Artificer
Base Class: Artificer

While some artificers hone their inventions and magic for the unadulterated love they have for discovery, the infiltrator’s craft always has its purpose. These artificers are often found as spies, they are sly scouts and information gatherers that specialize in sabotage and subterfuge, always relying on their quick thinking, traps and disruptive tactics to grind their enemies and obstacles down. To an infiltrator, no wall is too high or thick, and no secret is buried for long enough if they truly wish to find it.

Infiltrator Spells

You learn the Vicious Mockery cantrip if you don’t know it already. Additionally, 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

Spells

3rd

Bane, Silent Image

5th

Detect Thoughts, Phantasmal Force

9th

Hypnotic Pattern, Major Image

13th

Arcane Eye, Greater Invisibility

17th

Telepathic Bond, Wall of Force

Note: I picked Vicious Mockery because, it’s a Wisdom save or psychic damage and a small debuff. Mechanically it is fitting, is its flavour that doesn’t fit. Mind Sliver is not a basic rules spell, so this is the next best thing, with flavouring being encouraged.

Tools of Trade

Beginning when you choose this specialization at 3rd level, you gain proficiency with [tool]Cartographer’s Tools[/tool]. Additionally, your dreams, memories, or thoughts cannot be altered magically, and your thoughts can't be read.

Arcane Tripwire

Also at 3rd level, you learn to create small traps usable both for locking out areas in subterfuge and infiltration, and to directly affect a creature you are fighting.

As an action, you can place a small arcane device that only attaches to a solid surface within 60 feet of you. From that point, a magical invisible line that’s 60 feet long and 5 feet wide extends, unless there’s a solid surface directly opposed to that point, in which case the line extends up to there. Whenever a non-allied creature enters the space of the line or it is in the line’s space when the tripwire is placed, it triggers. If more than one creature enters the space of the line at the same time, it triggers for all of those creatures the same way.

When triggered, you immediately learn the location of any creature that triggered the tripwire, and the following attributes about it: Damage Vulnerabilities, Damage Resistances, Damage Immunities, and Condition Immunities.

Additionally, the creature must succeed on a Constitution saving throw against your spell save DC or suffer one of the listed effects below.

Effects:

  • The creature is blinded until the end of their next turn and takes force damage equal to your artificer level + your Intelligence modifier. On a successful save, it takes half as much damage and suffers no further effects.
  • The creature’s speed is reduced to 0 until the end of their next turn, the creature has disadvantage on Dexterity Saving Throws, and it takes force damage equal to your artificer level. On a successful save, it takes half as much damage and suffers no further effects.
  • Until the end of their next turn, when the creature rolls an attack roll, ability check or Constitution saving throw to maintain concentration, it must roll a d4 and subtract it from the roll, and it takes force damage equal to your artificer level. On a successful save, it takes half as much damage and suffers no further effects.
  • The creature takes force damage equal to twice your artificer level + twice your Intelligence modifier, taking half as much damage on a successful save.
  • You know the creature’s location for the next 10 minutes, the creature suffers no further effects, and they aren’t aware of having triggered the tripwire.

You may angle the tripwires so when a single creature enters a specific space, they trigger more than one at a time, but when they do, a creature can’t be subjected to the same effect twice. Furthermore, instead of an action, you may take 10 minutes prepping and placing a tripwire. When you do, an affected creature automatically fails its saving throw.

The tripwires last until you finish a short or long rest, and you may create a number of them equal to your proficiency bonus, regaining all expended uses when you finish a long rest. You may also expend a spell slot to create a tripwire if you have no uses remaining.

Psychic Strike

At 5th level, whenever a creature fails a saving throw against one of your artificer cantrips, the creature takes an additional 1d8 psychic damage.

Additionally, if a creature succeeds on a saving throw against one of your Artificer cantrips, as long as that cantrip has an additional effect, you may impose that additional effect regardless of the result of the saving throw. If you do so, you can’t cast spells other than cantrips until the end of your next turn.

Nocturnal Unveiling

Starting at 9th level, you gain the ability to, as a bonus action, see that which is hidden. For 10 minutes, out to a range of 90 feet, you can read all writing and sense the presence of magic, as described in the Detect Magic spell.

Additionally, out to a range of 45 feet, you can see in magical and nonmagical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them; and perceive the original form of a shapechanger or a creature that is transformed by magic.

You can use this feature once, gaining the ability to do so again when you finish a short or long rest. You may also expend a spell slot of 3rd level or higher to use this feature again.

Spymaster's Domination

By the time you’ve reached 15th level, you’ve learnt to control the minds of those around you. As an action, you may cast the Dominate Monster spell without expending a spell slot. On a failed save, you can’t use this feature again until you finish a long rest, unless you expend a spell slot of 5th level or higher to use it again.

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