You set an alarm against unwanted intrusion.
Choose a door, a window, or an area within range that is no larger than a 20-foot cube.
Until the spell ends, an alarm alerts you whenever a tiny or larger creature touches or enters the warded area.
When you cast the spell, you can designate creatures that won't set off the alarm.
You also choose whether the alarm is mental or audible.
A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.
An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.
Potent Poison
When you make a damage roll that deals Poison damage, it ignores Resistance to Poison damage.
Brew Poison
You gain proficiency with the Poisoner’s Kit.
With 1 hour of work using such a kit and expending 50 GP worth of materials, you can create a number of poison doses equal to your Proficiency Bonus.
As a Bonus Action, you can apply a poison dose to a weapon or piece of ammunition.
Once applied, the poison retains its potency for 1 minute or until you deal damage with the poisoned item, whichever is shorter.
When a creature takes damage from the poisoned item, that creature must succeed on a Constitution saving throw (DC 8 plus int modifier and your Proficiency Bonus) or take 2d8 Poison damage and have the Poisoned condition until the end of your next turn.
Suggest a course of activity—described in no more than 25 words—to one creature you can see within range that can hear and understand you.
The suggestion must sound achievable and not involve anything that would obviously deal damage to the target or its allies.
For example, you could say:
“Fetch the key to the cult’s treasure vault, and give the key to me.”
“Stop fighting, leave this library peacefully, and don’t return.”
The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration or until you or your allies deal damage to the target.
The Charmed target pursues the suggestion to the best of its ability.
The suggested activity can continue for the entire duration, but if the suggested activity can be completed in a shorter time, the spell ends for the target upon completing it.
Magical Strikes
Unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks
Gain a +1 bonus to attack and damage rolls with unarmed strikes.
Eldritch Maul
As a bonus action, you can empower the tattoo for 1 minute.
For the duration melee or unarmed attacks have:
• 15ft range
• deal extra 1d6 force damage on a hit
Once used, this bonus action can't be used again until the next dawn.