Arcane Tradition - Silver Key

Merchants and nobles gladly pay large sums to House Kundarak for their top of the line security services to safeguard their assets. Silver Keys serve as a subset of the House, intended to stress test the security preparations and locate flaws in their defenses that can then be patched. In this regard they generally operate alone, though for larger jobs they may bring in a team of specialists.

Those with Silver Key training who no longer serve the House are worth their weight in gold, as they make excellent assistants for any heist planned, and one need not even anger House Kundarak in doing so - the existence of expert security crackers like "rogue" silver keys make an excellent selling point for the House's services.

In order to take this subclass you must be a dwarf with a Mark of Warding.

Armored Abjurer

Often while testing traps you are forced to suddenly safeguard yourself. From 2nd level you gain proficiency with shields.

Warder's Keys

When you take this subclass, you are magically provided a set of special tools by House Kundarak, transported to you by magic. They include a set of picks, pry bars, hand hammers, hooks, saws, and skeleton keys, all forged from a silver alloy that maintains both purity and hardness, and you count as proficient with their use.

You may use these tools when disabling traps or picking locks to can advantage on the ability check. You also can use them to disable magical traps that might otherwise require a magical solution (such as Dispel Magic). Finally, while they are carried on your person your passive perception is treated as having a +5 bonus when it comes to detecting traps and secret doors.

The tools are magically attuned to you, and should you lose them you can resummon them from wherever they are at the end of a long rest. If they are destroyed, a replacement set can be purchased from House Kundarak at the cost of 1000gp.

Crafty Hands

From 6th level you learn the Mage Hand cantrip, if you did not already know it. You can make the spectral hand invisible, and also performing the following additional tasks:

  • You can stow one object the hand is holding in a container worn or carried by another creature.

  • You can retrieve an object in a container worn or carried by another creature.

  • You can use thieves' tools to pick locks and disarm traps at range.

You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature's Wisdom (Perception) check.

In addition, you can use the bonus action to control the hand. Your Mage Hand retains the benefits of your Warder's Keys feature, so long as they are on your person.

Cunning Body

By 6th level your form has developed an ability to adapt to danger automatically:

  • If you are submerged in liquid, you can breathe underwater so long as you remain submerged.
  • If you fall more than 5 feet, you gain the effects of Feather Fall
  • If you gain the Paralyzed condition, you are automatically cured of it after it takes effect.
  • When an attack roll is made against you, you turn Invisible until the end of your next turn.

Each of these features can only activate once, refreshing on a long rest, and their activation is automatic. The Silver Key does not decide when to use them, but rather their body responds immediately. You may expend a spell slot of 1st level or higher to recharge one of the effects after it has been used.

Sly Soul

From 10th level you have advantage on saving throws against spells and other magical effects.

Master of Doors

From 14th level you have reached the pinnacle of a Silver Key's preowess, allowing you to make use of any magic door or portal you come across as if you had the specific ability to do so. This includes, but is not limited to, bypassing arcane lock spells as if you had cast them, ignoring glyph of warding as though you know the password (even if they have no password) or not triggering Symbol even if they would normally activate.

Slippery-er Mind

From 14th level you add your Intelligence modifier to Wisdom saving throws.