or to thrash about and attempt to crush its inhabit-
  ants. While the structure is thrashing, any creature 
  inside or within 30 feet of it must make a Dexterity 
  saving throw, taking 2d10+5 bludgeoning damage 
  on a failed save or half as much on a successful one. 
  When the spell ends, the structure returns to its 
  previous state, magically repairing any damage it 
  sustained during the spell’s duration. 
  Hellish Handshake
  3rd-level conjuration (ritual) (cleric, paladin, warlock, 
   wizard)
  Casting Time: 1 minute
  Range: Touch
  Co mponents: V, S, M (drop of blood from two willing 
  participants)
  Duration: Up to 13 days
  Some bargains are too important to simply take 
  on words alone and this spell forms an infernal 
  pact to ensure an agreement is kept. Both you and 
  another willing creature commit to a mutual agree-
  ment to the best of your abilities, clearly declaring 
  your parts of the agreement as the spell is cast. 
  If for any reason either participant breaks the 
  agreement or fails to uphold their part of the bar-
  gain before the end of the spell’s duration, 1d6+1 
  imps appear within unoccupied spaces as close as 
  possible to the participant who broke the bargain 
  and the spell ends. The imps are hostile towards 
  the deal-breaking participant and attempt to kill 
  them, as well as any creatures that defend them. 
  
  Metropolitan Arcana | EN World EN5idEr
  When the deal-breaking participant is killed, the 
  imps disappear in a flash of infernal smoke.
  At Higher Levels. When you cast this spell us-
  ing a spell slot of 5th level or higher, the number of 
  imps summoned increases by 1d6 for every 2 slot 
  levels above 3rd. 
  Rabble Rouse
  6th-level enchantment (bard, cleric, paladin, sorcerer)
  Casting Time: 1 action
  Range: Self (60-foot cube)
  Co mponents: V, S, M (lock of hair or other small part of a 
  person)
  Duration: Concentration, up to 10 minutes
  This spell enrages bystanders and forms an an-
  gry mob around you. Any creature that starts its 
  turn within range must make a Wisdom saving 
  throw. On a failed save, a creature becomes hostile 
  to the creature whose part was used as the mate-
  rial component of the spell, now called the enraging 
  creature. Creatures who consider the enraging crea-
  ture an ally automatically pass this saving throw, 
  and creatures who are friendly or respectful of the 
  enraging creature make their saving throw with 
  advantage. 
  You can use your bonus action to verbally instruct 
  any creatures who’ve become hostile, but they only 
  follow instructions that can lead to harming the 
  enraging creature or its property. This can include 
  instructions such as “tear down the gate,” “block 
  the exits,” or as simple as “get him.”
  Whenever a hostile creature deals damage or is 
  dealt damage, it may make an additional Wisdom 
  saving throw, ending the spell’s ability to effect it 
  on a success. A creature who successfully saves 
  against this spell is immune to it for 24 hours.
  Salvator’s Sewer Cipher
  4th-level divination (ritual) (druid, ranger, wizard)
  Casting Time: 1 minute
  Range: Self 
  Components: V, S, M (handful of fresh breadcrumbs)
  Duration: Concentration, up to 8 hours
  This spell allows you to find the shortest path to 
  the surface while in any underground complex or 
  structure, such as sewers, caves, or crypts. While 
  concentrating on this spell, you know what direc-
  tion will physically lead to the surface the fastest. 
  Whenever you are presented with multiple paths 
  along the way, you automatically determine which 
  path is the shortest and most direct route (but not 
  necessarily the safest route) to the surface.
  Shattering Barrage
  2nd-level evocation (bard, cleric, sorcerer, warlock,  
   wizard)
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S, M (handful of clean sand)
  Duration: Instantaneous
  You create three orbs of jagged broken glass and 
  hurl them at targets within range. You can hurl 
  them at one target or several. 
  Make a ranged spell attack for each orb. On a hit, 
  the target takes 2d4 slashing damage and the shards 
  of broken glass remain suspended in midair, filling 
  the area they occupy (or 5 feet of the space they oc-
  cupy if the creature is Large-sized or larger) with 
  shards of suspended broken glass. Whenever a crea-
  ture enters an area of broken glass for the first time 
  or starts its turn there, it must succeed on a Dexter-
  ity saving throw or take 2d4 slashing damage. The 
  shards of broken glass dissolve into harmless wisps 
  of sand and blow away after 1 minute.
  At Higher Levels. When you cast this spell using 
  a spell slot of 3rd level or higher, you create one ad-
  ditional orb for each slot level above 2nd.
  
  EN World EN5idEr | Metropolitan Arcana
  Traveler’s Ward
  1st-level abjuration (bard, cleric, paladin, ranger, wizard)
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (well-polished ball bearing)
  Duration: 8 hours
  Urban exploration can be a decidedly danger-
  ous endeavor thanks to pests and this spell creates 
  a magical ward against pickpockets and other 
  ne’er-do-wells. Creatures have disadvantage when 
  making Dexterity (Sleight of Hand) checks to steal 
  from the warded creature. If a creature fails a Dex-
  terity (Sleight of Hand) check to steal from the 
  warded creature, the ward creates a loud noise and 
  a flash of bright light, alerting the warded creature 
  and bystanders to the attempted theft.
  Verminous Shroud
  8th-level conjuration (druid, ranger, sorcerer, warlock)
  Casting Time: 1 action
  Range: Self (20-foot sphere)
  Components: V, S, M (freshly killed rat)
  Duration: Concentration, up to 10 minutes
  This spell collects the pests of the surrounding 
  area into a protective biting swarm. Insects, rats, 
  and whatever other vermin are native to the area 
  swarm in a 20-foot sphere around you. The sphere 
  remains around you for the duration and is diffi-
  cult terrain for creatures other than you. Whenever 
  another creature enters this area for the first time 
  or starts its turn there, it must make a Constitution 
  saving throw. A creature takes 4d10 piercing dam-
  age on a failed save, or half as much on a successful 
  one. While within this sphere, all creatures other 
  than you have disadvantage on ability checks and 
  attack rolls. e
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/EN World EN5ider/EN5ider 233 - Metropolitan Arcana.pdf