Saboteur
Saboteurs are masters at infiltration, and have the tools necessary to break into even the most well guarded of vaults. They are trained in quickly identifying and adapting to any situation at hand, and are capable of constructing magical traps to catch unsuspecting foes.
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 type of artisan's tools of your choice.
Saboteur Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Saboteur Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
Saboteur Spells
Artificer Level | Spell |
---|---|
3rd | Entangle, Thunderwave |
5th | Cloud of Daggers, Hold Person |
9th | Fireball, Stinking Cloud |
13th | Banishment, Black Tentacles |
17th | Cloudkill, Cone of Cold |
Infiltrator Training
At 3rd level, your special training has granted you proficiency in one of the following skills: Deception, Persuasion, Stealth, or Sleight of Hand.
Whenever you make an ability check using the chosen skill, you can roll a d4 and add the number rolled to the ability check.
Saboteur Traps
By 3rd level, you've gained the ability to create complex, magically enhanced traps with minimal materials. As an action, you can create a saboteur trap on a surface you touch. As part of creating the trap, you can cast one artificer spell or cantrip with a casting time of 1 action to be stored in the trap. The spell must target a single creature or an area and has no immediate effect, and only goes off when the trap is sprung.
Once placed the trap is nearly invisible, and requires a successful Intelligence (Investigation) check against your spell save DC to be spotted. The trap triggers when a creature other than you moves within 5 feet of the trap, at which point the stored spell is cast. If the spell has a target, it targets the creature that triggered the trap, if it targets an area, the area is centered on the trap. If the spell requires concentration, you can choose to concentrate on it normally if you can see the trap when it is triggered, otherwise the concentration lasts for a number of rounds equal to your proficiency bonus, up to the spell's normal duration.
Once placed, a saboteur trap lasts for 8 hours, until it is triggered, or until you use this feature again, in which case it harmlessly falls apart.
Marked Target
When you reach 5th level, you learn to quickly adapt to the foes and obstacles you face. As a bonus action, you can place a mark on a creature or object you can see. Placing a mark grants you the following benefits:
- Once during each of your turns when you hit a marked creature or object with an attack, and the attack was made with advantage, roll 2d6, and add the result to the damage roll. You have advantage on attack rolls against marked objects.
- You have advantage on ability checks to pass yourself off as a creature marked by you.
- You have advantage on Intelligence checks to gather or recall information about your marked creature or object.
- When a marked creature hits you with an attack, you can use your reaction to gain a +2 bonus to your AC against that attack, potentially causing it to miss.
The target remains marked until you finish a long rest or you use this feature again. The mark persists even if a marked creature is killed, and a mark can be placed on an already dead creature, for example to investigate its death.
Vault Breaker
At 9th level, you gain new ways to use your saboteur traps. You can now have two traps placed at the same. As an action, you can spy through one of your traps until the beginning of your next turn, allowing you to hear and see as if you were in the trap's space. You are deaf and blind to your own senses during this time. Additionally, as a bonus action, you can prematurely trigger one of the traps you have placed. If the stored spell in the trap has a fixed target (rather than targeting an area), the spell targets the object the trap was placed on.
Catch Me If You Can
By 15th level, you have become a master infiltrator and getaway artist. You gain the following benefits:
- You can cast freedom of movement on yourself without expending a spell slot or material components.
- You leave behind no tracks of other traces of your passage, and can't be tracked except by magical means.
- Whenever you use your marked target ability on a humanoid of the same size category as you, you can cause an illusion to appear over your body that perfectly resembles your marked target's appearance (including worn equipment) and voice. A creature can use an action to make an Intelligence (Investigation) check against your spell save DC to realize that you're not who you appear to be.
Art Source
https://www.artstation.com/artwork/r9kgm
Art by: Gabriel Yeganyan
Concept Artist at Respawn Entertainment