Artificer Speciality - Cyre Scout

Many in House Cannith, particularly those in Cannith South, refuse to acknowledge that the greatest days of their house are behind them. Though the Mourning spelled the destruction of much of Cannith, many believe that their wonders in the Mournland still survive. It is for this reason that the Cyre Scouts were trained by House Cannith - to venture into the desolate wastes of the Mournland and seek out the lost wonders of the House.

Cyre Scouts are constantly honing themselves, seeking out new knowledge of the natural world (both in and out of the Mournland). Their attention to magical beasts often leads them to create contacts with House Vadalis. They rarely take the lead of a group, but frequently take the lead in what direction the group goes.

In order to take this subclass you must be a human with a Mark of Making.

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with one artisan tool of your choice.

Dragonmark Spells

At 3rd level you automatically learn the spells added to your spell list by your Spells of the Mark racial feature when you reach certain levels in this class as on the table below. They are always Prepared for you, but do not count against your number of prepared spells. In addition, you can use your dragonmark as an arcane focus for these spells, even if both your hands are occupied. You can cast each of your dragonmark spells once without expending a spell slot, refreshing on a long rest. Intelligence is your spellcasting ability score for these spells.

Artificer Level Spells
3 Identify, Tenser's Floating Disk
5 Continual Flame, Magic Weapon
9 Conjure Barrage, Elemental Weapon
13 Fabricate, Stone Shape
17 Creation
20 Magnificent Mansion

Mournland Scout

Cyre Scouts are trained experts in making their way through the Mournland and surviving on little to no food. You now only need to eat and drink one day a month, instead of every day. The magic of your mark keeps you sustained. In addition, you gain proficiency in the Survival Skill, and apply your proficiency bonus twice when making Survival ability checks.

Improved Mournland Scout

From 5th level your mark's magic enhances your survival abilities even further. You now only require two hours of sleep during a long rest, and a long rest only takes 4 hours for you instead of the standard eight. In addition, you heal naturally even in areas of the Mournland where natural healing would be suppressed.

Finally, you gain an innate feel for the world around you. You gain blindsight out to a number of feet equal to twice your artificer level, rounded down to the nearest 5ft. Once per turn when you deal damage to a creature within your Blindsight range they take another 1d8 damage as you seek out a weakpoint in their defences.

Extra Infusions

At 9th level your mark allows you to learn an additional two Infusions from the Artificer list, and increases your maximum Infusions active by 2.

Mark's Vigor

The magic of your mark sustains you. From 9th level you gain an extra 3 'safe' levels of exhaustion before you start suffering from ill-effects. It therefore takes 9 levels of exhaustion to kill you.

Master Mournland Scout

Your mark now allows your Mark to channel healing energy that's applied to you. You can now benefit from any and all healing sources, including magical, while in the Mournland. In addition while below half health and conscious you regain 3 hit points at the end of each of your turns.

Finally, when you make a Survival ability check, you can treat any roll of 9 or below as rolling a 10.