# Artificer Subclass: Hacker This homebrew is intended to work from the Modern Magic article from Unearthed Arcana. It makes reference to spells and tools created there. #### Tool Proficiency When you adopt this specialization at 3rd level, you gain proficiency with hacking tools and sidearms. If you are already proficient in hacking tools, you gain proficiency with one other type of artisan’s tools of your choice. #### Hacker Spells Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Hacker Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare. ##### Hacker Spells | Artificer Level | Spells | |:----:|:-------------| | 3rd | *charm person, remote access* | | 5th | *arcane hacking, hold person* | | 9th | *haywire, invisibility to cameras* | | 13th | *conjure knowbot, system backdoor* | | 17th | *animate objects, shutdown* | #### Robotic Familiar At 3rd level, you learn to put your programming and tinkering together to create an imitation of life. You can cast *find familiar* as a ritual spell to create a small mechanical being. This creature has all of the usual features of a familiar, and takes the stat block of one of the spell's offered animals. However, it is considered a construct. It is immune to poison damage, as well as the charmed, exhausted, and poisoned conditions. Additionally, your robotic familiar has the following features. **Bonus Cantrip.** While your familiar exists on the same plane as you, you gain one additional cantrip from the artificer spell list, stored in its circuitry. **Telepathic Aid.** While your familiar exists on the same plane as you, you have advantage on checks with your hacking tools. **Viral Consciousness.** As an action, you can instruct your familiar to overwhelm a system. Your familiar makes a check with hacking tools, adding your bonus instead of its own, against a digital device against a DC determined by the level of security. On a success, the device is integrated into your familiar's system. Your familiar permanently downloads any information that was on the device. Additionally, your familiar creates a back-up of their own consciousness. For as long as this back-up exists, your familiar can access the files and programs within the device as if they were its own. This back-up can be deleted by a hacking check equal to your spell save DC. ``` ``` #### Heist Experience At 5th level, you develop your ability to exploit backdoors. You can cast *arcane lock* and *knock* without the use of a spell slot. Once you cast a spell in this way, you must complete a short or long rest before you can cast the same spell again. #### Overcharge At 9th level, you learn to push your familiar to its limits. As an action, you can give your familiar your unused spell slots. Working on your familiar with your tools, you can expend a spell slot to give your familiar one charge per level of the spell. The number of charges your familiar can hold is equal to half your artificer level, rounded down. After 48 hours, the robot automatically loses the charge if it hasn't been used. As a bonus action, you can expend a charge to do one of the following: * Make a melee spell attack roll. On a hit, the target is stunned until the end of your next turn as your familiar hacks their nerves. * The target must make a Dexterity saving throw against your spell save DC. On a failure, the target takes 2d10 lightning damage as your familiar opens a circuit. * One creature of your choice gains disadvantage on its next saving throw. * You can cast one spell that is on the artificer spell list but which you do not have prepared. You still use a spell slot to cast it. * Your familiar becomes immune to slashing, bludgeoning, piercing, lightning, and thunder damage for one minute. #### Overclock At 15th level, your Overcharge is more powerful. There is no limit to the number of charges your familiar can hold.