Artificer
Base Class: Artificer

No ordinary spy a saboteur is a master of getting themselves and their equipment exactly where enemies don't want them. Many a corrupt noble has found themselves at the wrong end of a saboteur's blade, with never a clue they were there till too late.

Tool proficiency

3rd-level Armorer feature

 You gain proficiency with disguise kit. You can also use a disguise kit as a spell casting focus. If you already have this tool proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Saboteur Spells

3rd-level  Saboteur feature

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

Saboteur Spells

Artificer Level Spell

3rd

charm person, hunter's mark

5th

pass without trace, spike growth

9th

nondetection, spirit guardians

13th

dimension door, polymorph

17th

mislead, modify memory

Malleable Weapon

3rd-level  Saboteur feature

Your stealth mission have taught you to always be as armed as you can. As part of a short rest you can transform a simple or martial weapon into a Malleable weapon, provided you have tinker's or thieves' tools in hand.

You gain the following benefits while wielding this weapon:

  • You can transform your Malleable Weapon into another simple or martial weapon using a bonus action. If you transform a magical weapon it remains a magical weapon, but its special properties are suppressed when it is not in its original state.
  • You can use the Malleable Weapon as a spellcasting focus for your artificer spells.
  • You can use an action to disguise to disguise your malleable weapon as a seemingly harmless accessory such as a cane, umbrella, hat or piece of jewelry. The disguise holds up to physical inspection and can only be seen through by magical means. Your malleable weapon can still be used as a spellcasting focus in this state.

The weapon continues to be a Malleable Weapon until you create another Malleable Weapon or you die.

Skirmish Ready

3rd-level Saboteur feature

Your stealth training and your experiments with magic have paid off in several ways:

  • You gain proficiency with martial weapons.
  • When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls .
  • When you hit an enemy with an attack you gain the benefit of the disengage action against that enemy
  • Whenever you make a Stealth, Deception or Sleight of Hand check you gain a bonus to the roll equal to your Intelligence modifier.

Extra Attack

5th-level Saboteur feature

You can attack twice, rather than once, whenever you take the Attack action on your turn.

Obfuscation Savant

9th-level Saboteur feature

You've learned new ways to use stealth and subterfuge in sticky situations.

  • You can attempt to hide using a bonus action; this can be the same bonus action used to transform your malleable weapon. In addition you can attempt to hide even when you are only lightly obscured such as by dim light, rain or a bustling crowd.
  • Once per turn when you hit an enemy with a weapon or spell attack, you deal an extra 1d8 necrotic damage. If you have advantage on the attack the damage increases to 2d8.

Ofuscation Master

15th-level Saboteur feature

Your talents with subterfuge have reached their zenith allowing them to rub off on your allies, as shown below.

  • When an ally starts their turn within 5 feet of you they also deal the extra damage associated with your Obfuscation Savant feature.
  • You can now create a number of Malleable Weapons equal to your intelligence modifier plus one. In addition when you create a malleable weapon you can designate an allied creature who can now operate it with their action and bonus action.

 

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