Artificer
Base Class: Artificer

An artificer who specializes as a Hacker has a unique understanding of the complex and invisible web of magic and telepathy which waver just below the realm of existence. A Hacker artificer exploits this web, using it to provide magical support for their allies as the “Person in the chair” while infiltrating information networks to receive various clues.

Tool Proficiency

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

Hacker Spells

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

Artificer Level

Hacker Spells

3rd

Bless, Protection from Evil and Good

5th

Detect Thoughts, Zone of Truth

9th

Counterspell, Tongues

13th

Dimension Door, Phantasmal Killer

17th

Telekinesis, Modify Memory

 

Base of Operations

Beginning at 3rd level, you can establish a certain area as your ‘Base of Operations’ where you connect with the arcane and telepathic network. The area can encompass a space that is at most 20 feet wide, long and high, and exists on the same plane as you. Your base is protected with a magical aura that allows you to permit what creatures can and cannot enter the base. If a creature were to try and infiltrate your base, they must make a Stealth check against your Spell save DC. You can sense at all times how many creatures are inside your base, and whenever one has exited or entered it.

 

From this base of operations, you can cast spells on your enemies and allies without actually being present with them. Your magic has a radius of 5 miles, but you cannot cast spells that cause damage or change the environment. If you cast a spell effect on a creature and that creature leaves your 5 mile radius, that spell instantly ends. If you cast a concentration spell on an ally, and that ally takes damage, you make the Constitution saving throw to maintain the spell’s effect.

 

Once per long rest, you can instantly teleport from your current location to your base. Teleporting requires one minute of concentration, which is broken if you make an action while preparing the teleportation. If you take damage while preparing the teleportation, you must make a spell concentration save to maintain the preparation. A number of creatures equal to your Intelligence modifier are able to teleport back to the base with you, so long as they are touching you and they have permission to enter the base. Any creatures touching you that do not have permission to enter your base are left at the site where you prepared the teleportation.

 

You can change the area of your base once after taking a long rest.

Telepathic Network

At 3rd level, you gain the ability to telepathically communicate with your allies. You can only send telepathic messages while you are inside your base, and only those who have permission to enter your base can receive your messages. You can send the same message to multiple allies at once, and your allies are able to telepathically respond to your messages.

 

You are able to see and hear through your allies eyes and gain the benefits of darkvision or truesight if they have it. You can only see and hear through one creature’s eyes and ears at a time, and can change which creature you are seeing and hearing through as a bonus action.

 

The spells which you cast from your base are casted from the creature who you are seeing from. The range of the spell is determined by that creature’s position, and the verbal components for the spell are heard from that creature. Somatic and material components are performed from your base. The creature from which you are casting the spell also does not need to have a spellcasting focus, as you channel your spell through the telepathic and arcane energy within their body.

 

If a creature wishes to deny you seeing or hearing through their eyes and ears or casting spells through their body, they must make a Charisma saving throw against your Spell save DC. If that creature succeeds, you cannot see through them or cast spells through them until they take a short or long rest.

Circle of Enchantment

At 5th level, you gain the ability to lend your psionic support to your allies. For 1 minute, all allies within 30 feet of you can add your Intelligence modifier to their saving throws. If you are inside your base, the center of the radius for this ability is determined by whichever creature you are telepathically seeing and hearing through at the time.

Psi-Bolstered Attacks

At 5th level, you do an additional amount of psychic damage equal to your Intelligence modifier whenever you use a spell attack.

Pocket Base

At 9th level, you gain the ability to transform your base into its own plane of existence for a short period of time. As an action, your base becomes a pocket dimension, and you open a portal leading directly to your base. The portal is open for 1 minute and any creature, regardless of whether or not they have permission, can enter it. You can close this portal as an action.

 

The pocket dimension base can only exist for 8 hours before it is transported back to its original location. You can transport your base to a pocket dimension again after taking a long rest. The pocket dimension base can only be infiltrated by creatures who have the ability to travel to other planes. Additionally, while inside your pocket dimension base, your distance from your party members does not affect your ability to use telepathy or cast spells from their position.

 

While you have the pocket dimension base active, you are able to freely teleport between your base and whichever ally you are telepathically seeing and hearing through at the time. This teleportation can be done instantaneously, and does not require any preparation. You can only teleport to allies who are not incapacitated or unconscious. Allies can only enter your pocket dimension base either by summoning a portal or by making a one minute-long preparation to teleport a number of allies who have permission equal to your Intelligence modifier.

 

When you open the portal to your pocket dimension, you can force a Wisdom saving throw on any hostile creature who does not have permission to enter your pocket dimension. Upon failure, they take 4d10 psychic damage and are forced 10 feet back. Upon success, they take half damage and are not forced back. This can only be used once per long rest.

 

While you have your pocket dimension base active, you cannot change the area which your original base occupies.

Mobile Base

At 15th level, you possess the ability to take a small part of your base on the go. As an action you can summon a moving, shielded construct which is filled with equipment from your base. The construct is the large size, has an AC of 18 and uses the same saving throws as your character. It has a movement speed of 15 feet and has an amount of HP equal to your artificer level. The construct has resistance to all types of damage, and is immune to psychic and poison damage. You can heal 2d6 hit points to the construct by casting the Mending cantrip on it.

 

You and any other creatures which have permission to access your base can ride inside this construct and use it as your temporary base. While inside, you move with the construct’s movement speed and using any feature which the construct possesses uses an action. You can cast attack spells from the construct, or from another party member with your telepathy. The construct has a number of features which you can use to support your party. Such features include:

 

Invisibility: For 1 minute, the construct and everything inside of it can turn invisible. During this time, you cannot make any attack actions or cast spells on creatures other than your allies. Upon taking an attack action or casting a spell on a creature other than an ally, the construct no longer becomes invisible.

Teleportation: The construct can instantly teleport back to your base, taking everything which is inside of it there. Alternatively, you can use this feature to teleport 5 miles in any direction which you can see.

Healing Aura: The construct restores an amount of HP equal to double your artificer level to all allies within a 30 foot radius.

Arcane Aura: The construct gives all allies within a 30 foot radius advantage on saving throws against magical effects for a minute.

Psionic-Bolstered Attacks: The construct gives all allies within a 30 foot radius the effect of your Psi-Bolstered Attacks ability, allowing them to add an amount of psychic damage equal to your Intelligence modifier to both their spell attacks and weapon attacks for one minute.

 

You can only use one of these features once per short or long rest. If your construct reaches 0 hit points, it is dismissed and you cannot summon it until you complete a long rest. You can dismiss the construct to your base as an action, teleporting it instantly to your base, but creatures that are inside the construct are not teleported with it.

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