Artificer
Base Class: Artificer

Locksmiths are experts of getting into places people don't want them, and out of places people want to keep them. Anyone can kick down a door, but it takes skilled hands and a steadfast determination to pick open a lock with discretion. Want to go someplace? All a locksmith needs is time and patience to get there.

Lock Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with tinker's tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

When you make a Sleight of Hand (Intelligence) check to pick a lock you may add your proficiency bonus to the roll.

Locksmith Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Locksmith Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Locksmith Spells

Artificer Level Spell

3rd

alarm, unseen servant

5th

arcanist's magic aura, shatter

9th

glyph of warding, leomund's tiny hut

13th

dimension door, private sanctum

17th

passwall, teleportation circle

Create Lock

At 3rd level, you learn how to create a magical lock and key. Using tinker's tools or smith’s tools, you can take an action to magically create a lock and a key. When you create a lock roll a d20. On a 20, the lock is instead a Lock of Trickery. Once you create a lock and key in this way, you can’t do so again until you finish a long rest or until you expend a spell slot of 1st level or higher. The lock magically resizes to fit any door, window, gate, or object that could feasibly have a lock. If there isn't a space to hang the lock it transforms into a built in lock with a keyhole, on the object. The DC to pick your lock is equal to your spell save DC.

Arcane Ostiary

At 5th level, you have a mastery of the basic spells which allow you passage through most entrances, or which prevent such entrance. You can cast knock and arcane lock a number of times per day equal to your Intelligence modifier. These do not count against your number of known spells. You regain all expended uses when you finish a long rest.

Locked Perspective

At 9th level, you've found clever ways to hide the things you have locked. Your locks can project an illusion when you lock them on an object. The illusion projected can be no larger than a 10ft cube, is an image, and can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion. If a creature uses its action to examine the image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

Skeleton Key

Starting at 15th level, you’re a master at getting into places that are very secure, and keeping things places where no one will find them. Once per day you can manifest a magical key, with a grip in the shape of a skull. The key can perform one of the following actions once per day, after which it disappears:

  • You can cast the spell Demiplane
  • As an action you place the key into a locked, shut door. If the door has no keyhole, one appears to accommodate it. When you turn the key, you think of a door you have seen before and a connection to that door is made. When you open the door in front of you, the other side of the door reveals itself as the place at the other side of the door that you pictured. You have to have seen a door in order to access it with the key. If the receiving door is locked, you can cast a spell as part of this action. If the you fail to unlock the receiving door or the door is barred, the action is wasted but the key remains and can be used again in this way until you use it successfully, or until you start a long rest, at which point it disappears.

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