Artificer Speciality - Spy


Many artificers utilise their techniques in pursuit of the knowledge, expressing their creativity through their magic. For the spy, these tools are a mere means to an end, their craft a way to enhance their own goal of infiltration and stealth. Though capable of acting solo, spies also serve well on teams, using their various gadgets and abilities to aid in both infiltration and combat scenarios.

Spy Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with the Sleight of Hand skill. If you already had this, you instead gain proficiency with one Artificer skill of your choice. If you use this to conceal a weapon on your person, you add your proficiency bonus twice instead of once.

Spy Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the spy spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.

Spy Spells
Level Spells
3rd Faerie Fire, Grease
5th Pass Without Trace, Silence
9th Hypnotic Pattern, Non-detection
13th Arcane Eye, Dimension Door
17th Mislead, Far Step

Spy Martial Arts

At 3rd level when you take this specialisation, your knowledge of tools and fighting allows you to use your intelligence score instead of strength or dexterity with the following weapons: your unarmed strike, daggers, slings, darts, hand crossbows, firearms, and blowguns. You also gain proficiency in any of these weapons if you didn't have it before. In addition, your unarmed strike now deals 1d6 damage.

Spy Gear

Also at 3rd level you gain a number of Spy Dice equal to your intelligence modifier, representing the various spy-gadgets you create. You can expend these as a bonus action unless otherwise specified on the following features:-


Low Gravity. You gain a climb speed equal to 10ft x the spy dice roll, and a flying speed equal to half that much. The climb speed can be used without needing your hands. These last for a number of rounds equal to the spy dice roll.


Stealth Field. You take the Hide action, adding your spy dice to the roll.


Swift Disguise. You cast the Disguise Self spell on yourself, gaining a bonus to its disbelief DC equal to the spy dice roll. If your dice roll is above 5, you can instead choose to cast the Alter Self spell on yourself. If the dice roll is above 7, you can do so without requiring Concentration.


Trap Detector. A special eyeglass lets you better detect hidden doors, traps, and other sneaky objects. You gain a bonus to your passive and active perception rolls equal to your spy dice. This lasts for 1 hour. This gadget does not grant you a bonus for detecting creatures.


Weave Detector. You gain the Detect Magic spell for a number of minutes equal to your spy dice roll. This does not require your concentration.


A spy dice's size is 1d4, growing at level 7 (1d6), 13 (1d8) and 19 (1d10). You regain all expended spy dice on a short or long rest. If you have none remaining then at any time you can expend a spell slot to regain spy dice equal to the level of spell slot expended.

Advanced Spy Martial Arts

At 5th level you learn how to weave your martial arts with your spellcasting. Once per turn when you cast an Artificer spell, you may make one weapon attack with any of the weapons listed in your Spy Martial Arts feature.

In addition, your base movement speed increases by 5ft.

Advanced Spy Gear

From 9th level you gain additional uses for your Spy Gear. In addition, armour you are proficient in no longer provides disadvantage on Stealth rolls if it would usually.


Disarm Kit. Your specialised kit grants superior trap and lock disarm abilities. You add your spy dice roll to any thieves tool checks to open a lock or disarm a trap.

Alternatively, you can use this kit to attempt to 'disarm' a magic item for a number of rounds equal to your spy dice roll. Choose a magic item you can see within 30ft, and make a spellcasting ability check with proficiency against a DC based on its rarity (Common: 11, Uncommon: 13, Rare: 15, Very Rare: 17, Legendary: 19, Artifact: 21). A successful check suppresses the magical benefits/effects of the item. If the item in question is Cursed, it does not suppress the cursed aspect of it, only the 'beneficial' features.


Evasive Burst. A jet of pressurised air pushes you away from danager. As a reaction to being attacked or making a dexterity saving throw you can deploy this tool to add your spy dice to either the saving throw or your AC against the attack. You may then immediately move up to 15ft without provoking opportunity attacks.


Memory Wiper. As a reaction when a creature loses sight of you, you can deploy a memory wiper. They must succeed on a wisdom saving throw against your spell save DC or lose recent memories for minutes eqaul to your spy dice roll.


Quickshocker. You toss a small device at a point within 30ft, which bursts in an electric shock. Creatures within a 10ft radius who fail a constitution save can't take reactions until the end of your next turn. They subtract your spy dice roll from the saving throw.


Sonar Blade. You throw a specialised dagger at a point on the ground or other object within range. While this blade remains (AC15, HP = 2x your artificer level) the blade pulses immediately, and at the start of each of your turns. This reveals all creatures to you within a 20ft radius, negating invisibility to you (and you alone) and allowing you to see them even through total cover or other obscurement. In addition, even if behind a total cover object, your spells and attacks can magically ignore all cover while they are revealed. A creature is revealed by this only until the start of your next turn. Sonar blade lasts for a number of pulses equal to your spy dice roll, or until destroyed.

Mastered Spy Gear

At 15th level you gain additional uses for your Spy Gear. In addition, if you roll a 1 on your Spy Dice, you immediately regain a use of it.


Advanced Stealth Field. You cast the Greater Invisibility spell on yourself for a number of rounds equal to your spy dice roll. If you roll 8 or higher on your spy dice, you do not require concentration on this.


Time Disruptor. You cast the Haste Spell on yourself for a number of rounds equal to your spy dice roll. You do not suffer from lethargy when this ends. If you roll 8 or higher on your spy dice, you do not require concentration on this.