Artificer
Base Class: Artificer

Quartermasters are frequently found adjacent to thieves' guilds and assassins. They create and share magic items that are specially designed for the sort that seek silence and deadly ends.

TOOL PROFICIENCY

You gain proficiency with the disguise kit, forgery kit, and poisoner's kit. If you already have at least one of these proficiencies, you gain proficiency with one type of artisan's tools of your choice.

QUARTERMASTER SPELLS

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

SPY's PREPArEDNESS

Your combat training and your experiments with magic have paid off in four 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.
  • You can use the disguise kit, forgery kit, and poisoner's kit as spellcasting focuses for your artificer spells.
  • You can take the Hide action as a bonus action on each of your turns.

SUPPRESSED WEAPON

When you finish a long rest, you can use thieves' tools to carve special sigils into a ranged weapon with the ammunition property, and the weapon becomes a suppressed weapon. The sigils disappear from the object if you later carve them on a different item. The sigils otherwise last indefinitely.

Your suppressed weapon has the following benefits:

  • While you hold it, you emit a dampening field. that grants you advantage on Dexterity (Stealth) checks. If the armor you wear normally imposes disadvantage on such checks, the advantage and disadvantage cancel each other, as normal.
  • When you are hidden from a creature and miss it with an attack from the weapon, making the attack doesn't reveal your position.
  • Once on each of your turns when you hit a creature with an attack from the weapon, you can cause the attack to deal an extra 1d10 damage of the same type dealt by the weapon to the target. The damage increases when you reach certain levels in this class, increasing to 2d10 at 5th level, 3d10 at 9th level, and 4d10 at 15th level.

BACKUP CANTRIPS

You've developed the ability to make your cantrips a fall-back option in times of pressure, enhancing the damage you deal through them. Whenever you cast a cantrip, you gain a bonus to one damage roll of the spell. The bonus equals your Intelligence modifier (minimum of +1).

TACTICAL ASSESSMENT

You develop secret trick that allow you to share your artificer magic items more effectively as well as boost you allies odds of success, the maximum number of items you can create at increases by 2. If a creature holds or wears a magic object you have created.

 

  • Firstly you know the location of all creatures holding your magic objects
  • (Int mod) times per day, if you use the hide action you can magically appear within 5 feet of a creature holding your magic object.
  • Additionally upon arrival you can use the Help action or take a Magic Utilize action as part of this ability

QUARTERMASTER'S SIGNATURE

You leave special signatures in your infused items. You gain the following benefits:

  • You can cast scrying on a creature wearing or holding one of your infused items or a location that is centered on of your infused items, without expending a spell slot, without preparing the spell, and without material components.
    The creature has a -10 connection save modifier when you cast it in this way. You don't need to know the creature or have been to the location before. Once you cast this spell with this feature, you can't cast the spell with it again until you finish a long rest.
  • You can destroy one of your infused items as an action.
    When you destroy the item, you can choose to cause it to detonate, forcing each creature within 10 feet of it to make a Dexterity saving throw against your spell save DC, taking 5d8 force damage on a failed save or half as much damage on a successful one. A nonmagical object that isn't being worn or carried also takes the damage if it's in the effect's area.
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