Base Class: Artificer
Efficient Tools
At 3rd level, your expertise in crafting and utilizing specialized tools enhances your ability to deal with threats quietly and effectively. You gain proficiency with thieves’ tools, if you don’t already have it, and you can add your Intelligence modifier to any attack roll you make with a weapon you have infused.
Additionally, you learn to infuse the following special tools, which don’t count against your number of Infusions Known:
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Dismantler’s Kit: This set of tools allows you to swiftly disarm traps, disable devices, or sabotage mechanisms. When using these tools, you can add your Intelligence modifier to checks made to disarm traps or disable devices. Additionally, when you successfully disarm a trap, you can repurpose it into a new trap, placing it within 10 feet of you. The repurposed trap uses the same trigger and effects as the original.
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Silent Strike Module: This infusion can be applied to a weapon, making it extraordinarily silent. While wielding this infused weapon, your attacks do not create noise, and you gain advantage on Dexterity (Stealth) checks. When you score a critical hit with this weapon, you can force the target to make a Constitution saving throw (DC equal to your spell save DC) or be stunned until the end of your next turn.
Tactical Precision
Starting at 5th level, your efficiency in neutralizing threats allows you to strike with greater accuracy and speed. You can attack twice, instead of once, whenever you take the Attack action on your turn. This reflects your ability to deploy your tools or weapons in rapid succession, catching enemies off guard with your mechanical precision.
Additionally, you can use a bonus action to activate a stored device or trap that you have created within 30 feet of you, provided you have line of sight to it. This can include triggering a delayed explosion or activating a mechanical snare. Once you use this feature, you can't do so again until you finish a short or long rest.
Silent Efficiency
At 9th level, your ability to neutralize targets without drawing attention reaches new heights. When you use your Silent Strike Module to attack an unaware or surprised target, your critical hit range expands to 19-20.
Additionally, you gain the ability to create a Decoy Device. As an action, you can expend a spell slot to create a decoy that mimics your appearance, sounds, and movements. The decoy can move up to 30 feet per turn, and it lasts for 1 minute or until destroyed (AC 10 + your proficiency bonus; hit points equal to twice your Artificer level). Creatures that attack the decoy have disadvantage on their attacks, as it moves erratically and unpredictably. You can command the decoy to move as part of your bonus action. This represents your mastery in misdirection and tactical maneuvering.
Decoy Device
Medium Construct, Unaligned
Armor Class: 10 + your proficiency bonus
Hit Points: 2 × your Artificer level
Speed: 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 14 (+2) | 12 (+1) | 3 (-4) | 10 (+0) | 3 (-4) |
Saving Throws: Dexterity +2 (plus proficiency bonus), Constitution +1 (plus proficiency bonus)
Damage Immunities: Poison, Psychic
Condition Immunities: Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses: Passive Perception 10
Languages: Understands the languages of its creator but can't speak
Challenge: — (The Decoy Device has no inherent combat capabilities)
False Appearance. While the Decoy Device remains motionless, it is indistinguishable from you, including any clothing or equipment you were wearing when you created it.
Erratic Movement. The Decoy Device moves unpredictably. Attacks made against it have disadvantage.
Command Interface. You can command the Decoy Device to move up to 30 feet as a bonus action. It obeys your commands to the best of its ability, but it cannot attack, cast spells, or perform any actions other than movement.
Explosive Deactivation (Optional). When the Decoy Device is reduced to 0 hit points, it self-destructs in a small explosion, dealing 5d6 fire damage to all creatures within 10 feet of it. (This is an optional feature you can add if you want the decoy to have some offensive utility.)
Actions
Dash. The Decoy Device can take the Dash action to double its movement speed until the end of its turn.
Disengage. The Decoy Device can take the Disengage action, allowing it to move without provoking opportunity attacks.
Cunning Improvisation
At 15th level, you’ve mastered the art of on-the-fly problem-solving. You can create and deploy devices with remarkable speed and ingenuity, using your surroundings to your advantage. You can now use an action to create one of the following improvised devices:
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Explosive Charge: You quickly assemble a small explosive and place it within 10 feet of you. As a bonus action, you can detonate the charge, dealing 6d6 fire damage to all creatures within 10 feet of the explosion (Dexterity saving throw for half damage, DC equal to your spell save DC). The explosion also has a 50% chance to destroy non-magical objects within the radius.
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EMP Pulse: You fashion an electromagnetic pulse device that can disable or disrupt mechanical devices and magical items and equipment. When activated, it sends out a pulse in a 20-foot radius centered on you. All non-magical and magical devices within the radius are disabled for 1 minute, and any creature with resistance or immunity to lightning damage must succeed on a Constitution saving throw (DC equal to your spell save DC) or have their resistance or immunity suppressed for 1 minute.
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Smoke Bomb: You deploy a smoke bomb that fills a 20-foot radius with thick smoke, heavily obscuring the area for 1 minute. The smoke grants advantage on all Dexterity (Stealth) checks and provides total cover to any creature within it. The smoke dissipates early if a strong wind (20 miles per hour or more) blows through the area.
Once you use this feature, you can't use it again until you finish a long rest.
Problem Solver
At 15th level, you have become a consummate problem-solver, capable of outsmarting and outmaneuvering your foes with ease. When you make an attack roll, ability check, or saving throw and fail, you can choose to reroll the dice. You must use the new roll.
Additionally, when you use your Tactical Precision feature to activate a stored device or trap, you can now do so as a reaction, even outside of your turn. This allows you to respond to threats with lightning speed. Once you use this reaction, you can't do so again until you finish a short or long rest.







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