Base Class: Artificer
An artificer who specializes in group support for infiltration and escape.
Infiltrator Tools
3rd-level Infiltrator feature
You gain proficiency with disguise and forger kits.
Infiltrator Spells
3rd-level Infiltrator feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Infiltrator Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Infiltrator Spells
| ARTIFICER LEVEL | SPELL |
|---|---|
|
3rd |
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5th |
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9th |
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13th |
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17th |
Combat Ready
3rd-level Infiltrator feature
Your combat training and your experiments with magic have paid off in two 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.
Device of Night
3rd-level Infiltrator feature
You know that infiltration does not always go as planned. Your tinkering has resulted in a device to allow for escape or tactical advantage.
- Improved Pyrotechnics : You may cast Pyrotechnics without a non magical fire source and as a bonus action. You always know the spell. Additionally, you may cast pyrotechnics without consuming a spell slot once per short rest.
- Prismatic Goggles: Googles that react with any of your magic that heavily obscures an area allowing the wearer see through heavily obscured areas as if it is dimly lit. Each pair cost 5gp to make and 30 min of crafting. These do not consume an infusion slot. These may be made as goggles or attached to helmets as you see fit. You may create as many as you have time and resources for. The goggles require attunement.
- Level 3: Wearer ignores the effect of heavily obscured areas created from the creators magic.
- Level 5: Goggles may be upgraded to grant dark vision up to 60ft. The upgrade cost is 50gp and 1hr of work per pair.
- Level 9: Goggles may be upgrade to grand blindsight up to 15ft.
Extra Attack
5th-level Battle Smith feature
You can attack twice, rather than once, whenever you take the Attack action on your turn.
Sap of Invisibility
9th-level Infiltrator feature
Your tinkering has created a device to render victims unconscious and simultaneously make them invisible when unconscious. Make a ranged attack up to 30 feet, on hit the creature must success a constitution saving through against your spell casting DC. On failure the creature is unconscious for 1 min, after 1 min the the creature can reroll each turn to attempt to break the sap. On success, invisibility drops. The effect will last up to 1hr.
You may use this ability a number of times equal to your intelligence modifier. Uses reset on a short rest.
Marked Recall
15th-level Infiltrator feature
You may teleport yourself and all creatures (including unwilling creatures) and matter within a 10ft cube of you, to a marked location within 5 miles of your location. This will teleport everything within the cube, matter (or creature) that is part way in the cube will have the part of it inside the cube teleported and the parts not left behind.
Normal activation time is 1 minute, but you may chose to consume one of your infusions for instantaneous activation. If you are beyond the distance range you may consume a spell slot and increase the distance by 1 mile for every level of the spell slot consumed.
You may use this ability a number of times equal to your intelligence modifier. Uses recharge on a long rest.
Previous Versions
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11/11/2021 2:44:42 AM
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11/17/2021 2:40:53 PM
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11/19/2021 5:35:29 PM
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11/19/2021 5:49:55 PM
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2/4/2022 6:30:59 PM
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