Artificer: The Agent v6

by driftvvood

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Subtlety, confusion, and deception, the Agent employs these tools as other Artificers use screws and hammers. Whether you are a government goon, guild operative, rebellious saboteur, or freelance thief, you use a combination of gadgets and training to accomplish tasks too delicate for the common brute; but your not above a little wet work as the Agent is still capable of eliminating high-value targets.

Tools of the Craft

When you become an Agent at level 3, you gain proficiency in the Stealth skill, and your proficiency bonus is doubled for checks using that skill. Additionally, you may use the Hide action as a bonus action.

Agent Spells

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

Artificer level Agent Spells
3rd disguise self, fog cloud
5th locate object, pass without trace
9th gaseous form, sending
13th locate creature, greater invisibility
17th contact other plane, steel wind strike

Signature Gadget

At 3rd level, you utilize gadgets and your prowess to gain intel and pull off feats of subtlety and grace. A number of times per short rest equal to your proficiency bonus, you may activate one of the following gadgets:
Full-spectrum Glasses. As an action, for the next 10 minutes, you may see objects and creatures that are invisible as if they were visible.
Gravitational Disruptor. Cast either feather fall or levitate once without expending a spell slot, following all the other normal rules of casting.
Reflex Maximizer. As a bonus action, perform the Disengage, Search, or Use an Object action once.

Assassin's Mark

Also at 3rd level, you know how to pick a target and get your hands dirty. A number of times per long rest equal to your Intelligence modifier, you may cast hunter's mark without expending a spell slot. When taking the attack action against a target marked by this spell, you can use Intelligence for the attack and damage rolls instead of Strength or Dexterity. The first time you deal damage to a marked creature on each of your turns takes extra acid or lightning damage (your choice) equal to 1d6 + half your artificer level.

At 9th level, you no longer need to concentrate on your hunter's mark when using this feature.

Infiltration Expert

Starting at 5th level, alter self is always prepared and you may cast it once per long without using a spell slot. Additionally, you may add your Intelligence modifier to Charisma (Deception) checks.

Neural-harmonic Scrambler

At 9th level, make a creature highly pliant using a small, auditory device device. Once per short rest, as an action, choose a creature that speaks at least one language within 5 feet of you to make a Charisma saving throw. If the creature is deafened or immune to charm, the saving throw is made with advantage.

If the creature fails, you may suggest a course of action (less than 15 words) that the creature is compelled to do as if they were under the effect of the suggestion spell for the next hour. Afterwards, the creature has no memory of what happened while they were affected by this feature.

Escape Plan

At 15th level, you are prepared to make a quick exit. Over the course of a minute, you make a subtle mark on the ground at your feet, this is your Extraction Point until you designate a new spot. As an action, you and up to 6 other creatures you can see within 30 feet teleport to the Extraction Point if it is within 10 miles. An unwilling creature must succeed on a Constitution saving throw to avoid being teleported.

Image: Thief, Jesper Ejsing
 

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