Eldritch Blast: You gain access to the Eldritch Blast cantrip, with the Grasp of Hadar invocation.
Once on each of your turns when you hit a creature with your eldritch blast, you can move that creature in a straight line 10 feet closer to yourself.
Artificer Infusion: You may infuse one suit of armor. This suit has 6 charges. The wearer can expend the armor's charges in the following ways:
When the wearer makes a Strength check or a Strength saving throw, it can expend 1 charge to add a bonus to the roll equal to its Intelligence modifier.
If the creature would be knocked prone, it can use its reaction to expend 1 charge to avoid being knocked prone.
The armor regains 1d6 expended charges daily at dawn.
Win Some, Lose Some:
You can no longer cast: Spare the Dying, Detect Good and Evil, Spiritual Weapon
You can now cast: Healing Elixer, Spray of Cards, Wither and Bloom, Minor Illusion
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