Spymaster
Many artificers use their crafts and talents to create inventions of wonders and delights. A rare few seek out to master the art of illusion and deception with their tech, allowing them to blend with the environment around them. These artificers often work behind the scenes for tricksters and spies, but some take on the craft themselves, their true identity forever hidden behind their signature mask.
Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with two of the following tools; disguise kit, poisoner kit, and forgery kit. If you already have proficiency in one of these tools, you gain proficiency with one other type of artisan's tools of your choice.
Spymaster Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Spymaster Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
| Artificer Level | Spells |
|---|---|
| 3rd | Charm Person, Illusory Script |
| 5th | Nystul's Magic Aura, Pass without Trace |
| 9th | Fast Friends, Major Image |
| 13th | Dimension Door, Psychic Lance |
| 17th | Mislead, Passwall |
Shrouded Visage
Also at 3rd level, you've crafted a powerful mask to improve your abilities to deceive and hide. This mask magically molds onto your face, and you can choose to change it from a design of your choice or be transparent as a bonus action. Your mask comes with two techniques of your choice, featured below. Each time you finish a long rest with a tool in hand, you can change which techniques your mask possesses. Unless stated otherwise, each of these techniques require a bonus action to use.
- Unseen Appearance: You can turn yourself invisible for 1 minute. This invisibility ends early if you deal damage or cast a spell on a unwilling creature.
- Doppelganger's Face: You can change your appearance and voice to match a creature you have seen in the last 10 minutes. This transformation lasts for 10 minutes, or until you end it early (no action required). A creature can spend its action to inspect your appearance by making an Intelligence (Investigation) check against your spell save DC, realizing you are disguised on a success.
- Bewitching Gaze: As part of making a Wisdom or Charisma check, you can gain a bonus to the roll equal to your Intelligence modifier. You don't expend a use if the total is a 10 or lower.
- Dozing Breath: You force a creature you can see within 30 feet of you to make a Constitution saving throw. On a failed save, they fall unconscious until the end of your next turn, or until a creature deals damage to them.
You can perform these techniques a number of times equal to your proficiency bonus, and you regain all expended uses after a long rest. While you have no remaining uses, you can expend a spell slot to regain uses, up to an amount equal to the expended slot level.
Surprise Strike
Starting at 5th level, your blows strike hard against those unaware. If you deal damage to a creature through a cantrip or attack, the creature takes extra damage equal to your level in this class if:
- they haven't taken a turn yet in the current combat.
- they are charmed or prone.
One Step Ahead
At 9th level, your mask and training keeps you ready against threats.
- While your shrouded visage has uses, your mind can't be read, nor can magic force you to tell the truth.
- Upon rolling initiative, you can choose a hostile creature within 60 feet of you and expend a use of your Shrouded Visage. You make an Intelligence (Investigation) check against their Charisma (Deception) check. You start your turn before them on a success, or after them on a failure, unless your initiative roll is already higher than theirs.
Deceiving Magic
Upon reaching 15th level, your trickeries are difficult to trace back to you. Each time you expend a use of your Shrouded Visage feature, the next spell you cast does not require components, bar costly components, nor can damage break your concentration on this spell.

