Infiltrator
Artificer Specialist
Stealthy Gadgeteers
Some artificers use their skills in making magic devices to make them masters of stealth and infiltration. Using their tools and talents, they create magical objects to aid them in the larcenous arts. These artificers are often burglars or infiltrators, masters of heists and espionage.
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.
Infiltrator Spells
Starting at 3rd level, 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 | charm person, silent image |
5th | locate object, pass without a trace |
9th | clairvoyance, gaseous form |
13th | dimension door, greater invisibility |
17th | passwall, seeming |
Stealth Suit
Your tinkering has led to you making a suit to be a conduit for your artificer magic. As an action, you can turn a suit of light armor you are wearing into a stealth suit, provided you have tinker’s tools in hand.
You gain the following benefits while wearing the stealth suit:
- You can use the stealth suit as a spellcasting focus for your artificer spells.
- You gain proficiency in the Stealth and Slight of Hand skills. Your proficiency bonus is doubled for any ability check you make that uses either of these proficiencies.
- You can take the Hide action as a bonus action.
- The armor continues to be a stealth suit until you doff it, you don another suit of armor, or you die.
Your stealth suit can be a target for one of your artificer infusions
Force Blade
At 3rd level, your stealth suit has a built in hidden device that can create a lethal blade of magical force. As a bonus action, you can summon the blade. It counts as a simple melee weapon, with the the light, finesse, and thrown (30/90) properties, and it deals 1d8 force damage on a hit. If you throw the blade, it returns to your hand immediately after it hits or misses.
While you wield your force blade, you cannot be disarmed of it. The force blade disappears if it is more than 5 feet away from you for more than 1 turn. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.
Your force blade can be a target for one of your artificer infusions.
Lethal Strike
Starting at 5th level, your suit can empower one of your attacks with lethal magical force. Once on each of your turns, you can deal an extra 1d8 force damage to one creature you hit with a weapon attack.
This damage increases by 1d8 when you reach 9th level (2d8) and 15th level (3d8).
Phantom Step
Starting at 9th level, you can use your action to magically become invisible until the start of your next turn while you are wearing your stealth suit.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Stealth Field
By 15th level, your stealth suit can emanate a distorting field around you that aids you and those around you in stealth. As an action, you can activate the field to encompass a 10 feet radius around you which lasts for 1 hour.
All creatures within the field are lightly obscured to creatures outside the field and ranged attack rolls that pass through the field are made at disadvantage.
You can use this ability a number of times equal to you Intelligence modifier (minimum of once). You regain all expended uses after a long rest.